User:Illuminatiswag/Sandbox: Difference between revisions

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m (fixed the parsing that was dropping some sub-lists)
m (should now handle multiple version updates)
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=== 203.34 ===
Released April 29, 2022.
* Skills learnable via the water ritual are now disambiguated when necessary. E.g., "Charging Strike" is displayed as "Charging Strike (Cudgel/Axe)".
* Bilge sphincters can no longer be used to dupe liquids.
* Puffing on hookahs without water in them no longer produces smoke.
* Being in the path of a decarbonizer's charging molecular cannon now interrupts autoact and discomfits NPCs.
* The Olive Face now has a proper trade value.
* Elder Irudad and other humanoid apothecaries now spawn with walking sticks.
* Quills can no longer be flung on the world map.
* Mental mutations now affect psychic glimmer regardless of what source added them.
* The bell of rest will no longer rarely drop you into a square with a pit.
* Fixed some potential grammar issues in creature and item descriptions.
* Fixed a bug that made anomaly fumigators refuse to toggle off.
* Fixed a bug that caused psychic meridian to not appear in dynamic encounters.
* Fixed a bug that caused the achievement "Jeweled Dusk" to not unlock when permadeath was disabled.
* Fixed a bug that caused psychic meridians to be excluded from dynamic encounters.
* Fixed the display name of an iron gate in the Yd Freehold.
* [modding] ObjectBlueprints.xml has been split into multiple XML files. They're all located in the StreamingAssets/Base/ObjectBlueprints folder. We also did some reorganization of object blueprints inside those files.
=== 203.33 ===
=== 203.33 ===
Released on 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 on 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.
=== 203.29 ===
=== 203.29 ===
Released on April 1, 2022.
Released April 1, 2022.
* Villages are no longer occasionally colonized by multiple versions of the same legendary creature, which lead to various issues.
* Villages are no longer occasionally colonized by multiple versions of the same legendary creature, which lead to various issues.
* 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 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.
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* [modding]Added anatomies for motes, mirrors, and octohedra.
* [modding]Added anatomies for motes, mirrors, and octohedra.
=== 203.28 ===
=== 203.28 ===
Released on March 25, 2022.
Released March 25, 2022.
* You can now use Sunder Mind on creatures who have been fully identified with Sense Psychic.
* You can now use Sunder Mind on creatures who have been fully identified with Sense Psychic.
* Pulsed field magnets now pull just one item from your inventory at a time.
* Pulsed field magnets now pull just one item from your inventory at a time.
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* Fixed a bug that caused the beguiled effect to persist after a creature had been proselytized.
* Fixed a bug that caused the beguiled effect to persist after a creature had been proselytized.
=== 203.27 ===
=== 203.27 ===
Released on March 18, 2022.
Released March 18, 2022.
* Most forms of pathfinding will now automatically dig through walls, if need be, if you have digging capability.
* Most forms of pathfinding will now automatically dig through walls, if need be, if you have digging capability.
* Autoact interruption by Heightened Hearing, Sense Psychic, and electromagnetic sensors now behaves in a fashion more consistent with other ways that autoact gets interrupted.
* Autoact interruption by Heightened Hearing, Sense Psychic, and electromagnetic sensors now behaves in a fashion more consistent with other ways that autoact gets interrupted.
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* Fixed a bug that that prevent some alternate move commands from being activated.
* Fixed a bug that that prevent some alternate move commands from being activated.
=== 203.25 ===
=== 203.25 ===
Released on March 12, 2022.
Released March 12, 2022.
* When you are flying, force attack and automatic attack commands now use swoop if it seems productive for them to do so.
* When you are flying, force attack and automatic attack commands now use swoop if it seems productive for them to do so.
* 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.
* 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.
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* [modding] The character sheet now uses the display name of your character's genotype and subtype.
* [modding] The character sheet now uses the display name of your character's genotype and subtype.
=== 203.23 ===
=== 203.23 ===
Released on March 4, 2022.
Released March 4, 2022.
* 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).
* 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).
* 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.
* 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.
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* [modding] The 'placeobjecttest' wish is now more robust when wishing for invalid blueprints.
* [modding] The 'placeobjecttest' wish is now more robust when wishing for invalid blueprints.
=== 203.21 ===
=== 203.21 ===
Released on February 25, 2022.
Released February 25, 2022.
* We made some improvements to saved games.
* We made some improvements to saved games.
** Saved games are now less likely to break from patches or mod alterations.
** Saved games are now less likely to break from patches or mod alterations.
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* [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] 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.
=== 203.14 - 'beta' branch ===
=== 203.14 - 'beta' branch ===
Released on February 11, 2022.
Released February 11, 2022.
* We made a bunch of changes to starting equipment.
* We made a bunch of changes to starting equipment.
** 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.
** 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.
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  conversation predicates.
  conversation predicates.
=== 203.12 - 'beta' branch ===
=== 203.12 - 'beta' branch ===
Released on February 4, 2022.
Released February 4, 2022.
* We gave Red Rock a big makeover. It's now much more cavern-like, includes unique encounters, and is home to a snapjaw settlement.
* We gave Red Rock a big makeover. It's now much more cavern-like, includes unique encounters, and is home to a snapjaw settlement.
* We added a rare chance for power grid, hydraulic, and mechanical infrastructure to appear in various sites.
* We added a rare chance for power grid, hydraulic, and mechanical infrastructure to appear in various sites.
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* [modding] Added extensive semantic tagging to several objects for power grid, hydraulic, and mechanical infrastructure.
* [modding] Added extensive semantic tagging to several objects for power grid, hydraulic, and mechanical infrastructure.
=== 203.9 - 'beta' branch ===
=== 203.9 - 'beta' branch ===
Released on January 28, 2022.
Released January 28, 2022.
* Added a new UI for the Continue screen and removed the stand-in overlay one.
* Added a new UI for the Continue screen and removed the stand-in overlay one.
* Mouse input is now enabled by default.
* Mouse input is now enabled by default.
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* Fixed a bug that caused popups about extradimensional psychic hunters to continue appearing after you left [redacted].
* Fixed a bug that caused popups about extradimensional psychic hunters to continue appearing after you left [redacted].
=== 203.7 - 'beta' branch ===
=== 203.7 - 'beta' branch ===
Released on January 21, 2022.
Released January 21, 2022.
* Added a new music track to deep caves.
* Added a new music track to deep caves.
* Sleeping waydroids in the Grit Gate enclave are now friendly to Barathrumites.
* Sleeping waydroids in the Grit Gate enclave are now friendly to Barathrumites.
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* Fixed some cooking effects not serializing properly (this will unfortunately break some small % of saved games)
* Fixed some cooking effects not serializing properly (this will unfortunately break some small % of saved games)
=== 203.6 - 'beta' branch ===
=== 203.6 - 'beta' branch ===
Released on January 14, 2022.
Released January 14, 2022.
* Added a new music track to [redacted].
* Added a new music track to [redacted].
* You now fall in love with statues and figurines depicting creatures you would normally fall in love with.
* You now fall in love with statues and figurines depicting creatures you would normally fall in love with.
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* Fixed a bug that caused the shimmering screen effect from consuming Eater's flesh to persist when dominating another creature.
* Fixed a bug that caused the shimmering screen effect from consuming Eater's flesh to persist when dominating another creature.
=== 203.4 - 'beta' branch ===
=== 203.4 - 'beta' branch ===
Released on January 7, 2022.
Released January 7, 2022.
* Added new items: ogre fur hat, ogre fur gloves, and ogre fur cloak.
* Added new items: ogre fur hat, ogre fur gloves, and ogre fur cloak.
* 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.
* 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.
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* [debug] Added an option to disable achievement progress (Debug > disable achievements).
* [debug] Added an option to disable achievement progress (Debug > disable achievements).
=== 202.102 ===
=== 202.102 ===
Released on December 17, 2021.
Released December 17, 2021.
* Equipment with power switches, such as ontological anchors, night-vision goggles, and ninefold boots, now grasts you an activated ability for toggling their power.
