User:Illuminatiswag/Sandbox: Difference between revisions

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{{favilink|lush acid}}
<span class="qud-image qud-tooltip"><span class="qud-image-link-image-container">[[File:mechanimist zealot.png|16px|link=Mechanimist zealot]]</span><span class="qud-image-link" style="color:#b1c9c3">[[Mechanimist zealot|<b><span style="color: #b1c9c3;">Mechanimist zealots</span></b>]]</span><span class="qud-tooltip-text delayed-tooltip">hi everyone!</span></span>
== 203.33 ==
== 203.33 ==
Released April 22, 2022
Released April 22, 2022.
* The Joppa Zealot is now much louder.
* The Joppa Zealot is now much louder.
* Improved the travel direction selection for the Joppa Zealot's particle effects.
* Improved the travel direction selection for the Joppa Zealot's particle effects.
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* Fixed a bug that increased world map lag.
* Fixed a bug that increased world map lag.
== 203.32 ==
== 203.32 ==
Released April 15, 2022
Released April 15, 2022.
* Owned containers are shown as owned in the trade UI. Items in the owned container that belong to you are labeled to show that.
* Owned containers are shown as owned in the trade UI. Items in the owned container that belong to you are labeled to show that.
* The item listing when opening a container now shows which container you are opening.
* The item listing when opening a container now shows which container you are opening.
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* Fixed a harmless exception when aborting out of Spray-a-Brain usage from the stage of selecting a target.
* Fixed a harmless exception when aborting out of Spray-a-Brain usage from the stage of selecting a target.
* MORE ABOUT THI
* MORE ABOUT THI
== 200.41 ==
== 203.29 ==
Released May 23, 2020 (beta branch)
Released April 1, 2022.
*
* Villages are no longer occasionally colonized by multiple versions of the same legendary creature, which lead to various issues.
* Tomb-related notes
* The quest 'Pax Klanq, I Presume?' now completes after you do the important step and talk to Barathrum about it, even if earlier quest steps are still active.
* The Tomb-dwelling pangoloids knows as the mopango have officially moved in.
* Events that would create an open pit in [redacted] now open space-time rifts instead.
* Added or refined several types of mopango.
* Meyehind and Liihart now aid Eskhind if you initiate a fight with her via dialogue.
* Added a new quest: The Buried Watchers. Talk to Zothom in Ezra.
* 'Do You Really Want to Die' prompts now function correctly in modes with checkpoints.
* Added a new quest: Fraying Favorites.
* Fixed a bug that caused the key mapping option in the system menu to set a checkpoint.
* Strange entities now (officially) roam the Tomb.
* Fixed a bug that caused the game to crash when an open pit appeared in a pocket dimension that wraps back onto itself in a single screen.
* Added a new legendary ooze, k-Goninon.
* Fixed a bug that caused some secrets to fail to print to the message log when they were revealed.
* Added the repulsive device.
* Fixed a bug that caused blank sultan murals to appear in rare circumstances.
* Added [redacted], [redacted], [redacted], and [redacted].
* Fixed an exception caused by malformed color codes.
* We made some UI improvements to the Tomb-teleportation mechanic.
* Fixed a bug that caused manually dismissed proselytes to keep following you.
* Changed the ASCII floor glyph for teleportation-safe tiles.
* Fixed a bug that caused Pax Klanq and other legendary fungi to infect a different limb from the one selected.
* Added a new effect, tomb-tethered, to better message when creatures are safe from the teleportation effect of the Bell of Rest. Creatures are tomb-tethered when they both bear the Mark of Death and are occupying a tile that's teleportation-safe.
* Fixed a bug that caused Pax Klanq to spawn outside his hut.
* Fixed a bug that caused you to be Tomb-teleported back to the beginning of the crematory from the supposedly safe Columbarium.
* Fixed a bug that made it possible for a galgal to run over itself, particularly when possessed by the player.
* Fixed a bug that caused exit teleporters in Lower and Upper Crypts to send you all the way back to the catacombs.
* Fixed bugs in the interaction of space-time vortices with reality stabilization that caused confusing messages and inappropriate showers of sparks.
* Fixed a bug that caused issues at the recoming nook.
* Fixed a bug that made your force bubble not move with you when you jumped. (This probably also will result in jumping interacting with other movement-triggered events that it previously bypassed.)
* General notes
* Fixed a bug that made hydraulics presses only compress objects that were placed in them, not creatures who entered them.
* Added new loading status indicator art.
* Fixed a bug that prevented the comm panel from taking data disks from the player.
* The new stair tiles now look better when the 'Always highlight stairs' option is enabled.
* Fixed a typo with a Paralyzing Stinger exclusion.
* Added a new Modding option: 'Select enabled mods on new game'.
* [modding]Added anatomies for motes, mirrors, and octohedra.
* "Press space" dialogs now close only when you press Escape, Enter, or Space.
== 203.28 ==
* Goatfolk can now give directions in conversations.
Released March 25, 2022.
* The overburdened status effect is now updated more reliably when your carrying capacity changes.
* You can now use Sunder Mind on creatures who have been fully identified with Sense Psychic.
* The weight display in the trade UI is now more accurate.
* Pulsed field magnets now pull just one item from your inventory at a time.
* You no longer receive messages about merchants restocking if you're not in the same zone as they are.
* Electromagnetic shielding now makes artifacts immune to maghammers and pulsed field magnets.
* Objects without bodies can no longer be knocked prone.
* Holograms can no longer be set on fire.
* Save files now remember which mods are enabled and prompt you to re-enable those mods before loading.
* Poison-tipped spears and geomagnetic discs are now categorized as thrown weapons.
* Fixed a bug that caused the onset of fungal infections to sometimes be 8-10 turns instead of 2-3 days.
* Creatures spawned from nests now award 1/4th XP by default.
* Fixed a bug that caused symbiotic fireflies to destroy themselves, and turn into "Objects", when equipped.
* Stepping on a junk dollar is now tracked as killing it.
* In the classic UI option screen, slider and selection options that don't fit well in one line now occupy two lines.
* Robotic psychic hunters are now mentally assailable.
* Exiting the world map now avoids placing you in cells where you would have to swim.
* Urberry is now considered a med.
* [modding] Fixed a bug that caused GlobalConfig.json to be unmoddable.
* Bep now sells an Yd Freehold recoiler.
* [modding] An objects can now set the ReplacementObject member of an ObjectCreatedEvent to return a replacement object instead of itself during object creation.
* Plant walls can now catch on fire, and they vaporize into ash instead of lava.
== 200.40 ==
* Fixed scoring for the Daily Challenge.
Released May 15, 2020 (beta branch)
* Removed Weekly from high scores screen.
* Tomb-related notes:
* Added Key Mapping back to the system menu.
* Added new tiles for Eater statues, Eater holograms, and urn duster.
* The inventory hotkey spread now takes into account active navigation keybinds.
* Crypt sitters and conservators no longer cause unintended trouble in dynamic encounters.
* The burnished fullerite shield tile no longer has the Templar rhombus.
* General notes:
* Saad Amus can now install cybernetic implants.
* New item mod: fitted with suspensors.
* Gave helping hands an item tier.
* Mafeo now has a pickaxe for sale.
* Flowers now use fractional weight.
* Excluded some more creatures from spawning as Mechanimist converts, including pulsed field magnets.
* Caslainard and Polluxus no longer have their item mods appear in their display names.
* Added descriptions for the following objects: rubble, burnished azzurum (formerly aquamarine), banana rancher, hammock, brick, Warden 1-FF, Mayor Haddas, and Yla Haj.
* There are new UI options to disable text-based and fullscreen screen-warping effects.
* Gave an ASCII makeover to the following objects: gravestones, unripe banana trees, Yla Haj, floor cushion, medium boulder, Zothom (also tweaked his tile colors), bookshelf, sign, power line, brick, woven basket, hammock, flux gauge, weathered wood, and sultan tomb murals.
* The brinestalk gate in Ezra is now properly named.
* Powered exoskeletons can now have a variety of item mods.
* Improved grammar for objects on the worldmap.
* When you're under the effect of the gamma moth Mutating effect, random mutations you might acquire are now reseeded at some point during its duration.
* Improved plurality grammar in sultan gospels.
* Sheba Hagadias no longer succumbs to natural behavior like going on a pilgrimage or urn dusting.
* Fixed a bug that broke move to zone edge.
* Things without brains can no longer be dazed or stunned.
* Fixed a bug that made turning off automatic rifling through trash disable manually rifling through trash.
* Holograms can no longer be harvested or butchered.
* Fixed some issues with the new keybind UI when using the legacy input manager.
* Small stones and large stones are no longer flammable.
* Fixed some non-bonnet relics being described as bonnets.
* Fixed a bug that caused the Golgotha chutes to generate disconnected.
* Fixed a typo in the gentling cone and mask descriptions.
* Fixed a a bug that caused mouse movement to not work properly on the world map.
* FearAura will no longer cause a hard lock if acquired by a player.
* Fixed a bug that caused missile weapons to hit non-blocking inanimate objects in their paths.
* Fixed a bug that prevented Hindriarch Esk from participating in the "Landings Pads" quest.
* Fixed a bug that caused merchants to spawn with double the inventory they're meant to.
* Fixed a bug that caused the beguiled effect to persist after a creature had been proselytized.
* Fixed a bug that immobilized aquatic creatures.
== 203.27 ==
* Fixed a bug that caused worn items effects to not go away when you removed the item.
Released March 18, 2022.
* Fixed a bug that sometimes caused Barathrum's study to generate with a down staircase.
* Most forms of pathfinding will now automatically dig through walls, if need be, if you have digging capability.
* [debug] Space no longer accepts the 'Would you like to die?' prompt.
* Autoact interruption by Heightened Hearing, Sense Psychic, and electromagnetic sensors now behaves in a fashion more consistent with other ways that autoact gets interrupted.
== 200.35 ==
* Terrain is no longer shown as "Undamaged" when looked at.
Released May 8, 2020
* Added new default bindings to the prerelease input manager:
*  
* alt+dpad left => move to point of interest
* Tomb-related notes:
* alt+dpad right => auto attack nearby
* Expanded the Grand Vestibule to multiple maps.
* alt+dpad up => ascend
* Changed the Omonporch entry zone to a new map: Court of the Sultans.
* alt+dpad down => descend
* Made various tweaks and enhancements to the Arcade to the Twin Gates.
* Added a new 'Adventure' keybinding category for legacy keybinds.
* Made various tweaks and enhancements to the Columbarium.
* Hook and Drag and latch-on weapons no longer trigger a drag attempt, and potentially prevent movement/attacking, when attempting movement that would not actually perform a drag.
* Made the Ezra and Arcade murals more authentic.
* NPC scavengers will now only attempt to pathfind to trash that is in their line of sight.
* Added a bell tolling sound effect to the Bell of Rest.
* Liquid auto-collection can now always be disabled when it has been enabled, and gives an appropriate message when you attempt to enable it on an empty container for which no appropriate liquid type is obvious.
* Made Sixshrew a real merchant.
* Targeting with the prerelease input manager enabled now correctly fires via the fire binding when picking a target when using a binding other than F.
* Gave dialog to Yla Haj and Warden 1-FF.
* Fixed an issue preventing the highlight overlay from working with the prerelease input manager.
* Tweaked Mayor Haddas's dialog.
* Fixed a typo in the "Zoom In" binding.
* Gave better equipment and wares to Yla Haj.
* Fixed a bug that caused some autoact interruption messages to not be displayed.
* Gave several of the Tomb zones better names.
* Fixed a bug that caused anchor spikes to prevent the defensive lunge of long blades.
* Gave sky maps more sensible names.
* Fixed a bug that allowed you to take items from sultan reliquaries without triggering the robber chimes by using the "Store an item" menu.
* Added a cistern ruin to the east of the Arcade.
* Fixed a bug that caused Proselytize to become guaranteed once you were sufficiently above your target in levels.
* Added more graffiti to the robbers' cut.
* Fixed a bug that caused wire strands to display both a length and a stack size.
* Made some architectural changes to the Tomb outer walls and the Spindle chamber.
* Fixed a bug that that prevent some alternate move commands from being activated.
* Added a new tile for rubble.
== 203.25 ==
* Added some more Eater statue and hologram tiles.
Released March 12, 2022.
* General notes:
* When you are flying, force attack and automatic attack commands now use swoop if it seems productive for them to do so.
* Faction leaders now have their prowess more accurately judged and displayed in their look descriptions.
* Damage from Sunder Mind, Syphon Vim, poison, bleeding, and various other appropriate sources can no longer be prevented by, and no longer triggers, teleportation-based defensive mechanisms.
* Autowalk, autoexplore, and rest are now interrupted when your companions engage in combat, take damage, or die, as long as they're visible or audible.
* When villages have water as their signature liquid, this no longer overrides non-water preferences for the liquid used in the water ritual.
* We changed the option "Maximum autoexplore squares/sec" to "Maximum automove squares/sec" and made it apply to all forms of automove.
* Village quests to find the location of objects within a zone, such as dromad traders, will no longer instantly complete upon entering their zone.
* Metal items now retain less liquid, and fur items retain more.
* It is no longer possible to start a conversation with any body currently dormant through use of Domination.
* Quartzfur hats now message themselves as being made of quartz rather than glass.
* Entering the trade screen with sentient containers by attempting to open them now respects conditions that should prevent that.
* Autocollect can now be disabled on empty waterskins.
* Butchering severed body parts that are butcherable because of the cybernetics they contain now respects the body part being marked important in the same way that it is respected for items that are butcherable for other reasons.
* Spiders no longer attack allied creatures that are stuck.
* Most pathfinding is now actively unwilling to path over known yonderbrush locations, rather than merely being very reluctant.
* Player-controlled spiders no longer autoattack stuck creatures.
* Unbound keys now pass through to underlying screens when using the prerelase input manager, which means most hotkey lists and unbound key commands will work properly.
* Destroying or teleporting a web now frees anything stuck in it.
* Fixed an issue where old keybindings would still exist even when seemingly overwritten when using the legacy input manager.
* When an object is phased multiple times, damage from being forced into phase by reality stabilization now occurs only when the last effect is terminated.
* Fixed a bug that made crypt sitters aggressive when they should have been neutral and neutral when they should have been aggressive.