* Equipment with power switches, such as ontological anchors, night-vision goggles, and ninefold boots, now grasts you an activated ability for toggling their power.
* Creatures that are immune to being damaged are now also immune to being dismembered.
* Creatures that are immune to being damaged are now also immune to being dismembered.
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* [modding] Made the 'sheeter' wish more robust.
* [modding] Made the 'sheeter' wish more robust.
=== 202.101 ===
=== 202.101 ===
Released on December 10, 2021.
Released December 10, 2021.
* Robots and mutated plants can now be stunned.
* Robots and mutated plants can now be stunned.
* Baetyl, hermit, and mysterious stranger cherubim now belong to the correct factions.
* Baetyl, hermit, and mysterious stranger cherubim now belong to the correct factions.
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* Fixed a typo in arc winder's description.
* Fixed a typo in arc winder's description.
=== 202.100 ===
=== 202.100 ===
Released on December 3, 2021.
Released December 3, 2021.
* Regen tanks no longer generate with drained capacitors.
* Regen tanks no longer generate with drained capacitors.
* Mechanical cherubim no longer spawn as psychic thralls.
* Mechanical cherubim no longer spawn as psychic thralls.
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* [modding] Item mods added to Mods.xml now merge by part name.
* [modding] Item mods added to Mods.xml now merge by part name.
=== 202.98 ===
=== 202.98 ===
Released on November 28, 2021.
Released November 28, 2021.
* Added hotkeys to the campfire menu.
* Added hotkeys to the campfire menu.
* Neutronic sludges no longer spit neutronic liquid mixtures. Their melee attacks still cause neutronic explosions, though.
* Neutronic sludges no longer spit neutronic liquid mixtures. Their melee attacks still cause neutronic explosions, though.
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* [modding] The campfire now emits a GetCookingActionsEvent on itself and the player to collect options for the cooking menu.
* [modding] The campfire now emits a GetCookingActionsEvent on itself and the player to collect options for the cooking menu.
=== 202.97 ===
=== 202.97 ===
Released on November 19, 2021.
Released November 19, 2021.
* Made some tweaks to the price of identifying artifacts, particularly around the exponential explosion at the high end.
* 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.
* The Tinker I Recharge ability now allows you to choose how many bits to use.
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* Fixed various grammar issues in some messages, particularly when dismembering your own limbs.
* Fixed various grammar issues in some messages, particularly when dismembering your own limbs.
=== 202.95 ===
=== 202.95 ===
Released on November 12, 2021.
Released November 12, 2021.
* Fonts are now much crisper on the main gameplay screen.
* Fonts are now much crisper on the main gameplay screen.
* Hyperbiotic beds no longer regenerate limbs.
* Hyperbiotic beds no longer regenerate limbs.
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* Fixed a bug that caused the northwestern-most cell of the Palladium Reef to generate without contents.
* Fixed a bug that caused the northwestern-most cell of the Palladium Reef to generate without contents.
=== 202.94 ===
=== 202.94 ===
Released on November 5, 2021.
Released November 5, 2021.
* 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.
* 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.
* Added worldmap descriptions for Lake Hinnom, the Palladium Reef, and the Yd Freehold.
* Added worldmap descriptions for Lake Hinnom, the Palladium Reef, and the Yd Freehold.
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* [modding] Fixed invalid manifest IDs breaking certain mods.
* [modding] Fixed invalid manifest IDs breaking certain mods.
=== 202.93 ===
=== 202.93 ===
Released on October 29, 2021.
Released October 29, 2021.
* Added a third completely transparent opacity setting to the minimap, nearby objects and message log opacity toggles.
* 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.
* Added a window position lock toggle which removes the position and size borders of the message log, minimap and nearby objects windows.
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* [modding] Fixed a bug that caused character creation to freeze if you did not define a detail color for a genotype.
* [modding] Fixed a bug that caused character creation to freeze if you did not define a detail color for a genotype.
=== 202.89 - 'beta' branch ===
=== 202.89 - 'beta' branch ===
Released on October 22, 2021.
Released October 22, 2021.
* Added a new book: In Maqqom Yd.
* Added a new book: In Maqqom Yd.
* Added new descriptions for the following creatures: Mak, Goek, and Bep.
* Added new descriptions for the following creatures: Mak, Goek, and Bep.
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* [modding] Fixed a boot crash when defining duplicate conversation nodes.
* [modding] Fixed a boot crash when defining duplicate conversation nodes.
=== 202.88 - 'beta' branch ===
=== 202.88 - 'beta' branch ===
Released on October 16, 201.
Released October 16, 201.
* 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 new descriptions for the following objects: starmchair, sofa, multicabinet, chalkboard, marble steps, glass hydraulic pipes in the Yd Freehold, and fulcrete with square wave.
* Thermo casks are now considered artifacts.
* Thermo casks are now considered artifacts.
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* Fixed a rare crash when transitioning to [redacted].
* Fixed a rare crash when transitioning to [redacted].
=== 202.85 - 'beta' branch ===
=== 202.85 - 'beta' branch ===
Released on October 9, 2021.
Released October 9, 2021.
* The new quest Landing Pads is now fully implemented start to finish.
* The new quest Landing Pads is now fully implemented start to finish.
* Added a new music track for Rainbow Wood, Lake Hinnom, and Palladium Reef.
* Added a new music track for Rainbow Wood, Lake Hinnom, and Palladium Reef.
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* Baetyls no longer request nanon-modded items.
* Baetyls no longer request nanon-modded items.
=== 203.83 - 'beta' branch ===
=== 203.83 - 'beta' branch ===
Released on October 1, 2021.
Released October 1, 2021.
* Added all new tiles for most missile weapons.
* Added all new tiles for most missile weapons.
* Added new items: kaleidocera cape, kaleidocera muffs, kaleidocera krakows, enigma cone, and enigma cap.
* Added new items: kaleidocera cape, kaleidocera muffs, kaleidocera krakows, enigma cone, and enigma cap.
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* [pets] Fixed a bug that caused You, but Mechanical not to inherit your anatomy.
* [pets] Fixed a bug that caused You, but Mechanical not to inherit your anatomy.
=== 202.82 - 'beta' branch ===
=== 202.82 - 'beta' branch ===
Released on September 24, 2021.
Released September 24, 2021.
* Flawless crysteel gear is now a bit rarer.
* Flawless crysteel gear is now a bit rarer.
* Zetachrome gear is now much rarer.
* Zetachrome gear is now much rarer.
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* Fixed the pluralization of pneumatic pistons, anchor spikes, palladium electrodeposits, and tibular hydrojets.
* Fixed the pluralization of pneumatic pistons, anchor spikes, palladium electrodeposits, and tibular hydrojets.
=== 202.80 ===
=== 202.80 ===
Released on September 17, 2021.
Released September 17, 2021.
* Added a new kind of fauna: bop sponge.
* Added a new kind of fauna: bop sponge.
* Added new butcherable and harvestable consumables: bop cheek and tongue twist.
* Added new butcherable and harvestable consumables: bop cheek and tongue twist.
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* [modding] Fixed populations being replaced instead of merged.
* [modding] Fixed populations being replaced instead of merged.
=== 2.0.202.79 ===
=== 2.0.202.79 ===
Released on September 10, 2021.
Released September 10, 2021.
* Added a new wayfaring skill, Wilderness Lore: Rivers and Lakes.
* Added a new wayfaring skill, Wilderness Lore: Rivers and Lakes.
* Renamed Wilderness Lore: Mountains to Wilderness Lore: Hills and Mountains.
* Renamed Wilderness Lore: Mountains to Wilderness Lore: Hills and Mountains.
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* More [redacted].
* More [redacted].
* [modding] Fixed the player's body object not being sourced from Genotype/Subtype.
* [modding] Fixed the player's body object not being sourced from Genotype/Subtype.
* Our official, community-mananged wiki has a new home:
* You can now jump through squares that contain creatures who are out of phase or flight with you.
* You can no longer manipulate the results of cooking with nectar by using Precognition.
* The carrying capacity bonus from Multiple Legs now reflects its description.