* Changed the message when you try to remove an unremovable cybernetic implant.
* Fixed a typo when making small talk with a temporal fugue clone.
* Items that affect the chance of salvaging multiple bits, like advanced toolkits, are no longer used on items that can only ever disassemble into one bit.
* Fixed a bug that caused invisible creatures to be highlighted in red when picking a target.
* The random-buy mutation choices should now be more stable for a given seed.
* Fixed a bug that caused a small sphere of negative weight hovering in open air to fail to fall when EMPed or otherwise disabled.
* If you're out of 2+ point mutations to buy, you're now presented with 1-point mutations.
* Fixed a bug that caused going prone to fail to charge any action cost.
* The look and target picker "Locked" status toggle is now remembered across games and reloads.
* Fixed a bug that made creatures fail to get out of the way of oncoming krakens.
* In the classic UI, the cooking menu now reutrns to the selected option instead of the top of the list when you choose a recipe to cook then decide go Back.
* Fixed a bug that caused the Cudgel Proficiency skill to apply its +2 hit bonus to short blades instead of cudgels.
* Dromad trader psychic thralls or domesticated slaves no longer generate map notes.
* [modding] The character sheet now uses the display name of your character's genotype and subtype.
* Geomagnetic discs can no longer spawn with elemental damage mods.
== 203.23 ==
* Made some improvements to geomagnetic disc pathing.
Released March 4, 2022.
* Fixed an improper item ownership warning when you tried to examine or disassemble items in the inventories of certain creatures you were dominating.
* Wings and functional flight equipment now provide their overland travel bonuses regardless of whether you enable flight (you are presumed to always be flying in overland travel if you are able to).
* Fixed a bug that caused Flurry to not work on inanimate objects, which in turn caused NPCs with flurry to stand there inert instead of attacking inanimate objects they were angry at.
* Relics with the ability to dismember now decapitate independently of the wielder's Decapitate skill, similarly to serrated weapons, with twice the chance to do so that serrated weapons have.
* Fixed some bugs with color rendering and formatting in books.
* Grenades can no longer be detonated on the world map.
* Fixed a bug with liquid-fueled power consumption, such as in gyrocopter backpacks.
* Large boulders now render above doors.
* Fixed some performance issues with normality gas and norm cores.
* Fixed an issue with the gamepad ability selection not activating some abilities properly, such as sprint.
* [debug] Made wish string matching more accurate.
* Fixed a snippet of dialog with Indrix that indicated the wrong direction to travel.
* [debug] The "Do you really want to die?" promp no longer accepts space or enter as input.
* Fixed a bug that caused you to be unable to report Eskhind's death to Neelahind or Hindriarch Keh.
* [modding] The map editor now supports Ctrl-C to copy a selected region, which turns your brush into a rectangle the size of that region. Ctrl-click pastes the copied region, and right-click deletes the region bounded by the selected rectangle.
* Fixed a bug that allowed you to loot multiple [redacted] if you managed to move them into the same zone.
* [modding] The map editor now properly renders most walls, water tiles, and fences.
* Fixed a bug that caused Trailblazer and Wilderness Lore to have twice the effect on travel speed they were meant to.
* [modding] The map editor now has tile previews in the blueprint selector.
* Fixed some cases where lots of furniture would end up stacked in a single cell.
== 200.29 ==
* Fixed a bug that would sometimes cause halls in some areas to be blocked by statues and boulders in a way that would block off access to stairs.
Released May 2, 2020
* Fixed a bug that caused the stairs to the liminal way to sometimes be encased in walls.
* Fixed a bug that caused NPCs in villages to spawn in unreachable voids.
* Fixed an issue that caused a variety of rare strange behavior, such as swimming through dirt paths.
* Fixed an issue with double articles in the names of some historic sites generated in some terrains.
* [modding] GameObject.Explode() can now take an optional argument List<GameObject> Hit that will be used as the tracking list for what objects the explosion has affected.
* [modding] The 'placeobjecttest' wish is now more robust when wishing for invalid blueprints.
== 203.21 ==
Released February 25, 2022.
* We made some improvements to saved games.
*  
*  
* Tomb-related notes:
* Saved games are now less likely to break from patches or mod alterations.
* We added polish to the architecture of the Tomb.
* Most mods can now be disabled in the middle of a saved game.
* Added a new exterior caryatid wall and extended it up and down through the Z-dimension as appropriate.
*  
* Added support pillars beneath the Tomb.
* You can now bask in the open areas of the rust wells.
* Added structural ribs.
* You no longer get a popup message when your troll foal followers die.
* Swapped the locations of the Life and Death Gates.
* Effects that change the result of random mutation rolls, like Eaters' nectar tonics, now also change the results of consuming brain brine.
* Redesigned the Grand Vestibule.
* Pressing escape during item naming now returns you to the begining of the naming process rather than aborting it.
* Added a lot more graffiti to the robbers' cut.
* The disoriented effect now extends duration on multiple applications rather than stacking.
* Cleaned up the maps around the Liminal Way.
* Tam is now grammatically recognized as having a proper name again.
* Moved the up staircases in the Folk Catacombs.
* Amnesia no longer triggers from new entries in your general notes or chronology.
* Replaced the Lace Stairways to the crematory with access corridors.
* Fixed a bug that caused Amnesia to trigger 100% of the time.
* General notes:
* Broadcast power reception from satellites now works in open areas of the Rust Wells regardless of depth.
* The display format of some zone names has changed.
* Fixed a bug that made broadcast power reception from satellite slower than it should have been on the world map.
* Inscribed funerary urns no longer report being empty.
* Fixed a bug that where the extra waterskins you bought to hold excess water from a trade ended up empty.
* You're no longer asked to drink from full urns as a quest step in dynamic quests.
* Fixed a bug that made nectar injector relics give one mutation point instead of two.
* Automove and rest are now interrupted by decarbonizer beams that are detectable to you by sight, sound, or smell.
* Fixed a bug that incorrectly allowed magnetized shields and missile weapons to have the jacked item mod added to them.
* When you're about to stop flying and you're at risk of taking fall damage (ie, at least one stratum above ground), you're now given an appropriate warning message.
* Fixed a bug that caused the Yd Freehold to take several minutes to build.
* Fixed a bug with acid gas that caused the game to hang.
* Fixed a bug that occurred when galgalim ran you down.
* Fixed a bug that caused items to retain more liquid than intended.
* Fixed an issue that caused erratic movement and game crashes when you dominated a flocking creature such as a plastronoid or glowcrow.
* [modding] Added a new API, StatShifter, to Parts and Effects that helps track stat shifts. See https://cavesofqud.gamepedia.com/Modding:StatShifter.
* Fixed a bug that caused healing messages in the message log to have improper coloration.
* [debug] Added a new debug option: "Show debug text for stat shifts".
* Fixed an exception when traveling to a new zone with followers in tow.
* [debug] Added a new wish, "showstatshifts", that displays a list of items and effects shifting your stats.
* [debug] Added the "clearcorrupt" wish to clean up corrupted objects from loading a saved game.
* [modding] You can now select regions in the map editor by holding shift and dragging the select box over tiles. Ctrl-a selects the entire map.
*  
* [modding] Redesigned the "selected cells" region of the map editor. You can now delete, bulk replace, and set ownership on objects in the selected region.
*
== April 24, 2020 (beta branch) ==* Tomb-related notes:
* Additionally, the following patch notes are from last week's Deep Jungle update.
* We added more polish to the crematory.
*  
* Redesigned the columbarium.
* Items on the ground that were you marked as important now appear as points of interest whes use the 'Move to points of interest' command.
* Added ASCII art to the look screen for urns.
* Reloading weapons and collecting liquids now require you to be able to move your extremities.
* Urn dusters now walk around dusting urns in the columbarium.
* Phylacteries now require you to be able to move your extremities in order to activate them.
* Fixed some bugs with the interaction of various crematory objects.
* Disabled phylacteries can no longer be activated.
* Added a visual effect for when objects are pushed by industrial fans.
* Geomagnetic discs can no longer acquire the Masterwork item mod (which had no effect on them).
* Added descriptions for the following objects: conveyor drive unit, conveyor belt, rubber curtains, bones, ashes, industrial fan, miasmatic ash, machine wall, metal door, plastic tree, statue of Eater, full-spectrum bright sconce, elevator shaft, empty urn, marble walkway, sunflower, and scrapable deposit box.
* Magazine-loaded relic missile weapons that fire extra shots now always have at least enough ammo capacity to fire a single set of shots.
* Edited the ASCII glyphs for the entire crematory.
* You can no longer sell your knowledge of [redacted] to [redacted].
* [Redacted]
* The hotkeys for selecting signature meals at ovens are now alphabetic rather than numeric (which caused accidental selection when trying to use the number pad to navigate).
* General notes:
* Stratum identifiers like "surface" and "surface level" no longer appear in the names of random-point and programmable recoilers.
* You can now use water to clean your stained equipment via inventory actions on either your water containers or your stained equipment.
* Attempting to 'open' an animated piece of furniture that is a container now enters the trade screen.
* You can now use the Walk keybind from the Look menu to autowalk to the tile you're looking at.
* Tweaked the determination of scanning type to make more things, particularly high-tech furniture, subject to techscanning or bioscanning rather than structural scanning.
* Offhand attacks work again.
* Fixed grammar issues with various boots, gloves, and gauntlets.
* Changed the glyph and tile colors of non-mayor quest givers in villages from dark green to bright yellow. Accordingly, we also changed Mehmet's color to bright yellow.
* Fixed a bug that caused a number of creatures, including you, to be invulnerable.
* Girshlings you encounter outside of Red Rock no longer advance 'What's Eating the Watervine?'.
* Fixed a bug that made geomagnetic discs fail to target phased creatures while you were phased.
* The water ritual now consumes a dram of liquid only when you initiate it instead of consuming one for every action you take during it.
* Fixed a bug that made canvas walls at the Six Day Stilt show up as points of interest via Move to Point of Interest.
* Force fields you can pass through no longer interrupt automove regardless of their source.
* Fixed a bug that caused starting village tinkers and apothecaries to have [human tinker] and [human apothecary] as names.
* Psychic hunters are no longer incorrectly interdicted on maps without reality stabilization.
* Fixed a bug that caused historical sites to generate without a relic or cult leader.
* Cybernetic implants that occupy an equipment slot are no longer shown twice in the implantee's description.
* Fixed a bug that let you sting with a dismembered stinger.
* Temporary items can no longer be used as tinkering components.
* Fixed a bug that made animated takeable objects still takeable via tab / take all.
* Improved the grammar in "you pass by" messages.
* Fixed a bug that caused some quest items not meant to be sold, like Argyve's scratched data disk, to be sellable.
* Fixed a bug that caused Rebuke Robot to fail way more often than it should.
* Fixed a bug that made the wait command error out if you had no activated abilities.
* Fixed a bug that caused take-all to not work in the classic UI looting menu when the cursor was on a category rather than an item.
* Fixed a bug that make Berate always unusable when frozen, even if you could use it telepathically.
* Fixed a bug that caused the 'Tweet this character build' button to not work.
* Fixed some generative grammar errors in the case of verbs used with pseudo-plural (singular "they") subjects after a pronoun.
* [debug]Added a new wish, "factionencounter:<faction>", that generates a special faction encounter in your current zone. For example, wishing for "factionencounter:Templar" generates a Templar faction encounter. You can override the tier and level values for the zone, both of which affect the creatures generated for the faction encounter, like so: "factionencounter:<faction>:<tier>" and "factionencounter:<faction>:<tier>:<level>".
* Fixed an appearance of second-person rather than third-person possessive pronouns in mural generation.
* [modding] The ConversationScript part now supports a Color field that's used to specify a color or shader to be applied to the creature's conversation text.
* Fixed a bug that made transparent solid objects impossible to look at using the tooltip looker.
* [modding] Self-closing <mutation /> tags in the XML no longer skip the next mutation when they're loaded.
* [modding] In a thrown weapon attack, if the Penetrations parameter is modified during the WeaponThrowHit or TakeDamage events, the modified value now appears in messaging. This is cosmetic and does not affect damage calculations.
* [modding] The new blueprints loader no longer crashes when given an <intproperty> with no Value (it assumes 0 instead).
== February 11, 2022 ==
* [modding] Added Transform > Flip Vertical to the map editor.
* 203.14 - 'beta' branch
* [*][modding] Added File > Reload Blueprints to the map editor. This lets you reload ObjectBlueprints.xml without quitting and reopening the editor.
* We made a bunch of changes to starting equipment.
== 200.22 ==
* All castes and callings now start with at least 3-4 witchwood bark. Correspondingly, starting village apothecaries now stock only a token amount witchwood bark.
Released April 17th, 2020 (beta branch)
* Reduced the number of starting torches to a more reasonable amount.
* Note: this update will break save compatibility. If you'd like to continue a save from a previous patch, you can switch back to that patch's branch. From Steam, right-click Caves of Qud > Properties > Betas > choose a branch. Last week's branch is 200.21.
* All starting food -- crusty loaf, food cube, Ekuemekiyyen greens, and salthopper chips -- can now be cooked with. Smoldered mushrooms still preserve into pickled mushrooms.
* Tomb-related notes
* Made a bunch of tweaks to true kin starting gear. As a result, they now start with more tonics than they had been in the beta, but not as many as they were capable of starting with on mainline.
* Added a new gas: miasmatic ash.
* Scholars now have a chance to start with a couple books.
* Grave moss now burns off into miasmatic ash.
* Pilgrims now start with at least one book and a wineskin.
* We made changes and added some polish to the crematory.
* Apostles now start with a honeyskin.
* Added industrial fans.
* Consuls now start with a wineskin.
* Funerary urns now have names and inscriptions.
* Watervine farmers now start with some random ingredients and a cookbook.
* Machine presses with only one piston now slam their target away instead of crushing it.
* Arconauts now start with some canned Have-It-All instead of mystery meat.
* The support pillars in the catacombs now come up through the crematory.
* Fuming God Child's ash-stained robes now grant +1 AV.
* Tweaked the layout of the conveyor belts and flame vents to be slightly more ordered.
* Greybeards now start with furs and a short bow.