* You can no longer talk to your original body while dominating another creature. (This led to bad things.)
* Ctrl+Space once again looks at items on the equipment screen.
* Most things that interrupt autoact now provide a visual indicator of what caused the interruption, if it's something external.
* Psionic weapons no longer affect inanimate objects.
* Night-vision goggles are now overloadable.
* Creatures are now a little better at escaping environmental damage.
* Creatures no longer use Force Bubble if an ally is adjacent. This prevents rare Force Bubble + Temporal Fugue crashes.
* Nulling weapons now apply astral burdening for a short time after they hit, rather than only instantaneously as they hit.
* Looking at objects in force fields and stasis fields now gives info on the object instead of the field.
* Rephrased messages about additional body parts needed to equip items in more abstract, inclusive terms.
* Slightly decreased the traversal speed of most projectiles.
* A visible rhinox getting ready to charge now interrupts autoact.
* 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).
* Fixed a bug that caused autoexplore to dig around boulders and rubble instead of through them.
* Fixed a bug that caused Temporal Fugue clones to always spawn northwest of you.
* Fixed a bug that caused jewelers to occasionally have double-jewel-encrusted items.
* Fixed a bug that caused you to occasionally get stuck inside walls when using Space-Time Vortex.
* Fixed a bug that caused creatures to sometimes generate inside walls.
* Fixed a rare crash in Grit Gate.
* The "you" pronoun is no longer incorrectly used when creatures collect liquids.
* [modding] Added some new predicates to conversations: IfTrueKin, IfNotTrueKin, IfGenotype, IfNotGenotype, IfSubtype, and IfNotSubtype.
* [modding] Unity impostors now support X and Y offsets.
=== 201.114/202.74 ===
=== 201.114/202.74 ===
Released on July 24, 2021.
Released July 24, 2021.
* If you already have Burrowing Claws, taking a skulk tonic now boosts its level.
* If you already have Burrowing Claws, taking a skulk tonic now boosts its level.
* Creatures who feel victimized by inanimate objects no longer become retributively angry, usually.
* Creatures who feel victimized by inanimate objects no longer become retributively angry, usually.
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* Fixed an exception when cancelling aggression.
* Fixed an exception when cancelling aggression.
=== 201.113/202.73 ===
=== 201.113/202.73 ===
Released on July 16, 2021.
Released July 16, 2021.
* Digging tools now work on rubble and boulders.
* Digging tools now work on rubble and boulders.
* You can no longer clean things while frozen.
* You can no longer clean things while frozen.
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* [modding] You can now use placement hints for zone and party objects in faction encounters.
* [modding] You can now use placement hints for zone and party objects in faction encounters.
=== 201.110/202.70 ===
=== 201.110/202.70 ===
Released on July 9, 2021.
Released July 9, 2021.
* Added a new item mod, overloaded, that can be tinkered or found on a variety of electronics, including most energy weapons. Overloaded items have increased performance but draw extra charge, generate heat when used, and have a chance to break relative to their charge draw.
* Added a new item mod, overloaded, that can be tinkered or found on a variety of electronics, including most energy weapons. Overloaded items have increased performance but draw extra charge, generate heat when used, and have a chance to break relative to their charge draw.
* Overloaded laser pistols are now normal laser pistols with the overloaded mod applied.
* Overloaded laser pistols are now normal laser pistols with the overloaded mod applied.
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* Fixed some missing spaces in preacher sermons and generated book text.
* Fixed some missing spaces in preacher sermons and generated book text.
=== 201.109/202.69 ===
=== 201.109/202.69 ===
Released on July 3, 2021.
Released July 3, 2021.
* Moving via the Walk command now displaces neutral creatures the same way manual movement does.
* Moving via the Walk command now displaces neutral creatures the same way manual movement does.
* Added a new Automation option: "Show finding items while scavenging through trash as message log entries instead of popups." Defaults to off.
* Added a new Automation option: "Show finding items while scavenging through trash as message log entries instead of popups." Defaults to off.
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* [modding] Fixed a bug causing the map editor to not register keyboard input.
* [modding] Fixed a bug causing the map editor to not register keyboard input.
=== 201.107/202.67 ===
=== 201.107/202.67 ===
Released on June 25, 2021.
Released June 25, 2021.
* Tweaked madpole frenzy behavior. Now when they sense blood in their tile, they enter a frenzied state for 10 rounds that gives them +10 Quickness and makes them prefer bleeding targets. They also go berserk for 5 rounds, per usual.
* Tweaked madpole frenzy behavior. Now when they sense blood in their tile, they enter a frenzied state for 10 rounds that gives them +10 Quickness and makes them prefer bleeding targets. They also go berserk for 5 rounds, per usual.
* Temporary mutations gained from items or cooking are now displayed on the character sheet.
* Temporary mutations gained from items or cooking are now displayed on the character sheet.
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* Fixed a bug that caused the hollow tree hideout to generate without ground tiles.
* Fixed a bug that caused the hollow tree hideout to generate without ground tiles.
=== 201.106/202.66 ===
=== 201.106/202.66 ===
Released on June 12, 2021.
Released June 12, 2021.
* You can now disassemble HE Missiles. The chance of recovering any given bit from dissassembly of a missile is very low, since multiple missiles are created per batch. (Note: This won't affect missiles already generated in saved games.)
* You can now disassemble HE Missiles. The chance of recovering any given bit from dissassembly of a missile is very low, since multiple missiles are created per batch. (Note: This won't affect missiles already generated in saved games.)
* Crocs are now good swimmers.
* Crocs are now good swimmers.
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* Fixed a rare exception.
* Fixed a rare exception.
=== 201.105/202.65 ===
=== 201.105/202.65 ===
Released on June 4, 2021.
Released June 4, 2021.
* If you know Meditate, you automatically begin meditating when you rest for 10 or more rounds uninterrupted.
* If you know Meditate, you automatically begin meditating when you rest for 10 or more rounds uninterrupted.
* The effects of multiple items of serene visage on Meditate's cooldown now work properly.
* The effects of multiple items of serene visage on Meditate's cooldown now work properly.
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* [modding] The Chance property in population tables now supports "n/m" format to express "n chance in m". If no denominator is specified, 100 is assumed, per the current usage.
* [modding] The Chance property in population tables now supports "n/m" format to express "n chance in m". If no denominator is specified, 100 is assumed, per the current usage.
=== 201.104/202.64 ===
=== 201.104/202.64 ===
Released on May 28, 2021.
Released May 28, 2021.
* Added new descriptions for books and crocs.
* Added new descriptions for books and crocs.
* Urchins now bleed ink.
* Urchins now bleed ink.
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* Fixed a bug with dynamic tiles on some objects, like tombstones.
* Fixed a bug with dynamic tiles on some objects, like tombstones.
=== 201.103/202.63 ===
=== 201.103/202.63 ===
Released on May 21, 2021.
Released May 21, 2021.
* Added the ability to direct companions to engage with enemies aggressively or only engage defensively. When only engaging defensively, your companion will not look for hostile targets to attack on its own initiative, only attacking targets in reaction to aggression against itself or another party member.
* Added the ability to direct companions to engage with enemies aggressively or only engage defensively. When only engaging defensively, your companion will not look for hostile targets to attack on its own initiative, only attacking targets in reaction to aggression against itself or another party member.
* If you and your companion both have Trash Divining, you now receive any secrets they discover by rifling through trash.
* If you and your companion both have Trash Divining, you now receive any secrets they discover by rifling through trash.
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* Fixed a bug that caused [redacted] to be rendered inert when the player was blocked from entering.
* Fixed a bug that caused [redacted] to be rendered inert when the player was blocked from entering.
=== 201.102/202.62 ===
=== 201.102/202.62 ===
Released on May 14, 2021.
Released May 14, 2021.
* Added a new movement command: Move to Point of Interest (default mapping: backspace). The command prompts you with a list of points of interest that you've discovered on the local map, then it autowalks you to the one you choose.