* Added new wall tiles and changed the colors of some existing tiles.
* Horticulturists and Priests of All Suns now start with a short bow.
* Replaced the existing machine room with a new one.
* Priests of All Moons now start with a compound bow.
* Fixed a bug with the ASCII rendering of machine press.
* Castes and callings that start with missile weapons now have more ammo.
* General notes
*  
* Fixed a bunch of text coloring bugs introduced last patch. There'll likely be some more, though.
* Witchwood bark now heals a slightly reduced amount.
* We made some tweaks to liquid and liquid pool behavior.
* Witchwood bark now heals over three turns in descending amounts (12-14 on turn 1, 6-7 on turn 2, 3 on turn 3).
* We renormalized the volumes of all the puddles, pools, and rivers in the game. Swim-depth pools (over 2000 drams) are now much more rare.
* Witchwood bark is now classified as a med instead of food.
* Added a new status effect: wading. You now wade through pools of size 200-2000 drams. Wading gives -20 movespeed and interferes with some forms of movement, including sprinting.
* Gave witchwood bark a new description.
* Entering a swim-depth pool from land now displays a warning message and requires you to confirm movement.
* The world now properly generates all historic sites that, according to gospels and quests, contain relics. This means that occasionally some extra historic sites are now generated.
* Swim-depth pools now interrupt autowalk unless you are already swimming, flying, or out of phase with the pool.
* Warden Une is now officially true kin and can install cybernetic implants.
* Some common liquid covering descriptions are now less verbose.
* Added iron gates.
* Salt now only stains items when encountered in its pure form.
* Replaced some doors with gates in zone generation where appropriate.
* Made the container preference for liquid collection more consistent. The order is: containers designated for autocollection of the liquid, then devices that use the liquid, then containers that already contain pure liquid of that type, then empty containers.
* Slightly reduced the chest chances in goatfolk haunts.
* You can now collect liquids into slotted liquid-fueled energy cells.
* Increased the item tier of liquid-cells and nuclear cell.
* Collecting a liquid now reports on which containers the liquid was collected into.
* Improved the quality of random cave encounters.
* Small spheres of negative weight now add to your weight when they're broken or otherwise inoperative.
* Improved the quality of ruin generation.
* Psionic weapons with slotted cells now leave the cells behind when they evanesce.
* Tweaked some artifact and junk population tables.
* Psionic weapons can no longer be modded with tinkering.
* Historic sites no longer have erroneous "unknown"s in their descriptions.
* The [redacted] in Joppa now shows up in the alt display.
* Fixed some cooking text errors while cooking in the deathlands.
* Wraith-knights now despawn if their phylacteries are destroyed for any reason.
* You can now ask Pax Klanq to puff on you again if you lose your Klanq infection prior to finishing the quest to spread it.
* Temporary items are now worthless, can no longer be cooked with, and can no longer have their bits harvested.
* Broadened the conditions for getting the Red Rock Hazing Ritual achievement.
* Temporal fugue clones now leave behind any items they had acquired after being conjured.
* Argyve no longer takes wire beyond the 200' requested for "Weirdwire Conduit... Eureka!".
* Eater's nectar injectors belonging to temporal fugue clones now affect only temporal fugue clones.
* Fixed a bug that caused the Puff Spores ability to persist permanently if the Klanq infected limb was dismembered.
* We made some tweaks to the looting menu in the classic UI.
* Fixed a bug that caused the Grit Gate communications panel to disable trading permanently.
* The weights of takeable items are now displayed alongside the items themselves.
* Fixed a bug that caused Otho not to admit you to Grit Gate if your level was too high when returning from "More Than a Willing Spirit".
* The menu now has an adaptive width to avoid cutting off item names.
* Fixed a bug that caused Neelahind to end the conversation if, during "Kith and Kin", you accused a kendren in prosperous circumstances without having finished "Love and Fear".
* Page up and page down now work more reliably.
* Fixed a bug that caused the dialogue of Bey Lah's residents to not immediately update after "Kith and Kin".
* Encountering the following objects now interrupts autowalk: deep shafts, identified mines, aloes, spacetime rifts, and spacetime vortices.
* Fixed a bug that caused the quest "Weirdwire Conduit... Eureka!" to complete at 20' of wire, rather than 200'.
* Artifacts with proper names are no longer treated as having proper names while unidentified.
* Fixed a bug that caused Argyve not to take the wire when completing "Weirdwire Conduit... Eureka!".
* On the classic trade screen, we switched 'interact with the selected item' from the Tab key to the Space key. Tab now selects and deselects all items on the active column of the trade screen, as an analog to its take-all function in looting menus.  
* Fixed an exception when a liquid fell through a pit.
* Ice frogs no longer sit in immobile confusion until approached.
* Fixed a bug that prevented flying up through the rust wells if the above zones were inactive.
* Miner bots no longer generate mines based on modded grenades.
* Fixed a bug that caused a FlyingWhitelistArea object to appear in the nearby objects window.
* NPCs are now less interested in using random items from their inventories as improvised weapons.
* Fixed a bug that caused hotkeys to not work in the classic conversation UI.
* Animating an object with Spray-a-Brain no longer causes every object of that type to be recategorized as a Creature.  
* Fixed a bug that prevented you from getting the [redacted]'s journal secret after speaking with them.
* Items generated as quest items no longer cause every item of that type to be recategorized as a Quest Item.
* Fixed a bug that allowed you to swipe and lunge on the world map using a long sword.
* Answering no to using an unpowered advanced toolkit while autoexploring now interrupts the autoexplore, preventing message loops.
* Fixed a bug that caused the text for buying additional tinkering recipes in the water ritual to not update until revisited.
* Fixed some issues with Page Up and Page Down failing to scroll correctly on the classic inventory screen with very large inventories.
* Fixed a bug that let you trade non-gossips secrets as gossip.
* Fixed a bug that caused the 'most recently played character' to net initialize properly.
* Fixed a bug that caused part of the upper Tomb of Eaters not to be flagged as an interior space.
* [debug] Added a new wish, "reveal settlements", that reveals all dynamically generated settlements on the world map.
* Fixed a bug that caused the main quest to skip ahead to "The Earl of Omonporch" if Asphodel died early.
* [modding] Fixed a bug that caused modded versions of Options.xml to fail to be initialized.
* Fixed a bug that caused objects that were immobile for any reason to become immune to the effects of time dilation.
* [modding] Implemented Myopia as an AdjustVisibilityRadiusEvent, allowing equipment and parts to adjust the visibility radius.
* Fixed a bug that caused one of the four children of the Tomb to occasionally not spawn.
* [modding] Restructured the loading of ObjectBlueprints.xml, solving many inheritance problems, most notably with Load="Merge" from mods.
* Fixed a bug that caused the 'A' hotkey for the old ASCII editor to crash the game if pressed on the main menu.
* [modding] Deprecated the GameManager.Instance.ViewData interface.
* [modding] Added the IfTime , IfLedBy , and IfZoneName  conversation predicates.
* [modding] UI Views are now defined with the [XRL.UI.UIView] attribute on a class.
== February 4, 2022 ==
* [modding] Increased the warning level output for the mod compiler, allowing modders to see previously hidden compiler warnings.
* 203.12 - 'beta' branch
* [modding] Updated the Modding Utilities link to the modding wiki: https://cavesofqud.gamepedia.com/Modding:Overview.
* We gave Red Rock a big makeover. It's now much more cavern-like, includes unique encounters, and is home to a snapjaw settlement.
* [modding] The Blueprint Browser now shows all properties on blueprints, in XML.
* We added a rare chance for power grid, hydraulic, and mechanical infrastructure to appear in various sites.
* [modding] You can now select and copy in the Blueprint Browser.
*  
* [modding] Exposed a method to add a Wish handler. See https://cavesofqud.gamepedia.com/Modding:Wishes.
* Possible sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle or deep jungle, Bethesda Susa, and some villages.
* [modding] We made some enhancements to the map editor.
* Infrastructure and the equipment it powers will be found in various states of disrepair.
* The map editor now loads with an empty map rather than looking like you're editing the main menu.
* Infrastructure equipment may or may not have a use.
* Added x-y coordinates for the mouse position and selected cell.
* Added -- or made dynamically generatable -- some new furniture of varying technological sophistication.
* Holding Ctrl while hovering over an item in the blueprints list now displays a portion of the blueprint XML.
* Removed metal and plastic hydraulic pipes.
* Added a checkbox on the blueprint filter to only show blueprints in use on the map.
*
* Made the sidebar opaque.
* If you have Tinker I, you can now deploy wire.
* Alt-clicking on a tile now properly set the brush even when you have no brush selected.
*  
* [/list]
* 1" of wire extends across one tile.
== 200.21 ==
* You can deploy up to 10' at a time.
Released April 3rd, 2020
* Deployed wire can be used to connect components across a working power grid.
* Wire objects now merge into a single coil that weight 1lb per 25'.
*  
* We revamped ruin generation and population in several sites.
*  
* Sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle of deep jungle, and some named ruins.
* Revamped ruined structures tend to be a little more complex than they were previously.
* Ruin creature and loot population is much improved.
* Baroque ruins now use a consistent wall type across the parasang and down the ruin column.
*  
*  
* Tomb-related notes
* Made a bunch of population adjustments to the deep jungle.
* We added some polish to the [redacted] sequence that starts in Resheph's burial chamber.
* Adjusted the tier of Bethesda Susa and Asphalt Mines subterranean levels.
* Added some sound and visual effects.
* Increased the chance for 50' strands of wire to appear on the surface of the rust wells.
* Smoothed out some issues with engraving tomb murals.
* Previously chosen conversation options are now more consistently recolored.
* Added ASCII versions of the tomb murals and other objects in the burial chamber.
* Shale that is adjacent to large pools of water now has its tile detail color altered to indicate vine growth.
* Refreshed Herododicus's dialog.
* Changed dreadroot's tile color.
* Added descriptions for Herododicus, imperial sarcophagus, imperial reliquary, gilded marble from the sultanate of Resheph, mural median, and mural endcaps.
* [debug] Added a new debug option, ""Draw zone semantics", that indicates the inside/outside areas of zones using the newest ruins builder.
* [very redacted]
* [modding] We revamped the conversation system to be much more dynamic and moddable.
* General notes
* We made some changes to liquid and liquid pool behavior.
* Objects now become coated in liquid more easily, and they also lose their liquid coatings more easily.
* Liquid coating now bestows additional weight onto items.
* Some liquids now weigh more than others.
* Creatures moving through big pools of liquid now track the liquid around.
* Footwear now protects you from being affected by small pools of liquid.
* Swimming is now a status effect that penalizes movespeed and prevents creatures from taking move-related actions that require footing.
* Pools smaller than the swimming threshold (1,000 drams) now use a different tile set.
* Small puddles now evaporate over time.
* Aquatic creatures now receive a -25 penalty to movespeed instead of the full -50. (The Swimming skill's +25 bonus offsets this penalty.)
* Pathfinding now puts more weight toward pathing around large pools of liquids, even less deadly ones.
* More autoexplore activities now respect the autoexplore options for ignoring easy and distant enemies.
* Electromagnetic sensors and the following mutations now interrupt autoexplore and automove when you identify a hostile creature: Heightened Hearing, Heightened Smell, and Sense Psychic.
* Autowalking on the worldmap now avoids the Rainbow Wood.
* Autoexplore now passes through tiles that contain animated walls if those walls are in your party.
* We changed the way acid damage is calculated. Exposure to either dilute acid or small acid pools now deals less damage.
* Metal items now take quarter damage from acid.
* Salty water now generates half as much steam when vaporized. Brackish water generates 90% as much.
* Lacquered items now note in their descriptions that they repel liquids (this is behavior they always had).
* Steam now only damages organic objects.
* You can now retrieve items from owned containers that you put in them without triggering hostility.
* The take-all command now skips the weight limit warning if you're already over your weight limit.
* Lay Mine and Set Bomb now allow you to press escape from the explosive selection menu to abort the command.
* Stairs, pits, and similar objects that represent open space can no longer be sucked into space-time vortices.
* When you're selecting an item to equip from the equipment menu, items listed within a given category are now sorted in descending order by a rough utility evaluation. This sort method was there previously, but code was since introduced that disrupted it.
* Colored text now displays more reliably across multiple lines in the text UI sidebar.
* Added a black outline to the overlay XP and HP readout numbers.
* Fixed a bug that sometimes prevented the penalties from the Engulfed status effect from being removed when the effect wore off.
* [modding] We added a markup layer to our text coloring system. Example: {{red|this text will be red}}. This lets us treat color specification as a stack, so that text's color can be reset to the previously specified color at the end of a block. (Previously, we would try to emulate this behavior by resetting color to default grey [&y], but grey wasn't always the last specified color.) The markup layer also supports shaders that apply color patterns to text blocks. Color names and shaders are defined in a new moddable file, Colors.xml.
* [modding] Added a "beguile" wish that forces the target into your party.
* [modding] Med names may now be extended by applying the [MedNamesExtension] attribute and implementing the IMedNamesExtension { int Priority(); void OnInitializeMedNames( List<string> medNames ); } interface.
* [*][modding] Fixed a bug that caused the JoppaWorldBuilderExtension and WorldBuilderExtension attributes to be ignored.
== March 6th, 2020 (beta branch) ==* 200.20: We've posted an update on the beta branch.
* A note on updates: our cadence has slowed a bit while our small team deals with some impactful life events. We'll be ramping back up soon. Live and drink, friends.
*  
*  
* Added a new cybernetic implant: medassist module.
* See the wiki for full details.
* Added a new item: syphon baton.
* Conversations now merge their contents together by default.
* The co-processor mod now provides compute power that select equipment can consume.
* Conversations and elements can now inherit their properties from one or multiple elements.
* Added new descriptions for the following creatures, items, and objects: graverobber, exit teleporter, ornately carved marble, rotating machine arm, locking machine arm, strip fly, urn porter, urn, sarcophagus, machine press, reliquary, sultan reliquary, ornate chair, ornate bench, ornate table, plant in ornate pot, grave goods, Eater hologram, crypt sitter, and ghost perch.
* Conversations and elements can now have custom logic defined with C# parts.
* Added a new tile for the sign to village Ezra.