* Added a new movement command: Move to Point of Interest (default mapping: backspace). The command prompts you with a list of points of interest that you've discovered on the local map, then it autowalks you to the one you choose.
* Your companions' tiles now face the same direction as you do.
* Your companions' tiles now face the same direction as you do.
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* Fixed a bug that generated error messages in some liquid behavior, mostly in Golgotha.
* Fixed a bug that generated error messages in some liquid behavior, mostly in Golgotha.
* Fixed a bug that made some uniquely named recoilers have odd names.
* Fixed a bug that made some uniquely named recoilers have odd names.
=== 202.59 'beta' branch ===
=== 201.99 ===
Released on May 7, 2021.
Released May 7, 2021.
* Added two new tracks for the [redacted].
* Added two new tracks for the [redacted].
* Improved creatures AI for movement and use of activated abilities. As a result, Companions are now less prone to inexplicable states of inactivity.
* Improved creatures AI for movement and use of activated abilities. As a result, Companions are now less prone to inexplicable states of inactivity.
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* Fixed a bug that caused robots detected by an electromagnetic sensor implant to continue to be tracked after the implant was removed.
* Fixed a bug that caused robots detected by an electromagnetic sensor implant to continue to be tracked after the implant was removed.
* Fixed a bug that caused some uppercase 'E' letters to disappear from weirdified text.
* Fixed a bug that caused some uppercase 'E' letters to disappear from weirdified text.
=== 202.59 'beta' branch ===
Released May 7, 2021.
* We added new game modes.
** Classic
*** This is the standard Qud experience with permadeath. Nothing has changed.
** Roleplay
*** Checking pointing at settlements. When you die, you have the option to reload from the last checkpoint. Your checkpoint is automatically set whenever you enter or leave a settlement. You can also set your checkpoint manually while at a settlement by hitting Esc and then 'c'.
** Wander
*** Checking pointing at settlements.
*** Your reputation with every faction starts at 0 (or higher), meaning most creatures start neutral to you. Aggressive creatures of neutral factions will still attack you.
*** You get no XP for kills.
*** You get more XP for discoveries, completing quests, and performing the water ritual. This amount scales with your level.
** You can't change your game mode once you start a game.
** You can now check your game mode, turn counter, and world seed in game by hitting Esc and selecting Game Info.
* We reworded the debug options around disabling permadeath to make them clearer.
=== 201.98/202.58 ===
=== 201.98/202.58 ===
Released on April 30, 2021.
Released April 30, 2021.
* Villagers now indicate direction when guiding you toward quest givers in the village.
* Villagers now indicate direction when guiding you toward quest givers in the village.
* Carapaces and quills now appear in creature descriptions as physical features.
* Carapaces and quills now appear in creature descriptions as physical features.
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* [modding] Generation of gender names, person terms, immature person terms, formal address terms, offspring terms, sibling terms, and parent terms is now handled via name styles defined in Naming.xml, not via Genders.xml. Pronoun generation is still handled by Genders.xml.
* [modding] Generation of gender names, person terms, immature person terms, formal address terms, offspring terms, sibling terms, and parent terms is now handled via name styles defined in Naming.xml, not via Genders.xml. Pronoun generation is still handled by Genders.xml.
=== 201.97/202.57 ===
=== 201.97/202.57 ===
Released on April 23, 2021.
Released April 23, 2021.
* Slugs now below to the mollusk faction.
* Slugs now below to the mollusk faction.
* If you are unable to use Take All because of a nearby hostile creature, you now get a popup message.
* If you are unable to use Take All because of a nearby hostile creature, you now get a popup message.
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* [modding] The general cultural naming patterns used in the game are now moddable via Naming.xml. (Most hero naming currently still runs via the tags in ObjectBlueprints.xml.)
* [modding] The general cultural naming patterns used in the game are now moddable via Naming.xml. (Most hero naming currently still runs via the tags in ObjectBlueprints.xml.)
=== 201.89/202.49 ===
=== 201.89/202.49 ===
Released on April 16, 2021.
Released April 16, 2021.
* You can now talk to nests.
* You can now talk to nests.
* Holographic plants are no longer affected by defoliant.
* Holographic plants are no longer affected by defoliant.
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** Mod-enabled state and approval hashes are now persisted to ModSettings.json instead of separate modcheck-{ID}.json files, which could fail to write.
** Mod-enabled state and approval hashes are now persisted to ModSettings.json instead of separate modcheck-{ID}.json files, which could fail to write.
=== 201.88/202.48 ===
=== 201.88/202.48 ===
Released on April 9, 2021.
Released April 9, 2021.
* When furniture with integrated power transmission systems becomes animated, the resulting newly sentient being no longer breaks every time it moves.
* When furniture with integrated power transmission systems becomes animated, the resulting newly sentient being no longer breaks every time it moves.
* You can no longer do the following while confused: perform interactions related to note taking, mark things important or unimportant, or mod items with tinkering.
* You can no longer do the following while confused: perform interactions related to note taking, mark things important or unimportant, or mod items with tinkering.
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* Fixed [redacted] as it appears in On the Origins and Nature of the Dark Calculus.
* Fixed [redacted] as it appears in On the Origins and Nature of the Dark Calculus.
=== 201.85/202.45 ===
=== 201.85/202.45 ===
Released on April 2, 2021.
Released April 2, 2021.
* Added a new tile for mechanical wings.
* Added a new tile for mechanical wings.
* Aquatic creatures now dream in blub-ridden language.
* Aquatic creatures now dream in blub-ridden language.
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* [debug] Enabling "Show debug information on object and system internals" now lets you interact with flooring objects that you otherwise couldn't interact with.
* [debug] Enabling "Show debug information on object and system internals" now lets you interact with flooring objects that you otherwise couldn't interact with.
=== 201.81/202.40 ===
=== 201.81/202.40 ===
Released on March 26, 201.
Released March 26, 201.
* You can now disassemble unidentified artifacts.
* You can now disassemble unidentified artifacts.
* Willpower now affects the recharge rate of Light Manipulation.
* Willpower now affects the recharge rate of Light Manipulation.
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* [modding] There is now a method UpdateStatShifts() on the Armor part that can be used to resynchronize armor's effects on stats after any updates made while it is worn. CarryBonus on Armor also now updates the armor's wearer immediately upon being changed.
* [modding] There is now a method UpdateStatShifts() on the Armor part that can be used to resynchronize armor's effects on stats after any updates made while it is worn. CarryBonus on Armor also now updates the armor's wearer immediately upon being changed.
=== 201.77/202.36 ===
=== 201.77/202.36 ===
Released on March 19, 2021.
Released March 19, 2021.
* Magazine-loaded heavy weapons can now be drum-loaded.
* Magazine-loaded heavy weapons can now be drum-loaded.
* Force fields, stasis fields, and normality fields can no longer be frozen.
* Force fields, stasis fields, and normality fields can no longer be frozen.
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* [debug] The "Show debug information on object and system internals" option now adds an action to the classic UI 'look' interface that displays the navigation weight of the square you're looking at.
* [debug] The "Show debug information on object and system internals" option now adds an action to the classic UI 'look' interface that displays the navigation weight of the square you're looking at.
=== 201.74/202.33 ===
=== 201.74/202.33 ===
Released on March 12, 2021.
Released March 12, 2021.
* We changed how robots and mutations interact.
* We changed how robots and mutations interact.
** Robots now have modules rather than mutations.
** Robots now have modules rather than mutations.
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* Fixed a bug that made electrical arcs and some other visual effects sometimes display strange floating Unicode characters instead of the desired effect.
* Fixed a bug that made electrical arcs and some other visual effects sometimes display strange floating Unicode characters instead of the desired effect.
=== 201.73/202.32 ===
=== 201.73/202.32 ===
Released on March 5, 2021.
Released March 5, 2021.
* Tweaked the layout of the Tinkering screen.
* Tweaked the layout of the Tinkering screen.
* Improved the display of very large numbers of bits on the Tinkering screen.
* Improved the display of very large numbers of bits on the Tinkering screen.