* Custom predicates and actions like IfHaveQuest  or GiveItem  can be added for use in XML.
* Added flipped tiles for Eater holograms.
* Elements can now be distributed to other elements. For example, a choice can be distributed to every start node within the conversation.
* Added some new tomb propaganda.
* Nodes and choices can now have multiple text elements.
* Fungal infections and motorized treads are now immune to damage.
* Any element can now have predicates, including individual text elements.
* More NPC tinkers can now repair, recharge, and identify artifacts.
* The logic for the water ritual and dialogue-heavy quests such as "Landing Pads" has moved into Conversations.xml.
* Piston presses now respect phase.
*  
* Lunge now respects phase and flight.
* [modding] Added extensive semantic tagging to several objects for power grid, hydraulic, and mechanical infrastructure.
* Juke now interacts better with effects that restrict your mobility.
== January 28, 2022 ==
* Removed the old tattoo gun.
* 203.9 - 'beta' branch
* Cybernetics credit wedges are now stackable.
* Added a new UI for the Continue screen and removed the stand-in overlay one.
* Wraith-knights can no longer be duplicated or cloned.
* Mouse input is now enabled by default.
* Robotic and otherwise inorganic creatures are no longer made thirsty by thirst thistle attacks.
* On Roleplay and Wandor modes, Gyl is now a checkpoint location.
* Disassemble now requests confirmation before disassembling quest items and items you have equipped.
* Creatures no longer spawn inside the [redacted] at Gyl.
* Disassemble now provides a "disassemble all" inventory action that disassembles a stack of items at once.
* Reduced the chance for low tier creatures to have high tier items like zetachrome.
* Disassemble now has an action cost.
* Fixed a bug that caused the game to occasionally crash when you accessed a book.
* Temporal fugue clones and various other forms of cloning no longer count toward the death and destruction toll of A Call to Arms.
* Fixed a bug that caused some relics to generate with place names.
* Sturdy spectacles and mirrorshades no longer incorrectly report that they have broken in melee.
* Fixed a bug that caused artifacts providing additional carry capacity to function when improperly equipped.
* Having thirst inflicted on you by an attack no longer triggers tongue bleeding from glotrot.
* Fixed a bug that caused the hooks from Hooks for Feet to be placed in your inventory when buying new mutations.
* The Amphibious trait no longer reduces thirst that's inflicted by attacks, and amphibious characters get the same log messages as do non-amphibious characters when an attack inflicts thirst.
* Fixed a bug that caused popups about extradimensional psychic hunters to continue appearing after you left [redacted].
* A message now periodically appears in the message log when your companions are dehydrated. If they are visible when they become dehydrated, you get a popup.
== January 21, 2022 ==
* Fixed some issues with companions re-joining the player after traveling on the worldmap.
* 203.7 - 'beta' branch
* Fixed a bug that caused an item type's repair cost to permanently depend on whether the first item of that type you repaired was rusted.
* Added a new music track to deep caves.
* Fixed some bugs that caused modifiers to secondary statistics like AV, DV, and movespeed to be double-applied when they came from mutations and cybernetic implants selected during character creation.
* Sleeping waydroids in the Grit Gate enclave are now friendly to Barathrumites.
* [modding] The ability of NPCs to repair, recharge, and identify artifacts in the trade screen is no longer controlled by the CanRepair, CanRecharge, and CanIdentify properties. Instead, it's determined by the relevant tinkering skills. (Repair enables the repair action, Tinker I enables recharge, and Gadget Inspector enables identify, with Tinker II, Tinker III, Intelligence modifier, and any relevant equipment contributing to identification performance.)
* Added two new shields: crysteel aegis and flawless crysteel aegis.
== 200.17 ==
* Added a new force attack binding to the prerelease input manager which will force attack in the currently selected direction. (defaults to alt+L1)
Released January 31, 2020 (beta build)
* Widened the range of possibilities for relic missile weapons.
* We've posted an update to the Tomb of the Eaters beta on the beta branch.
* Tweaked the details and added several new descriptions for relic base items.
* Tomb-related notes
* Relic curios that summon friendly creatures now typically summon higher-level creatures.
* We made some structural changes to the layout of the Tomb.
* Relic tonics now provide two attribute/mutation points instead of one (or boost an attribute by two instead of one).
* We shifted the whole dungeon up several Z levels. The crematory is now one level above the surface.
* Added new descriptions for the following items: nanoweave vest and rainboweave cloak.
* Removed the Lake of the Damned.
* Added signs for gutsmongers' shops.
* We included some more signposts toward finding the Mark of Death and entering the Tomb through the Death Gate.
* Added new tiles for the following objects: canned Have-It-All, canned mystery meat, bandage, desalination pellet, knollworm skull, blood-stained neck ring, miner's helmet, fire ant gaster, steel buckler, steel shield, carbide shield, bronze ingot, qudzu stem, rubber tree seed, fullerite aegis, hunk of cheese, Yd Freehold workshop sign, jeweler sign, some books, tokens, timecube, relic curios, gentling cone, eyeless crab legs, crimson hood, mirrorshades, telemetric visor, chrome mantle, mercurial cloak, rainboweave cloak, worn burnoose, Praetorian's cloak, leather scraps, panther's cloak, furs, point-defense lasor, precinct navigator, wrist calc, force bracelet, structural scanning bracelet, life loop, snakeskin armlet, chain gauntlets, elastyne gloves, plasifer gloves, carbide boots, fullerite boots, anti-gravity boots, bounding boots, brinestalk gate, small sphere of negative weight, data disk, waterskin, camel bladder, robot limbs, organic limbs, trash, security cards, spiral borer, Klanq infection, ganglionic teleprojector, forge, anvil, fused security door, geomagnetic disc, luminous mote, quantum mote, palladium electrodeposits, crumpled piece of paper, torn sheet of graph paper, Templar phylactery, chrome platform, pocketed vest, plasifer chem vest, puma chitin vest, fullerite flake armor, rubber suit, flexivest, nanoweave vest, all grenades, and all energy cells.
* Implemented a partial redesign of the Arcades to the Twin Gates that includes a path and sign pointing to Ezra.
* Changed the ASCII and tile colors of various objects.
* Immediately upon finding the Mark of Death, you now learn the Mark of Death secret, and the 'Recover the Mark of Death' quest step now completes.
* We did some more population refactoring. You may see some more changes in creature and equipment distributions.
* Immediately upon inscribing the Mark of Death, the 'Inscribe the Mark" quest step now completes.
* Rocks falling from the ceiling now respect phase.
* It should now be clearer that a certain post-Brightsheol body alteration is intentional.
* Fixed a bug that caused svardym storms to roll over to protected zones like the Yd Freehold if the storm started outside of it.
* Once you return from Brightsheol, you cannot go back via the same method. (<- worded intentionally vaguely to avoid spoilers)
* Fixed a bug that caused lithofexes to refract their own lithifying gaze if equipped with refractive gear.
* Added two new cybernetic implants: fire suppression system and anchor spikes.
* Fixed a bug that caused high explosives (including sowers seeds) to ocassionally explode forever.
* Added a new item: advanced toolkit.
* Fixed some cooking effects not serializing properly (this will unfortunately break some small % of saved games)
* Crypt ferrets are now better at hiding.
* MORE ABOUT THIS GAME
* Made Vivira, the sentient turret, magenta in order to stand out more.
== January 14, 2022 ==
* Added descriptions for the following objects: fulcrete, ebon fulcrete, wide bottle, crypt door, compacted bone, and grave moss.
* 203.6 - 'beta' branch
* Added some more tomb propaganda.
* Added a new music track to [redacted].
* Renamed recarcassing nook to recoming nook.
* You now fall in love with statues and figurines depicting creatures you would normally fall in love with.
* General notes
* Renamed "desert rifle"" to "Isaachar rifle"".
* We made some changes to auto-equip.
* Renamed "borderlands revolver" to "chrome revolver".
* Auto-equip now gives you feedback on items that were unequipped as a result of your action.
* Added new descriptions for the following guns and ammo: Issachar rifle, carbine, sniper rifle, musket, chain laser, linear cannon, freeze ray, blood-gradient hand vacuum, chaingun, chrome revolver, semi-automatic pistol, chain pistol, pump shotgun, combat shotgun, lead slug, electrobow, grenade launcher, missile launcher, HE missile, phase cannon, nullray pistol, short bow, compound bow, and flamethrower.
* Eliminated most repetitive auto-equip messaging.
* Adjusted the tiers of some missile weapons.
* Auto-equip now tries to unequip multiple items in order to equip an item that uses multiple equipment slots.
* Fixed a typo in Goek's dialog.
* Confirmation is now requested before automatically unequipping an item that will be destroyed by being unequipped.
* The life drain effect of bloody soup sludges no longer triggers on all weapon hits, instead restricted to a hit from their bloody pseudopod.
* We tweaked the temperature-related behavior of liquids.
* Fixed a bug that caused the "Hole Like a Head" achievement to not unlock if you had multiple heads.
* You may find differences in how pouring liquids on you affects temperature.
* Fixed a bug that caused the game to freeze if you were dominating an object requiring fungal vision as the shimmering effect expired.
* Standing in a pool of lava is no longer safe once you've dealt with the initial temperature shock.
* Fixed a bug that caused the shimmering screen effect from consuming Eater's flesh to persist when dominating another creature.
* Your equipment and inventory now experience more temperature effects than before, particularly if you expose yourself to large amounts of lava.
== January 7, 2022 ==
* Fungal infections are now immune to heat, cold, electricity, and acid.
* 203.4 - 'beta' branch
* Projectiles coming from a distance and passing near the player now produce a message in the message log.
* Added new items: ogre fur hat, ogre fur gloves, and ogre fur cloak.
* More combat sound effects are now properly controlled by the General > Combat Sounds option.
* You can now butcher ape fur hats and ape fur gloves from albino ape corpses. The descriptions of these items were changed to make this more sensible.
* Any NPC with whom you can perform the water ritual can now give you directions.
* Relic melee weapons are now sometimes two-handed.
* The following actions performed while autoexploring now also operate on adjacent tiles: autoget, harvesting, butchering, trash rifling, opening a chest, and interacting with a bookshelf.
* Historic sites are now built from a more sensible set of wall types, which includes gilded marble from the appropriate sultanate period.
* Puffer fungi can now be hit by normal ranged weapons.
* Removed short swords from the game because their stats were extraneous and identical to daggers. If they do come back, they'll likely be revamped.
* Lava and acid now spawn less often in containers that are unsafe to house them.
* Added new descriptions for low and mid tier daggers, cudgels, axes, and swords.
* Companions now attempt to generally follow you even if they can't pathfind all the way to you (for example, because you have Force Bubble active).
* Cloneling clones now count toward the achievements "Me, Myself, and I" and "Clonal Colony".
* Mirrorshades now give a very small chance to reflect light-based attacks.
* Fixed a bug that caused the achievement for traveling to the Six Day Stilt not to unlock if you had accepted the quest O Glorious Shekhinah!
* Objects embedded in walls can no longer be taken or interacted with via the interact nearby command (unless you are also in the same tile as the wall).
* Fixed a bug that caused the razed goatfolk village to fail to build.
* Items embedded in walls are now partially visible with penetrating radar.
* Fixed a bug that caused read books to count multiple times for achievements.
* The overlay inventory screen now better handles having two heads or two faces.
* [debug] Added an option to disable achievement progress (Debug > disable achievements).
* Multiple applications of Hobble now renew the duration of the effect rather than stacking the movespeed penalty.
== 202.102 ==
* Carbide hand bones no longer modify hands added by Helping Hands, and they only affect the set of hands where the implant was implanted (in the event a True Kin has somehow acquired multiple sets of hands).
Released December 17, 2021.
* Trader repair and recharge actions now more effectively handle plurality and stacking.
* Equipment with power switches, such as ontological anchors, night-vision goggles, and ninefold boots, now grasts you an activated ability for toggling their power.
* Tattooing a companion no longer tattoos you instead of them.
* Creatures that are immune to being damaged are now also immune to being dismembered.
* Smart use no longer pets Sheba Hagadias by default if Sheba is pettable.
* Jewelers and gemcutters now have guards.
* You can no longer open and close doors while frozen solid.
* Corrected resonance grenade damage to non-structural objects in the grenade description.
* Magazine-loaded ranged weapons now account for the weight and value of the ammo loaded in them.
* Frog cherubim now correctly belong to the frogs faction.
* Solar and radio-powered cells now receive their charge more reliably on the world map and should cause less lag.
* Regeneration tanks now tolerate impure convalessence mixtures as long as they contain at leats 100 drams and the mixture is at least two-thirds convalessence. Regen tanks in existing saved games won't be affected, though.
* Take-all no longer counts untakeable items when checking whether you're going over your weight limit.
* Regen tanks now properly regenerate tongues even when they're the only body part you lost.
* Added a new tile for the basic toolkit.
* Creatures no longer attempt to use Disintegration against enemies they are out of phase with.
* Fixed some item duping exploits with evil twins and prism clones.
* Gave the [redacted] sapient plant properties.
* Temporal fugue clones no longer lose their items before they expire.
* You can no longer [redacted] before starting the Tomb of the Eaters quest.
* Fixed an issue with legendary breathers' and miners' names not showing up properly.
* Added the arcology names back to the true kin caste selection screen.
* Fixed a bug that made Berate 10x as likely to take effect if you had an Ego modifier of exactly zero.
* Cooking effects that identify all artifacts on the local map now identify implanted cybernetics.
* Fixed some bugs with explosions, other types of forced movement, and the generation of maps with ruined buildings.
* Fixed a bug that caused variables to occasionally display in the names of village factions.
* Fixed a bug that made DV and MA penalties from confusion become permanent if the game was saved and loaded.
* Fixed a bug that caused hologram bracelets to have infinite range.
* Fixed an issue with portable walls.
* Fixed an issue that occasionally caused invalid text to be generated after leaving a zone with an object you were lovesick for.
* Fixed an issue with nano-neuro animators.
* Fixed a bug with temporal fugue clones and other temporary objects that prevented zones from unloading, degrading performance.
* Fixed a typo in village monument descriptions.
* Fixed an issue that occasionally caused out-of-date copies of your body or your followers to return from [redacted].
* [modding] In character generation, whether a genotype is considered a mutant is now controlled explicitly by the new attribute IsMutant="true" in the genotype entry rather than by whether its name contains the substring "True". Mods affecting genotypes may need to add this attribute.
* Made the text color consistent across hyperbiotic object names.
== February 11, 2022 ==* 203.14 - 'beta' branch
* Fixed a wrong identation in Corpus Choliys.
* We made a bunch of changes to starting equipment.
* Fixed a bug that made sower's seeds considered inorganic and eligible for donation at the sacred well.
* All castes and callings now start with at least 3-4 witchwood bark. Correspondingly, starting village apothecaries now stock only a token amount witchwood bark.
* Fixed the pluralization of 'moments in time chosen arbitrarily'.
* Reduced the number of starting torches to a more reasonable amount.
* Fixed a pluralization issue in dynamic quest text.
* All starting food -- crusty loaf, food cube, Ekuemekiyyen greens, and salthopper chips -- can now be cooked with. Smoldered mushrooms still preserve into pickled mushrooms.
* Fixed a rare bug that caused saves to fail to load.
* Made a bunch of tweaks to true kin starting gear. As a result, they now start with more tonics than they had been in the beta, but not as many as they were capable of starting with on mainline.
* Fixed a bug that caused your [redacted] to fail to generate properly.
* Scholars now have a chance to start with a couple books.
* [modding] Made the 'sheeter' wish more robust.
* Pilgrims now start with at least one book and a wineskin.
* MORE ABOUT THIS GAME
* Apostles now start with a honeyskin.
== 202.101 ==
* Consuls now start with a wineskin.
Released December 10, 2021.
* Watervine farmers now start with some random ingredients and a cookbook.
* Robots and mutated plants can now be stunned.
* Arconauts now start with some canned Have-It-All instead of mystery meat.
* Baetyl, hermit, and mysterious stranger cherubim now belong to the correct factions.
* Fuming God Child's ash-stained robes now grant +1 AV.
* Pax Klanq is now immune to fungal infections.
* Greybeards now start with furs and a short bow.
* Dynamic quests no longer use player map notes as landmarks.
* Horticulturists and Priests of All Suns now start with a short bow.
* White esh now honk instead of caaw.
* Priests of All Moons now start with a compound bow.
* Meyehind and Liihart now rejoin the hindren faction if Eskhind becomes Hindriarch.
* Castes and callings that start with missile weapons now have more ammo.
* Wardens Esthers, Lulihart, and Tszappur now more consistently get along.
*  
* Argyve no longer offers to sell his scratched data disk, and Q Girl no longer offers to sell her data disk with encoded instructions.
* Witchwood bark now heals a slightly reduced amount.
* Made some tweaks to low-tier melee relic base types.
* Witchwood bark now heals over three turns in descending amounts (12-14 on turn 1, 6-7 on turn 2, 3 on turn 3).
* Fixed pluralization of 'boot' in sultan histories.
* Witchwood bark is now classified as a med instead of food.
* Fixed a bug that caused excessive CPU use in cybernetics terminals.
* Gave witchwood bark a new description.
* Fixed a bug that caused rhinoxen to get a number of free melee attacks on their targets when charging.
* The world now properly generates all historic sites that, according to gospels and quests, contain relics. This means that occasionally some extra historic sites are now generated.
* Fixed a bug where if a rhinox's charge killed a creature, a copy of that creature's corpse was spawned in each tile of the charge path.
* Warden Une is now officially true kin and can install cybernetic implants.
* Fixed a bug that caused extremely odd names to get generated for sultan cults and sultan relics.
* Added iron gates.
* Fixed a bug that occasionally caused ovens to do nothing.
* Replaced some doors with gates in zone generation where appropriate.
* Fixed several rare exceptions in the display of cooking recipies.
* Slightly reduced the chest chances in goatfolk haunts.
* Fixed a typo in arc winder's description.
* Increased the item tier of liquid-cells and nuclear cell.
== 202.100 ==
* Improved the quality of random cave encounters.
Released December 3, 2021.
* Improved the quality of ruin generation.
* Regen tanks no longer generate with drained capacitors.
* Tweaked some artifact and junk population tables.
* Mechanical cherubim no longer spawn as psychic thralls.
* Historic sites no longer have erroneous "unknown"s in their descriptions.
* Drinking algae or algal water now dehydrates you.
* Fixed some cooking text errors while cooking in the deathlands.
* Kraken hired as guards no longer swallow things whole on the job. This change applies broadly to a whole range of disruptive creature behaviors.
* You can now ask Pax Klanq to puff on you again if you lose your Klanq infection prior to finishing the quest to spread it.
* Grit Gate doors that somehow failed to unlock when they should have now unlock at the beginning of A Call To Arms.
* Broadened the conditions for getting the Red Rock Hazing Ritual achievement.
* The wielder of [redacted] now wields it more reliably.
* Argyve no longer takes wire beyond the 200' requested for "Weirdwire Conduit... Eureka!".
* Statues now render on top of doors.
* Fixed a bug that caused the Puff Spores ability to persist permanently if the Klanq infected limb was dismembered.
* Fixed a bug that caused you to never stop being inspired to cook after cooking in the inspired state.
* Fixed a bug that caused the Grit Gate communications panel to disable trading permanently.
* Fixed a bug that caused equipment-granting physical mutations to consume energy when you ranked them up.
* Fixed a bug that caused Otho not to admit you to Grit Gate if your level was too high when returning from "More Than a Willing Spirit".
* Fixed a bug that caused stack overflow crashes in situations where several force fields interact.
* Fixed a bug that caused Neelahind to end the conversation if, during "Kith and Kin", you accused a kendren in prosperous circumstances without having finished "Love and Fear".
* Fixed a bug that caused a rare crash when looking at a psionic item.
* Fixed a bug that caused the dialogue of Bey Lah's residents to not immediately update after "Kith and Kin".
* Fixed some late game performance issues.
* Fixed a bug that caused the quest "Weirdwire Conduit... Eureka!" to complete at 20' of wire, rather than 200'.
* Fixed some inconsistent spellings of Kasaphescence.
* Fixed a bug that caused Argyve not to take the wire when completing "Weirdwire Conduit... Eureka!".
* Fixed a typo in unfinished sculpture.
* Fixed an exception when a liquid fell through a pit.
* [modding] Item mods added to Mods.xml now merge by part name.
* Fixed a bug that prevented flying up through the rust wells if the above zones were inactive.
== 202.98 ==
* Fixed a bug that caused a FlyingWhitelistArea object to appear in the nearby objects window.
Released November 28, 2021.
* Fixed a bug that caused hotkeys to not work in the classic conversation UI.
* Added hotkeys to the campfire menu.
* Fixed a bug that prevented you from getting the [redacted]'s journal secret after speaking with them.
* Neutronic sludges no longer spit neutronic liquid mixtures. Their melee attacks still cause neutronic explosions, though.
* Fixed a bug that allowed you to swipe and lunge on the world map using a long sword.
* Fixed a bug that caused loading default keybindings to fail to properly reset most keybindings.
* Fixed a bug that caused the text for buying additional tinkering recipes in the water ritual to not update until revisited.
* Fixed a bug that caused the regen tanks in the Yd Freehold to be treated as a separate type of device from other regen tanks.
* Fixed a bug that let you trade non-gossips secrets as gossip.
* Fixed a bug that caused flaming NPCs to attempt to douse themselves using lava.
* Fixed a bug that caused part of the upper Tomb of Eaters not to be flagged as an interior space.
* Fixed a bug that caused AoE effects such as explosions to persist through a precognitive vision.
* Fixed a bug that caused the main quest to skip ahead to "The Earl of Omonporch" if Asphodel died early.
* Fixed a bug that caused quest objectives involving the placiment of an item inside a container to not complete if the container was not originally empty.
* Fixed a bug that caused objects that were immobile for any reason to become immune to the effects of time dilation.
* Fixed a bug that caused greater voiders to place you inside the northwestern-most wall if there was no space for their lair.
* Fixed a bug that caused one of the four children of the Tomb to occasionally not spawn.
* Fixed a bug that caused page down to close the tinkering menu if less than a page of blueprints were available.
* Fixed a bug that caused the 'A' hotkey for the old ASCII editor to crash the game if pressed on the main menu.
* Fixed Thah being referred to with a definite article.
* [modding] Added the IfTime , IfLedBy , and IfZoneName  conversation predicates.
* Fixed an invalid "Enigna Cap" blueprint reference.
== 199.0 ==
* [modding] The campfire now emits a GetCookingActionsEvent on itself and the player to collect options for the cooking menu.
Released November 16, 2019
== 202.97 ==
Released November 19, 2021.
* Made some tweaks to the price of identifying artifacts, particularly around the exponential explosion at the high end.
* The Tinker I Recharge ability now allows you to choose how many bits to use.
* Creatures are now more aggressive about fleeing from approaching krakens.
* Automove is now better at avoiding krakens.
* Temporal fugue clones and clones of psychic assassins no longer have absorbable psyches.
* Items duplicated with metamorphic polygel now inherit the temporariness, existence support, and phase characteristics of the polygel.
* Looking at extradimensional items now only reveals the secret of their home dimension if you've identified the item.
* Fixed a bug that prevented ubernostrum from regenerating limbs and disabled the keybind to regenerate limbs.
* Minorly improved turn performance.
* Fixed a bug that caused NPCs to always reload with the first energy cell in their inventory, regardless of current charge.
* Fixed a bug that caused NPCs to remove charged energy cells from their equipment.
* Fixed a bug that caused companions to continuously unload and reload energy cells if they had spares in their inventory after trading.
* Fixed various grammar issues in some messages, particularly when dismembering your own limbs.
== 202.95 ==
Released November 12, 2021.
* Fonts are now much crisper on the main gameplay screen.
* Hyperbiotic beds no longer regenerate limbs.
* Regeneration tanks now rejuvenate health and regenerate limbs.
*  
*  
* There are now sound effects for slotting and unslotting energy cells and recharging energy cells and capacitors.
* The tank must be filled with at least 100 drams of pure convalessence or homogenized convalessence to heal hitpoints.
* You will now be prompted when attempting to beguile or proselytize a target that is already your follower.
* Additionally, the tank must be filled with at least 1 dram of cloning draught to regenerate limbs. If it is, all lost limbs are regenerated, and 1 dram of cloning draught is consumed. Excess cloning draught is not consumed.
* Gas masks will now apply a bonus to gas-based saving throws.
* Added useful information about these rejuvenation/regeneration mechanics to regeneration tank's description, including a live operational status based on its liquid contents.
* Non-overlay string entry popups now allow you paste from the clipboard with ctrl+v
* Reduced the chance of hurting yourself while getting into or out of a regeneration tank.
* Fixed a bug that caused proselytize to go on cooldown when it's activation was cancelled before use.
* Added an option to flush a regen tank's liquid contents down a drain.
* Fixed a bug that unintentionally prevented you from escaping out of the "I have a secret to share with you." dialog
* Adjusted the starting liquid contents of regen tanks to occasionally include homogenized convalessence. More adjustments are likely to come.
* Fixed a bug that unintentionally prevented you from escaping out of the "Choose some gossip to share." dialog
* The regen tank in the Yd Freehold now starts with a homogenized convalessence mixture that includes two drams worth of cloning draught.
* [*][modding] ModifyDefendingSave events will now be passed to equipped objects.
== 198.0 ==
Released November 9, 2019
* Added more grass variety.
* Sealed liquid containers are no longer used as random cooking ingredients.
* Liquids poured on the world map tiles are now lost.
* Nests and nest-like beings can no longer be villagers.
* You now stop automoving when you revert a vision induced by sphynx salt or Precognition.
* Injecting multiple sphynx salt injectors now extends your vision duration rather than creating overlapping saves.
* Fixed a bug that caused sphynx salt injectors not to be consumed if you reverted at the end of your vision.
* Fixed a bug that caused your electrical charge to deplete when your clones discharged their Electrical Generation charge.
* Fixed a bug that unintentionally prevented you from escaping out of several menus without making a selection.
* Made Slam and Shank select the weapon they use more sensibly, and made Slam stop using armor.
* [modding] PlayWorldSound now works on objects that are equipped or inside containers.
== 196.0 ==
Released October 25, 2019
*  
*  
* Added two new cooking ingredients: congealed skulk and drop of nectar.
* Considerably reduced plasma jelly's plasma damage.
* Added three new cooking domains: Agility-based effects, burrowing-based effects, and uncertain attribute-based effects.
* Fixed a bug that allowed you to select the starting location for daily runs.
* Tszappur no longer has a chance to be disliked by the Mechanimists.  
* Fixed a bug that prevented daily run scores from being recorded.
* Ontological anchors, ulnar stimulators, and night-vision goggles now have power switches.
* Fixed a bug that caused Ironshank to become incurable upon reaching the maximum penalty.
* Slam once again requires a cudgel to be equipped.
* Fixed a bug that caused the northwestern-most cell of the Palladium Reef to generate without contents.
* Time dilation now imposes a minimum penalty of 1 Quickness if it takes effect at all.
== 202.94 ==
* Hidden factions no longer appear in the descriptions of NPCs who give reputation.
Released November 5, 2021.
* Ogre Ape Pelts are now categorized as trade goods instead of snacks.
* Disassembling a single item now has no action cost and no longer drops you out of the inventory. We may change this behavior again once we do more refinement to inventory action cost.
* You no longer get a warning message if an NPC picks up an object owned by someone else.
* Added worldmap descriptions for Lake Hinnom, the Palladium Reef, and the Yd Freehold.
* Fixed a bug where slotted energy cells would also remain in your inventory.
* Added a description for gutsmonger.
* Fixed a bug that caused Frenzy to last indefinitely.
* The villagers of Ezra is now considered an old faction.
* Fixed a bug that caused NPCs to avoid light sources that also cooled them.
* Yondercane is no longer considered meat.
* Fixed a bug that let you escape out of certain mandatory dialogs, such as choosing a cooking recipe effect.
* Mechanical cherubim heads now disassemble to a 7-bit.
* Fixed a bug that caused immigrant tinkers in villages to not get set up properly.
* Villagers in village outskirts now act more like villagers in the village proper.
* Fixed a missing newline in a Mechanimist saying.