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* [modding] Genotypes now have an IsTrueKin flag, separate from IsMutant. GameObject.IsTrueKin() now looks for this flag being true on the creature's property-defined genotype, with creatures with no genotype presumed to not be true kin. GameObject.IsMutant() now looks for IsMutant being true on the creature's property-defined genotype, with creature with no genotype presumed to be mutants.
* [modding] Genotypes now have an IsTrueKin flag, separate from IsMutant. GameObject.IsTrueKin() now looks for this flag being true on the creature's property-defined genotype, with creatures with no genotype presumed to not be true kin. GameObject.IsMutant() now looks for IsMutant being true on the creature's property-defined genotype, with creature with no genotype presumed to be mutants.
=== 201.71/202.30 ===
=== 201.71/202.30 ===
Released on February 26, 2021.
Released February 26, 2021.
* Renamed miasmatic ash to osseous ash.
* Renamed miasmatic ash to osseous ash.
* Added a new gas type: miasma.
* Added a new gas type: miasma.
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* [beta] Fixed a bug that caused Sheba Hagadias to always spawn as a breathbeard.
* [beta] Fixed a bug that caused Sheba Hagadias to always spawn as a breathbeard.
=== 201.70/202.29 ===
=== 201.70/202.29 ===
Released on February 19, 2021.
Released February 19, 2021.
* Added all new tiles for melee weapons, over 50 in total.
* Added all new tiles for melee weapons, over 50 in total.
* Added basic mouse support to field placement for force wall, force projectors, and portable walls.
* Added basic mouse support to field placement for force wall, force projectors, and portable walls.
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* [debug] Added a new wish, "allskills", that gives you every skill.
* [debug] Added a new wish, "allskills", that gives you every skill.
=== 201.69/202.28 ===
=== 201.69/202.28 ===
Released on February 12, 2021.
Released February 12, 2021.
* Gave agolflies wings.
* Gave agolflies wings.
* Euclid now wanders around Barathrum's study but no longer attacks the mushrooms there.
* Euclid now wanders around Barathrum's study but no longer attacks the mushrooms there.
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* [modding] Several messages pertaining to curable fungal infections now emit & conjugate properly for NPCs.
* [modding] Several messages pertaining to curable fungal infections now emit & conjugate properly for NPCs.
=== 201.68/202.27 ===
=== 201.68/202.27 ===
Released on February 5, 2021.
Released February 5, 2021.
* Cans of Spray-a-Brain and nano-neuro animators now let you animate more types of inanimate objects (anything with the animatable tag) instead of just walls, doors, and tables.
* Cans of Spray-a-Brain and nano-neuro animators now let you animate more types of inanimate objects (anything with the animatable tag) instead of just walls, doors, and tables.
* Added more variety to relic names.
* Added more variety to relic names.
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* Fixed a typo in the error log.
* Fixed a typo in the error log.
=== 201.67/202.26 ===
=== 201.67/202.26 ===
Released on January 29, 2021.
Released January 29, 2021.
* Fear is now implemented as a status effect called Terrified. This means it now appears in creatures' descriptions, can be removed by phenomena that remove status effects, counts as a debuff for Shank's purposes, and interrupts Sunder Mind.
* Fear is now implemented as a status effect called Terrified. This means it now appears in creatures' descriptions, can be removed by phenomena that remove status effects, counts as a debuff for Shank's purposes, and interrupts Sunder Mind.
* The energy cost of a move action now uses the move speed you had at the start of the action. This fixes a bug where if you went prone while wading through water, enemies would get dozens of free attacks on you.
* The energy cost of a move action now uses the move speed you had at the start of the action. This fixes a bug where if you went prone while wading through water, enemies would get dozens of free attacks on you.
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* Fixed some grammar errors with relic boots.
* Fixed some grammar errors with relic boots.
=== 201.62/202.22 ===
=== 201.62/202.22 ===
Released on January 22, 2021.
Released January 22, 2021.
* Warden Ualraig no longer carries glowspheres.
* Warden Ualraig no longer carries glowspheres.
* Glowspheres are now more expensive.
* Glowspheres are now more expensive.
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* Fixed plurality issues in some dynamic quest text.
* Fixed plurality issues in some dynamic quest text.
* [Patreon] Fixed a bug in E-Ros's speech patterns.
* [Patreon] Fixed a bug in E-Ros's speech patterns.
=== 202.20 - 'beta' branch ===
=== 201.61 ===
Released on January 15, 2021.
Released January 15, 2021.
* Added ink, sap, and wax weeps.
* Added ink, sap, and wax weeps.
* Made ink a little more common across the world.
* Made ink a little more common across the world.
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* Fixed Lase passing through objects it failed to penetrate.
* Fixed Lase passing through objects it failed to penetrate.
* [modding] Fixed an exception in the 'makevillage' wish
* [modding] Fixed an exception in the 'makevillage' wish
=== 202.20 - 'beta' branch ===
Released January 15, 2021.
* [modding] ConsoleChar underwent a large internal refactor to simplify its data structure and provide a more flexible framework for colors.
=== 201.60/202.19 ===
=== 201.60/202.19 ===
Released on January 8, 2021.
Released January 8, 2021.
* Creatures can now pathfind through force bubbles they are emitting.
* Creatures can now pathfind through force bubbles they are emitting.
* Creatures now care when you damage their force bubbles.
* Creatures now care when you damage their force bubbles.
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* Fixed the particle text color of dazed, stunned and bonded.
* Fixed the particle text color of dazed, stunned and bonded.
* Fixed a text color bug in Blood and Fear: On the Life Cycle of Lah.
* Fixed a text color bug in Blood and Fear: On the Life Cycle of Lah.
=== 202.18 - 'beta' branch ===
=== 201.59 ===
Released on January 1, 2021.
Released January 1, 2021.
* Added several new movement-related commands:
* Added several new movement-related commands:
** Move To Square (default mapping: ctrl-enter), which prompts you for a target square and attempts to pathfind to there.
** Move To Square (default mapping: ctrl-enter), which prompts you for a target square and attempts to pathfind to there.
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* Fixed a bug that made zero move speed exploits still possible when dominating sapient plants and fungi.
* Fixed a bug that made zero move speed exploits still possible when dominating sapient plants and fungi.
* [modding] Erroneous population tables should no longer prevent loading of tables from other mods.
* [modding] Erroneous population tables should no longer prevent loading of tables from other mods.
=== 202.16 ===
=== 202.18 - 'beta' branch ===
Released on December 25, 2020.
Released January 1, 2021.
* The Wait N Turns dialog is now a number picker
* The default number of items to drop is now the size of the stack instead of 1
* Modern windows are now responsive to the player position in ASCII mode
* Added prerelease input manager keybindings for load game, save game and auto-attack-nearest
* Fixed an issue with liquid selection when modern ui elements were enabled
=== 201.58 ===
Released December 25, 2020.
* Burrowing Claws, nanopneumatic jackhammers, and pickaxes now enable an activated ability Dig. This is a form of autoact that allows you to automatically move in a straight line from your current location to somewhere else on the map, attacking walls as necessary. All events that normally interrupt autoact will interrupt autodig, as will being displaced from your planned path and failing too many times in a row to damage what you are attacking. Hazards that would be avoided by autoexplore are NOT avoided by autodig.
* Burrowing Claws, nanopneumatic jackhammers, and pickaxes now enable an activated ability Dig. This is a form of autoact that allows you to automatically move in a straight line from your current location to somewhere else on the map, attacking walls as necessary. All events that normally interrupt autoact will interrupt autodig, as will being displaced from your planned path and failing too many times in a row to damage what you are attacking. Hazards that would be avoided by autoexplore are NOT avoided by autodig.
* When naming an item based on its qualities and choosing to name it after a creature (most relevantly, the player naming after themself), item naming now preserves the capitalization pattern of the creature's name rather than converting it to standard title case.
* When naming an item based on its qualities and choosing to name it after a creature (most relevantly, the player naming after themself), item naming now preserves the capitalization pattern of the creature's name rather than converting it to standard title case.
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* [modding] GetEnergyCostEvent now has its Type field set properly.