* Blank sultan murals no longer show up in villages.
* [*][modding] We made bodies and body parts moddable. See Bodies.xml.
* You can no longer build Six Day Stilt recoilers.
== 195.0 ==
* Small boulders now weigh less than medium boulders.
Released October 11th, 2019
* Fullerite melee weapons are now considered metal due to their steel shafts.
* Added two new cooking ingredients: congealed hulk honey and soul curd.
* Removed unused flail and chain blueprints.
* Added two new cooking domains: Strength-based effects and powerful regeneration/healing-based effects.
* Clarified in the message for polyp plucking that you aren't collecting the polyp.
* When you turn in 'A Call to Arms', Otho's damage assessment should now be more accurate. We fixed a couple bugs that caused the wrong outcome to be recorded.
* You can no longer duplicate the n-pointed asterisk.
* Fixed a bug that prevented you from learning cooking recipes from villages.
* Mechanical creatures whose descriptions are written in verse now have the description of their persistent hum better integrated.
* Added a failure message for rifling through trash via Trash Divining.
* Removed an extraneous secret for the Mark of Death.
* Stun gas now only stuns things with brains.
* Wandering creatures that tend to path around deep pools and other obstacles are now less likely to choose those obstacles as destinations.
* Slog's annunclus no longer shows up in baetyl requests or other dynamic encounters.
* Legendary jilted lovers now get the correct colorization.
* Slime Glands and Gas Generation no longer work on the worldmap.
* Severed giant amoeba limbs now get the correct colorization.
* Fungal infections are now properly destroyed when forcibly removed.
* Changed the option for pushing right on the inventory screen to equip to also apply to pushing left on the equipment screen to unequip.
* Added case-specific messaging for loading and unloading an energy cell.
* Fixed a rare bug that caused roleplay and wander mode games to be deleted when quitting to the main menu after a death.
* Loading an energy cell no longer generates a message saying that you dropped the cell.
* Fixed a bug that caused items to vanish during trade or container use.
* Rephrased the description of Amphibious to be clearer.
* Fixed a bug that caused subterranean deathlands zones not to have names.
* Numpad 0 no longer acts as a hotkey for Abandon Character in the ESC menu.
* Fixed a bug that caused sultan cult leaders in historic sites not to be identified as leaders in their titles.
* Removed leading whitespace from some conversation choices.
* Fixed pentaceps pluralization.
* Fixed a bug that caused flamethrowers and shotguns to not fire.
* Fixed a typo in the ornate chair description.
* Fixed some liquid-related bugs with cooking and soup sludge spawning.
* Fixed a bug that caused canyons, rivers, and roads to sometimes end abruptly between zones.
* Fixed a rare exception with primordial soup.
* Fixed a bug that caused canyons, rivers, roads, and stairs to not build if you had visited the zone or or a connecting zone and then loaded an earlier save.
* You know why I'm here, Slog.
* Fixed a bug that caused you to occasionally be placed inside walls when you became lost.
* [modding] Conversation choice text loaded from XML now has its leading whitespaces trimmed.
* Fixed rare grammar issues around the possessive case.
== 194.0 ==
* [modding] Line numbers are now included in runtime error messages for mods if the "Write compiled mod assemblies to disk" option is enabled.
Released September 27, 2019
* [modding] Like Subtypes, Genotypes can now define individual <extrainfo> elements instead of <chargeninfo>.
* [modding] Fixed invalid manifest IDs breaking certain mods.
== 202.93 ==
Released October 29, 2021.
* Added a third completely transparent opacity setting to the minimap, nearby objects and message log opacity toggles.
* Added a window position lock toggle which removes the position and size borders of the message log, minimap and nearby objects windows.
* Fixed a bug that prevented you from toggling certain toggleable abilities off before their cooldowns expired (including gas generation, Phasing, and Force Bubble).
* Fixed a bug that caused ironshank to stop progressing if you reached over 200 move speed.
* Fixed [redacted] ignoring the combat animations option.
* Fixed a bug causing minimap and message log size persistance to not work correctly when the UI was not at 1.0x scale
* Overloaded arc winder no longer appears as a blueprint on data disks.
* [modding] Added preprocessing symbols for compiled mods to define optional behavior if another mod was loaded.
* For example, #if MOD_BLUE_CTESIPHUS  will only compile what's within if the Blue Ctesiphus mod was loaded earlier.
* [modding] Added [HasOptionFlagUpdate] and [OptionFlagUpdate] attributes that are invoked whenever an option is updated.
* [modding] Added an option to write compiled mod assemblies to disk.
* [modding] Fixed a bug that caused character creation to freeze if you did not define a detail color for a genotype.
== October 22, 2021 ==
* This is a release candidate for Monday's launch.
*  
*  
* Note: this update will break save compatibility.
* 202.89 - 'beta' branch
*
* Added a new book: In Maqqom Yd.
* Walls, furniture, and tombstones now occasionally appear with graffiti.
* Added new descriptions for the following creatures: Mak, Goek, and Bep.
* If the creature you're dominating gets turned to stone by a lithofex gaze, you no longer erroneously die.
* Added new descriptions for the following objects: display breadboard, sewming machine, kiln, rock tumbler, lathe, glass printer, glass furnace, mannequin, light sculpture, brain sculpture, unfinished sculpture, painted column, painting, mushroom case, harp, rectangular bells, and hammered dulcimer.
* Life loops now prevent the limb they're equipped on from being severed.
* Added a new sound effect for the start of a svardym eggsac storm.
* Sheba Hagadias no longer has the chance to spawn as a pulsed field magnet.
* Added a new sound effect and visual effect for someone nearby plucks a coral polyp.
* Fixed some display and reputation bugs on items painted or engraved with historical events from Resheph's life.
* Refined most of the new content's ASCII.
* [modding] Conversation node text now ignores leading whitespace. You can now insert a space manually with the special character sequence "/_".
* Made some changes to the ASCII worldmap.
* [modding] Fixed a bug in PlayerMutator.
* Added authentic stats for all the new furniture.
* [modding] Added a new property to item mods: NativeTier. When generating mods for an item, if a mod's native tier is higher than the to-be-modded item's tier, its likelihood of being chosen is reduced by a factor of (NativeTier-ItemTier)*10.
* New furniture now appears in dynamic villages.
* [modding] We refactored liquids.
* Made tier 6 bits a little more common.
* Liquids are now derived from BaseLiquid and are tagged with the [IsLiquid] attribute.
* The prerelease input manager now lets you rebind the cancel action.
* Removed the byte identifiers. All liquid references are now based on string IDs mapped to the value assigned in BaseLiquid::ID.
* Additional jumps triggered via cooking effects are now messaged better.
* [modding] Added support for extending the JoppaWorldBuilder. Classes that extend IJoppaWorldBuilder and are tagged with the JoppaWorldBuilder attribute now have their before and after methods called during JoppaWorldBuilder execution. Here's an example.
* Pathfinding now avoids hostile junk dollars.
* [JoppaWorldBuilderExtension]
* Goek now teaches Tongue and Cheek via the water ritual.
* public class MyJoppaWorldBuilderExtension : IJoppaWorldBuilderExtension
* Bep now identifies artifacts.
* {
* Rummaging creatures, such as arconouts and svardym scrounges, no longer rummage as villagers.
* public override void OnBeforeBuild( JoppaWorldBuilder builder )
* Slynth wanderers are now a bit more common.
* {
* Slynth settling in the mopango hideout now cluster in a safer location.
* }
* Slynth settlers are now docile, like other villagers.
* public override void OnAfterBuild( JoppaWorldBuilder builder )
* Legendary soup sludges are now be more easily distinguishable from normal ones.
* {
* Removed some extraneous and fragile piping infrastructure from the Yd Freehold.
* }
* Getting from the current cell now prioritizes takeable items over liquids.
* }
* Missle weapon targeting now has a bindable context menu.
* [*][modding] Added support for generically extending world builders. Classes that extend IWorldBuilder and are tagged with the WorldBuilder attribute now have their before and after methods called during all WorldBuilder executions. The world builders typically (but not necessarily) extend WorldBuilder. Here's an example.
* Fixed a bug that caused a checkpoint to be created after the game had stopped and then overwrite your primary save.
* [WorldBuilderExtension]
* Fixed a bug that caused Mental Mirror to be very unlikely to reflect mental attacks.
* public class MyWorldBuilderExtension : IWorldBuilderExtension
* Fixed a bug that caused bonded companion cherubim and soup sludges to spawn without their party leaders or factions set.
* {
* Fixed a bug that caused soup sludges to only render their first four liquid colors.
* public override void OnBeforeBuild( string world, object builder )
* Fixed a bug that caused errors when soup sludges spit algae or sunslag.
* {
* Fixed a bug that caused Thah to choose a faction that no longer loved you when resolving the Landing Pads quest.
* }
* Fixed a bug that caused Joppa's opening story popup to give incorrect info.
* public override void OnAfterBuild( string world, object builder )
* Fixed a bug that confused Joppa and the ruins of Joppa in certain contexts.
* {
* Fixed a tile color bug with semi-automatic pistol.
* }
* [modding] AllowedMutationCategories defined in Genotypes.xml now supports a comma separated list of included/excluded categories. E.g., "Physical,Morphotypes" = only physical and morphotypes; "*,-Mental" = everything but mental.
* }
* [modding] Added a context menu to objects in the map editor for adding a part without the need of a new blueprint.
== 193.0 ==
* [modding] Fixed a boot crash when defining duplicate conversation nodes.
Released September 21, 2019
== October 16, 201 ==
* We tweaked the layout of Joppa.
* 202.88 - 'beta' branch
* Moved the sultan shrine to the map north of Joppa, near the graveyard.
* Added new descriptions for the following objects: starmchair, sofa, multicabinet, chalkboard, marble steps, glass hydraulic pipes in the Yd Freehold, and fulcrete with square wave.
* Added a guaranteed shrine to Resheph where the sultan shrine used to be.
* Thermo casks are now considered artifacts.
* Added a dirt path leading from central Joppa to the graveyard and sultan shrine, and a sign to guide the way.
* Night-sight interpolators now have a trade value.
* Added a new item: tattoo gun.
* Svardym storms now last longer and eggs drop a bit less frequently.
* Added a new item: precinct navigator.
* Lithofex gaze is now more visible in the reef.
* Added some new bracelet tiles.
* Crab cherubim and mechanical crab cherubim now have claws.
* Force bracelet now appears slightly more often in rare artifact loot tables.
* Clarified that precision nanon fingers' 3X boost to crit chance applies only to base crit chance.
* Fixed a bug that occurred while cooking with convalessence.
* Clarified that the fitted with filters mod only protects against harmful gases if you're breathing them.
* [modding] DischargeOnHit now triggers on thrown weapons and projectiles.
* Creatures now render over clams.
* [modding] Added a new event, ProjectileEnteringCell, which gets passed to all objects in a cell before projectile impact occurs. You can modify the path during this event; any changes from index p onward will take effect. Returning false skips this cell's projectile impact.
* Clarified in the description of giant hands that it applies to all weapon types.
* It has the following parameters.
* Clarified in the description of Akimbo that it applies to all missile weapon types.
* Cell: the current cell
* The glass pipes in the Yd Freehold are now lacquered.
* Path: the list of Points in the current missile path
* Greatly improved performance when a large party of creatures is on screen.
* p: the int value of the current index in the missile path
* Swapped the tiles for Teleportation and Teleport Other.
* Attacker: the attacking creature
* Minorly improved input performance.
== February 4, 2022 ==* 203.12 - 'beta' branch
* Minorly improved erformance when transitioning to or traveling on the world map.
* We gave Red Rock a big makeover. It's now much more cavern-like, includes unique encounters, and is home to a snapjaw settlement.
* Fixed a bug in the alt overlay that revealed the tile of unidentified artifacts and disguised creatures.
* We added a rare chance for power grid, hydraulic, and mechanical infrastructure to appear in various sites.
* Fixed a bug in the alt overlay with the Yd Freehold's appearance.
*
* Fixed an bug that caused crashes during zone builds.
* Possible sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle or deep jungle, Bethesda Susa, and some villages.
* Fixed a bug that caused empty "pool" objects to appear in zones.
* Infrastructure and the equipment it powers will be found in various states of disrepair.
* Fixed a bug that caused you to be unable to speak with Otho if he was selected for the resolution of the Landing Pads quest.
* Infrastructure equipment may or may not have a use.
* Fixed several issues with variant selection on the Choose Mutations screen.
* Added -- or made dynamically generatable -- some new furniture of varying technological sophistication.
* Fixed a text error in slynth settler's dialogue.
* Removed metal and plastic hydraulic pipes.
* Fixed a typo in Mental Mirror's description.
*
* Fixed a typo in trining lamprey's description.
* If you have Tinker I, you can now deploy wire.
* Fixed a rare crash when transitioning to [redacted].
*
== October 9, 2021 ==
* 1" of wire extends across one tile.
* 202.85 - 'beta' branch
* You can deploy up to 10' at a time.
* The new quest Landing Pads is now fully implemented start to finish.
* Deployed wire can be used to connect components across a working power grid.
* Added a new music track for Rainbow Wood, Lake Hinnom, and Palladium Reef.
* Wire objects now merge into a single coil that weight 1lb per 25'.
* Fixed a major OSX hang on startup.
*
* Character generation screens now have hotkeys.
* We revamped ruin generation and population in several sites.
* Added arsplice hyphae to the subterranean reef.
*
* Added a new description, name color, and eat message for arsplice seed.
* Sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle of deep jungle, and some named ruins.
* Reduced the damage on-high voltage arc winder and the overloaded variants of both arc winder and high-voltage arc winder.
* Revamped ruined structures tend to be a little more complex than they were previously.
* Added new dialogue for gutsmongers.
* Ruin creature and loot population is much improved.
* Added a new description for star orchid marble.
* Baroque ruins now use a consistent wall type across the parasang and down the ruin column.
* Electrobow has a tile again.
*
* The Esper morphotype now has the right icon in the character creation UI.
* Made a bunch of population adjustments to the deep jungle.
* Turrets mounting blood-gradient hand vacuums are now called blood-gradient vacuum turrets.
* Adjusted the tier of Bethesda Susa and Asphalt Mines subterranean levels.