* [modding] GetEnergyCostEvent now has its Type field set properly.
* [modding] added support for 'populaton' zone tags in worlds.xml
* [modding] added support for 'populaton' zone tags in worlds.xml
=== 202.15 - 'beta' branch ===
=== 202.16 ===
Released on December 18, 2020.
Released December 25, 2020.
* Fixed an issue with some dynamically typed NPCs appearing as generic "breathbeards"
* Fixed an issue with overal message log toggling via legacy keybinds
=== 201.57 ===
Released December 18, 2020.
* Sparking baetyls now sometimes request items modded in some way; for example, "SIX JEWEL-ENCRUSTED ITEMS" or "THREE ITEMS FITTED WITH SUSPENSORS".
* Sparking baetyls now sometimes request items modded in some way; for example, "SIX JEWEL-ENCRUSTED ITEMS" or "THREE ITEMS FITTED WITH SUSPENSORS".
* Vaporizing pools of water and acid now produce steam and acid gas, respectively, once more.
* Vaporizing pools of water and acid now produce steam and acid gas, respectively, once more.
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* [modding] The Source parameter from the TakeDamage event is now available in the AttackerDealtDamage, BeforeTookDamage, TookDamage, and TookEnvironmentalDamage events.
* [modding] The Source parameter from the TakeDamage event is now available in the AttackerDealtDamage, BeforeTookDamage, TookDamage, and TookEnvironmentalDamage events.
* [modding] XRL.UI.ConversationUI.HaveConversation() now has a default of null on its Speaker parameter, and an effort has been made to make sure it and its downstream dependencies can handle a conversation without a Speaker.
* [modding] XRL.UI.ConversationUI.HaveConversation() now has a default of null on its Speaker parameter, and an effort has been made to make sure it and its downstream dependencies can handle a conversation without a Speaker.
=== 202.14 - 'beta' branch ===
=== 202.15 - 'beta' branch ===
Released on December 11, 2020.
Released December 18, 2020.
* Added prerelease keybind for toggling the message log visibility
* Fixed an issue causing the keybinding screen to be unescapeable if prerelase input was turned on but modern ui was disabled
* Fixed an issue causing a few non-alternate adventure keybinds to fire even when the alternate key was pressed
=== 201.56 ===
Released December 11, 2020.
* Turbows now allow Strength bonuses to apply to arrow penetration.
* Turbows now allow Strength bonuses to apply to arrow penetration.
* Autoexplore and autowalk now open doors as a separate action before moving into the doorway.
* Autoexplore and autowalk now open doors as a separate action before moving into the doorway.
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* [modding] PopulationTables.xml now supports merging. <population> elements with Load="Merge" attributes now support basic merge semantics, and <group> elements now have Name attributes that can be used to either replace or, with Load="Merge", merge with the group of the same name in the base XML file.
* [modding] PopulationTables.xml now supports merging. <population> elements with Load="Merge" attributes now support basic merge semantics, and <group> elements now have Name attributes that can be used to either replace or, with Load="Merge", merge with the group of the same name in the base XML file.
* [modding] The TinkerItem part no longer supports the field CanRepair; repairability is now simply a matter of the object being in a state that can be repaired.
* [modding] The TinkerItem part no longer supports the field CanRepair; repairability is now simply a matter of the object being in a state that can be repaired.
=== 202.13 ===
=== 202.14 - 'beta' branch ===
Released on December 4, 2020.
Released December 11, 2020.
* Added a new number-picker popup that supports directional inputs
* Added prerelase input manager key bindings for journal screen management
=== 201.55 ===
Released December 4, 2020.
* There is a new autoget option, autoget special items, which currently causes you to autoget relics, extradimensional items, and quest items. It defaults to on.
* There is a new autoget option, autoget special items, which currently causes you to autoget relics, extradimensional items, and quest items. It defaults to on.
* Autoexplore now collects items from tables.
* Autoexplore now collects items from tables.
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* Fixed some grammar in the missing body parts description.
* Fixed some grammar in the missing body parts description.
* Fixed sparking baetyls repeating themselves.
* Fixed sparking baetyls repeating themselves.
=== 202.13 ===
Released December 4, 2020.
* Added a visual indicator for the currently selected take-a-step direction when using prerelease input manager
* Added a text indicator for the currently selected ability (will be merged into the ability bar in the future)
* Added zoom in and zoom out bindngs to the prerelease input manager
* Cancel now properly exits the pick direction screen when prerelease input manager is enabled
=== 201.53/202.11 ===
=== 201.53/202.11 ===
Released on November 27, 2020.
Released November 27, 2020.
* Tonic injectors now have an interaction command available for applying them to others.
* Tonic injectors now have an interaction command available for applying them to others.
* The fitted with filters mod now protects from critical failures on gas saves, the same as gas masks and vinewood sap masks.
* The fitted with filters mod now protects from critical failures on gas saves, the same as gas masks and vinewood sap masks.
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* [modding] Updated the default Mods.csproj created from the mod toolkit.
* [modding] Updated the default Mods.csproj created from the mod toolkit.
* [modding] New AddToPopulation function in PopulationManager to merge in new entries adjacent to a sibling.
* [modding] New AddToPopulation function in PopulationManager to merge in new entries adjacent to a sibling.
=== 202.7 - 'beta' branch ===
=== 201.51 ===
Released on November 20, 2020.
Released November 20, 2020.
* Added tiles for arrows, lead slugs, shotgun shells, missiles, and Schrodinger pages.
* Added tiles for arrows, lead slugs, shotgun shells, missiles, and Schrodinger pages.
* Bats now have wings.
* Bats now have wings.
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* [modding] The QudHistoryFactory class is now public.
* [modding] The QudHistoryFactory class is now public.
* [modding] Improved the logging for invalid blueprints in map files and invalid terrains on the world map.
* [modding] Improved the logging for invalid blueprints in map files and invalid terrains on the world map.
=== 202.6 - 'beta' branch ===
=== 202.7 - 'beta' branch ===
Released on November 13, 2020.
Released November 20, 2020.
* Improved the modern UI tooltips
* Fixed a bug causing UI lockups with the modern UI enabled
* Fixed a bug causing excessive log spam
=== 201.50 ===
Released November 13, 2020.
* Segmented mirthworms, knollworms, plated knollworms, worms of the earth, and leeches now leave corpses more often.
* Segmented mirthworms, knollworms, plated knollworms, worms of the earth, and leeches now leave corpses more often.
* Butchering knollworm corpses now produces knollworm skulls less often.
* Butchering knollworm corpses now produces knollworm skulls less often.
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* Fixed a bug with cloneling clone names.
* Fixed a bug with cloneling clone names.
* Fixed a bug causing an error when attacking creatures with brackets in their name.
* Fixed a bug causing an error when attacking creatures with brackets in their name.
=== 202.5 - 'beta' branch ===
=== 202.6 - 'beta' branch ===
Released on November 7, 2020.
Released November 13, 2020.
* Added the minimap to the modern ui
* Added the nearby items list to the modern ui
* Added tooltips to the modern ui
* Cooking with acid-based effects now grant the proper gas generation mutation.
=== 201.49 ===
Released November 7, 2020.
* New items: wristcomp, turbow, a variety of arrows.
* New items: wristcomp, turbow, a variety of arrows.
* New implant: palladium electrodeposits.
* New implant: palladium electrodeposits.
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* Fixed an issue where various walkways had a higher rendering priority than appropriate, which made some items get hidden by them and made the squares they were in not be considered "empty" for purposes such as companions joining you in a zone.
* Fixed an issue where various walkways had a higher rendering priority than appropriate, which made some items get hidden by them and made the squares they were in not be considered "empty" for purposes such as companions joining you in a zone.
* Fixed an issue that made it possible to give energy weapon relics the Jacked mod by deploying turrets using them.
* Fixed an issue that made it possible to give energy weapon relics the Jacked mod by deploying turrets using them.
=== 202.3 - 'beta' branch ===
=== 202.5 - 'beta' branch ===
Released on October 30, 2020.
Released November 7, 2020.
* The modern message log window will now remember it's position and other settings
* The modern message log window will now be properly clamped to the screen area
* The modern message log window will now properly clear only the old messages when starting a new game with the message log hidden
* Collapsed categories in the inventory will now persist on save load & won't be forgotten when afflicted with confusion.
* [modding] On case-sensitive platforms, manifest.json is no longer required to be lower-case.
* [modding] Worlds.xml now supports self-closing tags.
=== 201.48 ===
Released October 30, 2020.
* The "Prerelease Stage Screen" option was renamed "Enable modern UI elements." and moved to the top of the Overlay options. It's now enabled by default.
* The "Prerelease Stage Screen" option was renamed "Enable modern UI elements." and moved to the top of the Overlay options. It's now enabled by default.
* The options for prerelease stage scale and overlay UI scale were merged.
* The options for prerelease stage scale and overlay UI scale were merged.
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* Fixed some message formatting issues when equipped items are lost to dismemberment.
* Fixed some message formatting issues when equipped items are lost to dismemberment.
* [modding] Fixed an exception in character creation when the player's body blueprint had the Genotype property set.
* [modding] Fixed an exception in character creation when the player's body blueprint had the Genotype property set.
=== 202.2 ===
=== 202.3 - 'beta' branch ===
Released on October 16, 2020.
Released October 30, 2020.
* Collapsed categories in the inventory will now persist on save load & won't be forgotten when afflicted with confusion.
* [modding] On case-sensitive platforms, manifest.json is no longer required to be lower-case.
* [modding] Worlds.xml now supports self-closing tags.
=== 201.47 ===
Released October 16, 2020.
* Rejoinder is now toggleable.
* Rejoinder is now toggleable.
* Fixed some cases where stack counts could appear in item repair messages.
* Fixed some cases where stack counts could appear in item repair messages.
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* Fixed a bug that caused the first mouse input to be ignored on Linux.
* Fixed a bug that caused the first mouse input to be ignored on Linux.
* Fixed a bug that caused a CPU core to run in an unbounded way when background music was disabled on Linux.
* Fixed a bug that caused a CPU core to run in an unbounded way when background music was disabled on Linux.
=== 202.1 - 'beta' branch ===
=== 202.2 ===
Released on October 9, 2020.
Released October 16, 2020.
* Added a directional indicator for click-to-step direction in the bottom-left corner of the prerelease stage screen (used for controllers).
* We made some more enhancements to the prerelease input manager.
** Added a 'Highlight Important Objects' binding to the Adventure/AltAdventure categories that functions as the "Alt overlay". Defaults to left + right triggers.
** Added 'Take All' and 'Store Items' bindings to a new Container category. Defaults to right trigger and right shoulder, respectively.
** Added a 'Set Primary Limb' binding to the Character Sheet category. Defaults to right trigger.
=== 201.46 ===
Released October 9, 2020.
* Clonelings' cloning ability now respects phase and flight.
* Clonelings' cloning ability now respects phase and flight.
* Magnetized items are now disabled by EMP.
* Magnetized items are now disabled by EMP.
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* Fixed a bug with the prerelease input manager not accepting enter in text-entry fields.
* Fixed a bug with the prerelease input manager not accepting enter in text-entry fields.
* Made some memory use improvements in the renderer.
* Made some memory use improvements in the renderer.
=== 202.1 - 'beta' branch ===
Released October 9, 2020.
* We made some enhancements to the prerelease input manager and fixed some of its bugs.
** Actions that are performed when the 'Alternate' button is pressed are now bindable here: Options > Control Mapping > Categories > AltAdventure
** Fixed a bug that prevented the cancel button from being rebound.
=== 201.45 ===
=== 201.45 ===
Released on October 2nd, 2020.
Released October 2nd, 2020.
* Village quests no longer have the chance to ask you to find a location "with a parasang" of another location. Instead, they may ask you to find a location "next to" another location, in which case the two locations will be in adjacent maps.
* Village quests no longer have the chance to ask you to find a location "with a parasang" of another location. Instead, they may ask you to find a location "next to" another location, in which case the two locations will be in adjacent maps.
* Two-Headed no longer wakes you up from voluntary sleep.
* Two-Headed no longer wakes you up from voluntary sleep.
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* Fixed some typos in Sleep Gas Generation and Spontaneous Combustion.
* Fixed some typos in Sleep Gas Generation and Spontaneous Combustion.
* Fixed a rare exception during world generation.
* Fixed a rare exception during world generation.
=== 201.30 - 'beta' branch ===
=== 200.97 ===
Released on September 18, 2020.
Released September 18, 2020.
* You can no longer be flying and wading at the same time.
* You can no longer be flying and wading at the same time.
* Lasers are no longer considered heat/fire damage or resisted by heat resistance.
* Lasers are no longer considered heat/fire damage or resisted by heat resistance.
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* Fixed some color formatting in village quest giver referral messages.
* Fixed some color formatting in village quest giver referral messages.
* Fixed a bug that made reality-stabilized objects coming into contact with a space-time vortex get sucked through the vortex after it was destroyed by the reality stabilization.
* Fixed a bug that made reality-stabilized objects coming into contact with a space-time vortex get sucked through the vortex after it was destroyed by the reality stabilization.
=== 201.25 - beta branch ===
=== 201.30 - 'beta' branch ===
Released on September 11, 2020.
Released September 18, 2020.
* Reduced the offhand attack chance for horns from 25% to 20%.
* Reduced the value of the Carnivorous defect from 3 points to 2 points.
* The Hands equipment slot is now Worn on Hands.
* Phase is now a toggleable ability.
* Sunder Mind is now correctly reflected by mental mirror.
* Reduced the memory load for several types of zone generation.
* The augmentation-based coloring of mutation ranks on the character screen is now more accurate.
* Mutations now show more information about their rank calculation when you select them on the character screen.
* With Chimera, you're now a little less likely to grow body parts that have few or no equippable items.
* Trade prices are now somewhat affected by your reputation with the trader's primary faction.
* Removed Pack Rat and Unstable Germination from the game.
* Tapping the Mass Mind now refreshes your Light Manipulation charges.
* Added a toggle to the prerelease stage message log that prevents it from automatically switching sides.
* Above-ground structures in village are now properly lit by daylight.
* You no longer receive a popup about discovering your starting village.
* You no longer bypass the random mutation-buy choice from Irritable Genome when buying a mutation due to a rapid mutation prompt.
* Irritable Genome can no longer level mutations above a base rank of 10.
* Gas mutaitons now always pump gas immediately on activation.
* The Force Bubble mutation now displays as a toggle and can be disabled before the duration runs out.
* Sunder Mind's mental connection now only reveals vision at radius 0 instead of 1.
* You can now escape from the mutation variant selection menu without making a selection.
* Popups from zoomed-out views no longer cause the background to zoom in to gameplay level.
* While confused the overlay UI no longer shows item icons.
* Dazed is now properly displayed in effect lists.
* Important objects are no longer improperly cleared during zone generation. These include stairs, relic containers, quest objects, quest NPCs, and more.
* When a temporary boosts to your Quills rank expires, the extra quills you gained are now properly removed.
* The Horns mutation no longer says "You unequip the horns" when you advance its rank.
* Removed the "Land" abilities from Wings and made "Fly" a toggle.
* The intermediary brain brine status effect is now invisible.
* Empty alchemist tables now appear correctly as alchemist tables.
* Added recipe name entries for canned Have-It-All.
* Yes/No and Yes/No/Cancel dialogs now allow you to click on the [Yes] [No] options in console UI.
* Updated the horn type for fork-horned gnus, horned chameleon, Warden Ualraig and hindren.
* Made the description of certain "no effect" cooking effects clearer, such as when you cook with slime while already having Slime Glands.
* Fixed several issues in stat-boosting mutations where the boosts would be improperly applied.
* Fixed a bug that caused prerelease UI elements to improperly display on top of cybernetics terminal windows.
* Fixed new UI elements not displaying properly when the option to remove full-screen effects from the UI was enabled.