* Baetyls no longer request nanon-modded items.
* Increased the chance for 50' strands of wire to appear on the surface of the rust wells.
== October 1, 2021 ==
* Previously chosen conversation options are now more consistently recolored.
* 203.83 - 'beta' branch
* Shale that is adjacent to large pools of water now has its tile detail color altered to indicate vine growth.
* Added all new tiles for most missile weapons.
* Changed dreadroot's tile color.
* Added new items: kaleidocera cape, kaleidocera muffs, kaleidocera krakows, enigma cone, and enigma cap.
* [debug] Added a new debug option, ""Draw zone semantics", that indicates the inside/outside areas of zones using the newest ruins builder.
* Added a new book: The Murmurs' Prayer.
* [modding] We revamped the conversation system to be much more dynamic and moddable.
* Added new descriptions for the following items: night-sight interpolaters, tri-hologram bracelet, slip ring, precision nanon fingers, step sowers, 3D cobblers, gas tumbler, chiral rings, eigenrifle, eigenpistol, light rail, hand rail, spaser rifle, spaser pistol, space inverter, arc winder, high-voltage arc winder, psychal fleshgun, di-thermo beam, and sharpened polyp.
*
* Added new descriptions for the following creatures: slynth residents and wanderers, all the wild svardym, Geeub, Krka, Tillifergaewicz, Rokhas, and Warden Une.
* See the wiki for full details.
* Added new descriptions for the following terrain objects: coral polyp, palladium strut, coral and palladium strut, swollen bulb, and coral pit.
* Conversations now merge their contents together by default.
* Build Library is now functional.
* Conversations and elements can now inherit their properties from one or multiple elements.
* You now autosave when you reach a checkpoint in Roleplay and Wander modes.
* Conversations and elements can now have custom logic defined with C# parts.
* Gorged growths who are members of settlements no longer crumble apart.
* Custom predicates and actions like IfHaveQuest  or GiveItem  can be added for use in XML.
* Farmed bop sponges are no longer always ripe.
* Elements can now be distributed to other elements. For example, a choice can be distributed to every start node within the conversation.
* Generated villages now have accurate descriptions on the world map.
* Nodes and choices can now have multiple text elements.
* Night-sight interpolators now work like other kinds of night vision for the purpose of perceiving [redacted].
* Any element can now have predicates, including individual text elements.
* Using the sit interaction on a chair that's in your inventory now places the chair on the ground and sits on it, rather than silently failing.
* The logic for the water ritual and dialogue-heavy quests such as "Landing Pads" has moved into Conversations.xml.
* Recycling suits can no longer (uselessly) get the recycling mod.
*
* Added a popup confirmation for targeting yourself with a geomagnetic disc.
* [modding] Added extensive semantic tagging to several objects for power grid, hydraulic, and mechanical infrastructure.
* Fixed a bug that caused Regeneration to regrow your tongue while you were still affected by glotrot.
== 192.0 ==
* Fixed a bug that caused ubernostrum tonics to remove glotrot without the cure.
Released September 13, 2019
* Fixed a bug that caused Light Manipulation's lase ability to fail when targeting a creature with mental mirror.
* Added a Sixth Great Sultan to the history of Qud: Resheph. His history is depicted via shrines like the other sultans but remains the same from game to game.
* Fixed a perfomance issue caused aquatic or wall-walking creatures in your party trying to pathfind to you.
* Converted the dates that appear in sultan and village histories to the new Reshephian calendar.
* Fixed a grammar error in some messages when companions were swallowed whole.
* Added a new faction: Cult of the Coiled Lamb.
* Fixed conversation choices getting resorting when you revisited a node.
* Added a secluded shrine to Resheph in the Stiltgrounds.
* Fixed a bug that caused Golgotha and Bethesda Susa to not build properly.
* Added a new NPC to the Stiltgrounds: Tszappur, disciple of the Coiled Lamb. Tszappur will muse with you over the significance of the events in Resheph's life.
* [pets] Fixed a bug that caused You, but Mechanical not to inherit your anatomy.
* Altered the entry point tile of the Six Day Stilt.
== September 24, 2021 ==
* Revamped the post-quest dialog for 'What's Eating the Watervine?'.
* 202.82 - 'beta' branch
* Life drain now properly ceases if the drainer dies.
* Flawless crysteel gear is now a bit rarer.
* Fixed a bug that caused the attacker to be treated as the defender during some critical hit effects.
* Zetachrome gear is now much rarer.
* Fixed a typo in maghammer's description.
* Added new creature descriptions: giant clam, ixlthyxl, tongue tyrant, star kraken, and galgal.
* Fixed some other typos.
* Added new item descriptions: thermo cask, high-energy thermo cask, and psychic meridian.
* [modding] Mods can now include a Commands.xml file that adds mod-specific keybinds. The command IDs are fired as events on the player body.
* Gorged growths now dehydrate and crumble apart after a while.
* [modding] Mods can now include an Options.xml file that adds mod-specific options.
* Updated Burgeoning plant-summoning tables to be better distributed and include more plants, particularly late-game plants.
* [modding] The NameMaker and Tinkering classes are now public.
* Added some polish to the Hydropon.
* [*][modding] Added a new attribute and interface: PlayerMutator and IPlayerMutator. You can use them to modify the player object before the game begins. Any class tagged with the PlayerMutator attribute is instantiated after the player object is created and assigned, and the "mutate" method is called with the player as the parameter. For example:
* Warden Une now has appropriate equipment.
* [PlayerMutator]
* Palladium struts are no longer takeable.
* public class MyPlayerMutator : IPlayerMutator
* Made several enhancements to [redacted].
* {
* Irritable Genome's message now includes the mutation that was affected.
*      public void mutate(GameObject player) { // modify the player object before the game starts }
* Eater's flesh and luminous hoarshroom now counts as mushrooms for the purposes of triggering cooking effects.
* }
* Fixed a bug that caused pits and chasms to drop you into solid walls.
== September 6, 2019 ==* Added a new item: maghammer.
* Fixed a bug that caused objects to be placed on top of pits, leading to excessive build times as multiple zones were built.
* Added a new eyewear mod: nav.
* Fixed a bug that caused zone transitions to happen rapidly every time an object was swallowed by a vortex.
* Added new tiles for the following items, creatures, and locations.
* Fixed a bug that caused gas generation to continue after transitioning to the world map.
* Mechanmist rummager
* Fixed a bug that caused visual effects like torches to sometimes persist after teleporting to another zone.
* albino ape pelt
* Fixed a bug that caused geomagnetic disc to sometimes bounce to neutral and friendly creatures.
* ogre ape pelt
* Fixed a bug that caused villages or village outskirts to build over Pax Klanq's hut.
* ripe cucumber
* Fixed a bug that caused villages to use the wrong liquid type when building pools and rivers
* arsplice seed
* Fixed a bug that caused the "Seek the Heart of the Rainbow" quest step not to complete upon reaching the correct zone.
* crystal of Eve
* Fixed a bug that caused the minimap to share the message logs opacity setting
* Eater's flesh
* Fixed a bug that caused subtype tile detail colors to not be properly set
* mental aggregator
* Fixed the pluralization of pneumatic pistons, anchor spikes, palladium electrodeposits, and tibular hydrojets.
* leafy helm
== 202.80 ==
* croccasins
Released September 17, 2021.
* elastyne slippers
* Added a new kind of fauna: bop sponge.
* yeshyrskin slippers
* Added new butcherable and harvestable consumables: bop cheek and tongue twist.
* ape fur hat
* Added three new cooking effect domains: rubber-based, powerful rubber-based, and tongue-based.
* plastifer bonnet
* Added three new ingredients: congealed rubbergum, sliced bop cheek, and fermented tongue.
* polyhedral rings
* The Yd Freehold now has a signature dish: Tongue and Cheek.
* eyeless crab shell
* Svardym no longer rain down on the Yd Freehold.
* gyrocopter backpack
* Added a prerelease input manager binding for "move to point of interest".
* tread guard
* Added new descriptions for the following creatures: twinning lamprey, trining lamprey, reef hermit, junk dollar, enigma snail, and plasma jelly.
* VISAGE
* Having the equipment rack cybernetic implant no longer prevents you from receiving a certain achievement.
* wool kilt
* You no longer receive a certain achievement earlier than is appropriate just by being repeatedly dismembered.
* clay pot
* Billowing conch of the Aji can no longer produce plasma.
* the rusted archway
* You can no longer use the following items and abilities on the worldmap: hologram bracelet, Force Wall, Light Manipulation, Time Dilation, gas generation, and Spinnerets.
* You can now mod items by interacting with them in your inventory and choosing "mod with tinkering".
* Generated villages now interact more robustly with their surrounding terrain.
* The tinkering screen now indicates when there are hostile creatures are nearby.
* The trip back from [redacted] now works more consistently.
* Recharging energy cells now takes a turn and cannot be done while frozen.
* Fixed an error when a creature with no back grew wings.
* You can no longer apply the following melee mods to missile weapons: electrified, freezing, flaming, and counterweighted.
* Fixed the worldmap tip displaying too soon (during world generation).
* Fixed a bug with the trade/violence reward branch in Kith and Kin that caused the grenade stockpile reward to be only half as many grenades as it should have been.
* Fixed incorrect pronouns in the description of sultan crocs.
* Fixed a bug that made hats ineligible for several mods they were designed to be eligible for.
* Fixed a zonegen error in the Yd Freehold.
* Fixed a bug that sometimes caused baboons to fail to generate as villagers.
* Fixed a rare exception that prevented the ability manager from opening.
* Fixed a bug that caused unique baboons to have the name 'baboon hero' instead of a proper name.
* Fixed an issue causing "BoxColliders does not support negative scale or size." spam in the message log.
* Fixed a typo in the description of effects that alter your move speed while you're in a pool of liquid.
* Fixed an issue that would prevent [redacted] from carving murals if interruped by a serialization cycle.
* Fixed a bug that caused skill-based speed bonuses to world map travel to not work (e.g., bonuses granted by the Survival skill powers).
* [modding] Fixed populations being replaced instead of merged.
* [modding] You can now set the Owner field on objects in the map editor.
== 2.0.202.79 ==
== 190.0 ==
Released September 10, 2021.
Released August 24, 2019
* Added a new wayfaring skill, Wilderness Lore: Rivers and Lakes.
* Arconauts report the continued unearthing of a massive tomb complex surrounding the Spindle at Omonporch. A stolen ledger reveals the presence of catacombs, a crematory, crypts, and sepulchers for each of the Six Great Sultans. They insist that we monitor the site for further developments, which, they say, will continue to come.
* Renamed Wilderness Lore: Mountains to Wilderness Lore: Hills and Mountains.
* The description on shields now clarifies that shields only grant their AV when you successfully block an attack.
* Made moving across rivers, lakes, and the Rainbow Wood a little slower.
* Shield block messages and particle text now display the bonus AV granted.
* The Rainbow Wood and Palladium Reef are no longer considered jungles for the purposes of wilderness lore.
* Added a background to the mod configuration page.
* Various becoming nooks across Qud now have implants in their cybernetics racks again.
* Indrix now repeats his directions to Mamon Souldrinker when you talk to him again after starting Raising Indrix.
* Gravity grenades now down flyers in their area of effect.
* Sparking baetyls no longer ask for unobtainable glow-wight corpses.
* Creatures beguiled via the cooking effect triggered action now lose interest in their beguilers after the metabolizing effect expires.
* Lairs are no longer sometimes generated with a mysterious 'baboon hero' occupant.
* Algal water pools in Lake Hinnom and the Palladium Reef are now deeper and squarely past the swim threshold.
* Dialog nodes with consequences can no longer be avoided by performing the water ritual or entering the trade screen.
* Serrated and nanon weapons now have a very small chance to decapitate independent of whether you have the Decapitate skill power. Having Decapitate does not augment this chance.
* Removed some deprecated skills from NPCs.
* Nanon now requires Tinker III.
* Updated the description of Disintegration to clarify that bonus damage is done to structural objects rather than inanimate objects.
* Moved the river referenced in Raising Indrix to south of the Kyakukya instead of north. Also fixed a bug with its starting location.
* Fixed a bug that caused indigenous village tinkers to be unable to repair, identify, and recharge items.
* Added descriptions for all new cybernetic implants.
* Fixed a bug that caused various skill powers to fail to work with natural equipment (e.g., fists).
* Changed the name of some high-tier implants.
* Fixed a bug that caused issues when amphibious player characters traveled on the world map.
* Added descriptions for prism perch, white esh, quatravolt glider, and sultan croc.
* Fixed a bug that allowed you to disassemble equipped items without actually losing the item.
* Updated what secrets svardym and the denizens of the Yd Freehold are interested in.
* Fixed a bug that caused Shake It Off to fail to attempt to prevent daze or stun the first turn the effect was acquired.
* The Hydropon is no longer subject to svardym storms.
* Fixed a bug that prevented medicinal liquids from attempting their disease prevention effect in the case of Ironshank.
* Urns in the Yd Freehold now have appropriate names.
* Re-enabled the Modding Utilities menu background image.
* Changed the names and added descriptions for finger coral and tunnel sponge.
== August 16, 2019 ==* Reclassified various mushroom-based consumables as fungi rather than plants.
* Increased the number of times you can drink [redacted] for a positive effect.
* Reduced the Ego requirement of Menacing Stare (and thus the Persuasion skill) to 17.
* Meditation no longer occasionally cures gamma moth mutation.
* Feral lah now get XP for kills made by their pods, unless the pods have found a new party leader.
* Damage reflected by equipment is now attributed to the equipment's wearer.
* You no longer get a popup message when one of your burgeoned plants dies.
* Fixed a bug that caused new characters to be created without the proper faction reputations for their genotype and subtype.
* If you [redacted] while wielding the amaranthine prism, [redacted].
* Fixed a bug that caused natural claw weapons from Skulk Tonic to remain after the effect expired.
* Did some more adjustment of creatures roles, fixing several cases of creatures having reduced or inflated stats.
* Fixed a bug that caused you to start with the skill that your random starting village teaches via the water ritual.
* Lase now tells you when your laser beam fails to penetrate your target's armor.
* Fixed a reputation bug that caused several hostility issues with creatures' attitudes toward you.
* Items covered in liquid now correctly have their display names modified (e.g., "sticky Mehmet").
* Fixed a bug that caused map notes to not load until you opened your journal.
* Effect text that referred to regaining hit points as "regeneration" now instead uses "natural healing rate" to avoid confusion with the Regeneration mutation and clarify that limbs aren't regenerated naturally.
* Fixed a bug that caused recipes intended to give corrosive gas generation to have no effect.
* Fixed a bug that prevented Beguile from working when used via a cooking effect.
* Fixed a bug that made it impossible to complete an important Tomb of the Eaters quest step.
* Beguiling a creature via a cooking effect now uses the correct Beguile level (the one that's listed in the effect description).
* Fixed a bug that prevented relics that bestow extra carry capacity from working.
* Made the target picker more descriptive when beguiling via a cooking effect.
* Fixed a bug that caused kills via your spaser-generated plasma to not be attributed to you.
* Changed the wording in the effect description of resonance grenades from "inorganic matter" to "structural objects" to clarify that they don't do bonus damage to robots.
* Fixed a bug that caused robots to be unaffected by ganglionic teleproject and Rebuke Robot.
* Replaced number words with their easier-to-parse numerals in a few contexts.
* Fixed a bug that made it possible to fly underground with a certain flight-granting cybernetic boosts.
* Removed duplicate brain parts from arconauts and great saltbacks.
* Fixed a bug that caused you to be referred to in the third person wehn dealing damage with Sunder Mind.
* Standardized the spelling of the various tenses and forms of the word 'worshipping'.
* Fixed a bug that caused up-stairs to generate on the surface level of the Palladium Reef.
* Fixed some subject-verb agreement issues with unidentified artifacts.
* Fixed a bug that cauased identified artifacts to keep their unidentified color.
* Fixed a typo in the dawnglider tail description.
* Fixed a bug that caused [redacted] to fail to render correctcly if entered with penetrating radar enabled.
== 188.0 ==
* Fixed a bug that caused an exception when a [redacted] is targeting during a serialization cycle
Released August 10, 2019
* More [redacted].
*
* [modding] Fixed the player's body object not being sourced from Genotype/Subtype.
* Note: this update will break save compatibility.
* Additionally, here are the notes for some additional changes that were included in the last few alpha and beta patches.
* Added a new Tactics power: Deft Throwing.
* Our official, community-mananged wiki has a new home: https://wiki.cavesofqud.com. We updated the link in the Modding Utilities.
* We changed how the Backswing power works.
* You can now jump through squares that contain creatures who are out of phase or flight with you.
* Removed the Axe version of the power.
* You can no longer manipulate the results of cooking with nectar by using Precognition.
* New Cudgel version: whenever you make a cudgel attack with your primary hand, there's a 25% chance you make an additional free attack with the same hand.
* The carrying capacity bonus from Multiple Legs now reflects its description.
* Added a new cooking ingredient: congealed love.
* You can no longer talk to your original body while dominating another creature. (This led to bad things.)
* Glowpad corpses are now considered plant-based instead of meat-based.
* Ctrl+Space once again looks at items on the equipment screen.
* Made Beguiling's description more descriptive and removed the inaccurate reference to a level cap.
* Most things that interrupt autoact now provide a visual indicator of what caused the interruption, if it's something external.
* Gave the torch sconces in the Six Day Stilt cathedral working tiles.
* Psionic weapons no longer affect inanimate objects.
* Fixed a rare exception caused by ganglionic teleprojector.
* Night-vision goggles are now overloadable.
* Fixed a rare exception during village zone generation.
* Creatures are now a little better at escaping environmental damage.
* Rare exceptions during the generation of greater voider lairs no longer cause the zone to fail to build.
* Creatures no longer use Force Bubble if an ally is adjacent. This prevents rare Force Bubble + Temporal Fugue crashes.
* Fixed a color formatting issue in the manual.
* Nulling weapons now apply astral burdening for a short time after they hit, rather than only instantaneously as they hit.
* Fixed a typo in the description of linear cannon.
* Looking at objects in force fields and stasis fields now gives info on the object instead of the field.
* Fixed a grammar bug in Slog's description.
* Rephrased messages about additional body parts needed to equip items in more abstract, inclusive terms.
* Changed the detail color of congealed blaze's tile.
* Slightly decreased the traversal speed of most projectiles.
* Beguiled and proselytized creatures now have beguiled and proselytized status effects, respectively.
* A visible rhinox getting ready to charge now interrupts autoact.
* Fixed some memory leaks with Burgeoning.
* Temporal fugue clones are now placed a little more intelligently with respect to natural movement modes (e.g., aquatic creature clones will prefer spawning in swim-depth water).
== August 2, 2019 ==* Added a chance for generated villages to have their own village tinker. Starting villages always have a village tinker.
* Fixed a bug that caused autoexplore to dig around boulders and rubble instead of through them.
* Tinkers now sometimes immigrate to villages during village history generation.
* Fixed a bug that caused Temporal Fugue clones to always spawn northwest of you.
* Clairvoyance now grants visibility through vantabloom and vantabud's blackout effect.
* Fixed a bug that caused jewelers to occasionally have double-jewel-encrusted items.
* Unpreserved mushrooms are now correctly considered mushrooms.
* Fixed a bug that caused you to occasionally get stuck inside walls when using Space-Time Vortex.
* Long blade powers now appear under the Skill category on the Abilities screen, like all other skill powers.
* Fixed a bug that caused creatures to sometimes generate inside walls.
* Removed some incorrectly assigned creature roles that were causing some creatures to have reduced stats and XP awarded.
* Fixed a rare crash in Grit Gate.
* Added a message when you reach the current end of the main questline.
* The "you" pronoun is no longer incorrectly used when creatures collect liquids.
* The Mechanimist faction name is now correctly formatted with the definite article in certain contexts.
* [modding] Added some new predicates to conversations: IfTrueKin, IfNotTrueKin, IfGenotype, IfNotGenotype, IfSubtype, and IfNotSubtype.
* Ogre ape corpse now has the correct display name.
* [modding] Unity impostors now support X and Y offsets.
* Changed Mouldering Corpse object name to Moldering Corpse.
== July 24, 2021 ==
* Added informative descriptions to gentling mask and gentling cone.
* 201.114/202.74
* Gave gentling cone the same tile as gentling mask.
* If you already have Burrowing Claws, taking a skulk tonic now boosts its level.
* Fixed a bug that prevented some followers from gaining XP.
* Creatures who feel victimized by inanimate objects no longer become retributively angry, usually.
* Fixed a bug that caused NPCs with slime glands to refuse to spit slime.
* In order to bask, photosynthetic skin mutants must now be able to move their extremities and not be in combat.
* Fixed an object blueprint typo that caused all trinkets to be ineligible for dynamic encounters.
* Items marked as important no longer show up in the picker for donating at the Sacred Well.
* Fixed a typo in urberry's eat message.
* Books marked as important now ask for confirmation before you donate them to Sheba Hagadias.
* Fixed a grammar issue that appeared in the follower death message when the follower was of pseudo-plural gender.
* Roads that pass through Bey Lah and its outskirts now connect properly.
* Fixed a grammar issue that appeared in the wild-eyed watervine merchant's description when they were of pseudo-plural gender.
* Data disks now display the shortened names of the items they build.
* Fixed a bug that caused the description for the Slime Glands mutation to be truncated.
* Fixed a bug that caused diagonal autowalk to allow zone transitions.
* Fixed a typo in the take-all weight limit message.
* Fixed some inconsistency in the appearance of data disks for gaslight weapons.
* Reduced lag while on the world map.
* Fixed a bug that made overloaded laser pistols continue to appear as a distinct objects from laser pistols.
* [modding] Added a new tag, HeroLevelMultiplier, that can be put on creatures and hero templates. It lets you specify the level multiplier applied when a creature is uplifted to a unique. The default unspecified value is 1.5.
* Fixed a bug that caused skulk tonics to display endless popups if you lost your burrowing claws or dark vision before the tonic duration expired.
== 2.0.186 ==
* Fixed a bug that caused zone building to sometimes fail if you saved and reloaded on the world map.
Released July 27, 2019
* Fixed a bug that sometimes caused you to forget things too frequently with Amensia.
* You now get a popup message when one of your followers dies, with some exceptions for temporary or swarming followers.
* Fixed a bug that sometimes caused quest steps based on visiting a zone to complete before you visited the zone.
* Added some conditional dialog to Yurl.
* Fixed a bug that caused ruins to build endlessly if a door was animated.
* Added the framework for certain dialog options to reveal secrets in the Gossip and Lore tab of your journal.
* Fixed a bug that caused the entrance to Oboroqoru's lair to build endlessly if there was a tree in the northwest corner.
* Increased the specific heat of all objects.
* Fixed a bug that caused the up and down stairs in Oboroqoru's lair to be disconnected if you approached them from below.
* Extremely hot objects now cool off a small percentage of their heat instead of a low, flat amount per round.
* Fixed a bug that occasionally caused the hollowed tree to generate too close to Bey Lah.
* Phase cannon and swarm rack turrets now start with much less ammo.
* Fixed a bug that caused the hollowed tree to generate without floor tiles and Bey Lah's outskirts to generate with grass instead of flowers.
* Excluded some offensive words from generated text results.
* Fixed a bug that occasionally caused Amensia to proc too many times.
== July 19, 2019 ==* Added a new music track to historic sites.
* Fixed a bug that occasionally caused quest steps triggered by visiting a zone to finish before you actually visited the zone.
* Villages can now undergo historic events that cause them to become abandoned. You'll now occasionally come across abandoned villages in your travels.
* Fixed an exception when cancelling aggression.
* Sheba Hagadias now accepts village history books for trade-in.
== July 16, 2021 ==
* Added new conditional dialog for Jacobo.
* 201.113/202.73
* Forcefields no longer push other forcefields or holograms.
* Digging tools now work on rubble and boulders.
* You now get dialog confirmation when using the 'Take all' command if it would put you over your weight limit.
* You can no longer clean things while frozen.
* Fixed a few typos in the Barathrumites' dialog.
* You are now asked for confirmation when loading ammo that's marked as important.
* Fixed a bug that caused some saved games from the previous game version to fail to restore.
* You no longer get popup messages for unlocking security doors during autoact.
* Removed a duplicate part on mirror shard.
* In their requests, sparking baetyls now refer to cooking ingredients in terms of servings rather than sets.
* Fixed a typo referring to Shakesprig.
* The root knot is more friendly.
* Fixed some issues with ANSI coloring in book text.
* Added an option to control the 'press right to equip selected item' behavior on the Inventory screen. It defaults to on.
* Fixed a rare exception when installing a skillsoft implant.
* Fixed a variety of bugs related to primary limb selection becoming unset over serialization cycles
* [modding] Scrap buffer generation is now thread-safe.
* Fixed a bug that made autoexplore inaccurately say there was nothing left to explore when actually it was being sensitive to the presence of enemies, particularly when using clairvoyance.
== 2.0.184.0 ==
* Fixed a bug that caused dropping objects to exit the inventory screen.
Released July 13, 2019
* Fixed a bug that made it possible to be a point of interest when dominating some creatures.
* We did some work on Grit Gate.
* Fixed a bug that caused map generation in ruins to prefer to spawn sultan statues in the northwest corner.
* Gave new dialog, description, skills, and equipment to Mafeo, Jacobo, Sparafucile, Dardi, Aloysius, Hortensa, Iseppa, Neek, and Shem -1.
* Fixed a bug that caused psychic hunters to occasionally spawn on the world map.
* Gave Ereshkigal new dialog.
* Fixed a bug that prevented turrets who gained mobility through flight from flying in combat.
* Added a new piece of jewelry: silver rondure.
* Fixed a bug that caused world generation to fail if you became loved by a faction before the game started.
* Added a new item: umber frock.
* Fixed the Bey Lah zone name appearing as "flower fields" instead of Bey Lah.
* Made the completion of The Earl of Omonporch quest more robust.
* Fixed a bug in how electrical discharges are attributed.
* Removed a duplicate dialog option that appeared in conversations with Barathrum after you completed 'Pax Klanq, I Presume?'.
* Fixed a bug that caused the interact menu of [redacted] to persist through after you [redacted].
* Gave Tam new dialog.
* Fixed some text coloration issues when noting a location in your journal.
* Spacetime vortices now work again.
*
* Vomiting on the world map no longer covers a square parasang in putrescence.
* Sheba Hagadias no longer has the chance to spawn as a creature with no inventory and thus no ability to receive books.
* You no longer get spurious warning messages when you manipulate an object you don't own but you've already stolen.
* You no longer get spurious popup messages when other creatures mutate due to a gamma moth gaze.
* Fixed a bug that caused the chance of falling while flying to be 1% lower than it should have been.
* Fixed conversations bugging out when there were too many dialog options.
* Fixed some Oboroqoru typos.
* Fixed the spelling of the 'statpenalty' wish.
== January 28, 2022 ==* 203.9 - 'beta' branch
* Added a new UI for the Continue screen and removed the stand-in overlay one.
* Mouse input is now enabled by default.
* On Roleplay and Wandor modes, Gyl is now a checkpoint location.
* Creatures no longer spawn inside the [redacted] at Gyl.
* Reduced the chance for low tier creatures to have high tier items like zetachrome.
* Fixed a bug that caused the game to occasionally crash when you accessed a book.
* Fixed a bug that caused some relics to generate with place names.
* Fixed a bug that caused artifacts providing additional carry capacity to function when improperly equipped.
* Fixed a bug that caused the hooks from Hooks for Feet to be placed in your inventory when buying new mutations.
* Fixed a bug that caused popups about extradimensional psychic hunters to continue appearing after you left [redacted].
== June 28, 2019 ==* Small patch this week as we work on some bigger feature arcs behind the scenes.
* Added two new rare items: programmable recoiler and reprogrammable recoiler.
* Abilities that require a particular weapon type to be equipped are now smarter about which weapon they choose if there are multiple options.
* Added new descriptions for the following creatures and items: qudzu, irritable tortoise, jilted lover, rustacean, salthopper chip, phase spider, and scrap-clad hermit.
* Renamed safety bracelet to life loop and rewrote the description.
* Added a message for when a life loop dematerializes