* Fixed a bug with tooltip looker locations when the option to remove full-screen effects from the UI was enabled.
* Fixed the mutation description for Chimera and Esper not appearing on the overlay character creation screens.
* Fixed a bug that caused Beak to alter stats incorrectly during character generation.
* Fixed a bug that caused the Sunder Mind effect to stick around after it was supposed to have expired.
* Fixed a bug that caused Stinger equipment to not grow back properly after regeneration.
* Fixed a bug that caused Carapace equipment to not grow back properly after regeneration.
* Fixed a bug that caused flickering using the Looker while the prerelease UI was enabled.
* [modding] Added [XRL.HasCallAfterGameLoaded] and [XRL.CallAfterGameLoaded] attributes for registering static methods to be called after game loads.
* Fixed Lunge, Charge and Sting not appropriately applying poison 100% of the time when stinger was set as your primary.
* Fixed several issues with the selection of mutation variants when you mutate after character creation.
* Fixed some bugs where mutation ranks would not fully update when you advanced character level.
* Fixed an issue that prevented some natural equipment from not working as your primary weapon when the body part it was equipped on was selected as your preferred default.
* Fixed a bug with Metamorphosis.
* Fixed an issue that caused Blinking Tic to trigger outside of combat.
* Fixed a bug that caused some wait commands to improprely remove wait-based effects, like tightened carapace.
* [debug] Rapid mutation popups no longer occur when popups are suppressed.
=== 200.95 ===
Released September 11, 2020.
* Spindle negotiation reward relics are no longer easily scummable with Precognition.
* Spindle negotiation reward relics are no longer easily scummable with Precognition.
* Millstones can now grind grave moss, compacted bone matter, and voider glands.
* Millstones can now grind grave moss, compacted bone matter, and voider glands.
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* [modding] The liquid used in the water ritual with a given NPC is now primarily determined by the property or tag WaterRitualLiquid on the NPC. The faction record can still override this, but the GivesRep part no longer has the giftType field.
* [modding] The liquid used in the water ritual with a given NPC is now primarily determined by the property or tag WaterRitualLiquid on the NPC. The faction record can still override this, but the GivesRep part no longer has the giftType field.
* [modding] Hero generation now supports the tag HeroFactionHeirloomChance, which can be used to specify a percentage chance that the hero will spawn with a randomly generated faction heirloom.
* [modding] Hero generation now supports the tag HeroFactionHeirloomChance, which can be used to specify a percentage chance that the hero will spawn with a randomly generated faction heirloom.
=== 201.19 - beta branch ===
=== 201.25 - beta branch ===
Released on September 5th, 2020.
Released September 11, 2020.
* We revamped Chimera.
** Chimera still restricts the mutations you can acquire to physical only.
** Whenever you buy a new mutation or mutate with Unstable Genome, one of the mutation options (chosen randomly) indicates that you if you pick it, you'll also grow a new body part.
*** The body part is chosen randomly from among all organic body parts.
*** The body part grows out of one of your existing body parts, weighted toward your body but any non-abstract body part is possible.
** If you have Irritable Genome and Chimera, when you buy a mutation, there's a 1/3rd chance you'll grow the new body part. This is in place of the augmented selection, since you don't choose the mutation when buying one with Irritable Genome. You will get the augmented selections when Unstable Genome triggers, however.
* Icons for objects are now displayed in a bunch of different menus.
* Most natural equipment and mutation-based physical features now appear in a "Physical features" postfix at the end of a creature's description rather than in the "Equipped" postfix.
* Wings and Stingers are no longer mutually exclusive.
* Several issues with the return from [redacted] should now be fixed: saves not loading, unintended player clones, and action queue inconsistencies.
* The Love and Fear quest can now be completed.
* Alchemist tables no longer contain floating glowspheres.
* Due to scattering, creatures now only drop a fraction of their ammo when they die.
* The teleportation effect of eating a yondercane or voider gland is now imprecise, like the mutation.
* The "locked in psychic battle" status from Sunder Mind now properly ends once the battle is over.
* Carbide and fullerite hand bones now use the same tile for their fist objects as the implant objects.
* When choosing a mutation to rapidly advance, the base mutation ranks of your choices are now be displayed.
* Corrosive Gas Generation and Sleep Gas Generation now make you immune to acid gas and sleep gas, respectively. They do not make you immune to all forms of acid or involuntary sleep, however.
* Replaying your most recent character now recalls custom mutation variants.
* Quantum Jitters no longer trigger on the world map.
* Kills made via Sunder Mind head explosions and nose bleeds now award experience.
* Updated the default laptop keymappings with new binds for interact, auto-attack, and journal.
* Dystechnia and Quantum Jitters no longer share the same character build code.
* Fixed some bugs with the interactions between body-occupying mutations, rapid mutations, and the mutation level cap that occasionally caused those mutations to not refresh on time.
* Fixed a bug that caused your name to be displayed as the sunderer when you were targeted with Sunder Mind.
* Fixed Regeneration not applying its improved healing rate.
* Fixed a bug that caused the charging visual effect to display your non-disguised tile while you were disguised.
* Fixed deprecated commands sticking around when a default keymap was loaded.
* Fixed cookbooks showing the new recipe popup twice.
* Fixed a bug where some defects would display a rank.
* [modding] The Armor part now supports modifying MA via the MA field.
* [modding] Members on the WorldBuilder class are now public.
* [modding] The cell Inherits property in Worlds.xml now functions properly when merging into existing worlds.
=== 200.91 ===
Released September 5th, 2020.
* Dying from a lithofex gaze now gives a better death message than "You die! (good job)".
* Dying from a lithofex gaze now gives a better death message than "You die! (good job)".
* Phasing in now triggers any appropriate gravitational effects.
* Phasing in now triggers any appropriate gravitational effects.
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* Fixed a typo in the message when trying to automove through a hostile creature.
* Fixed a typo in the message when trying to automove through a hostile creature.
* Fixed a bug that made Nocturnal Apex often usable during the day.
* Fixed a bug that made Nocturnal Apex often usable during the day.
=== 201.18 - 'beta' branch ===
=== 201.19 - beta branch ===
Released on August 28, 2020.
Released September 5th, 2020.
* We revamped more mutations.
** Electrical Generation
*** We revamped Electrical Generation.
**** EG now uses the same electrical charge units as energy cells and power systems.
**** Maximum charge is 2000+mutationLevel*2000.
**** Charge accrual rate is mutationLevel*100 per round, modulated by Willpower via a similar formula as cooldown modulation.
**** You can discharge at a minimum of 1000 charge. Deals 1d4 damage per 1000 charge, with the possibility of arcing to adjacent targets at reduced damage (maximum 1 target per 1000 charge).
**** Exposure to electromagnetic pulses always caused involuntary discharge; this is now documented and is now subject to a difficulty 18 Willpower save.
**** Energy cells and capacitors now have a "drink charge" option that lets you drain their charge.
**** You recharge 100 charge for each point of electrical damage taken.
**** You can provide charge to equipped devices that have integrated power systems, such as Jacked equipment.
** Stinger
*** Reduced Confusing Stinger cost from 4 to 3.
*** We revamped the three Stinger mutations.
**** You now get a tail with the stinger attached.
**** Stinger penetration progression:
***** Level 1: 3
***** Level 2+: (mutationLevel-2)/3 + 4 (max 9)
**** Stinger damage progression:
***** Level 1: 1d6
***** Level 4: 1d8
***** Level 7: 1d10
***** Level 10: 1d12
***** Level 13: 2d6
***** Level 16: 2d6+1
***** Level 19+: 2d8
**** You always sting when you charge or lunge.
**** You can use the Sting activated ability (cooldown 25) to sting with autohit and autopen.
**** Venom save: 14 + mutationLevel*2
**** Paralyzation duration:
***** Level 1-2: 2-4 rounds
***** Level 3+: 1d3 + (mutationLevel)/3 + 1 rounds (max 1d3 + 7)
**** Confusion duration:
***** Level 1-2: 2d3 + 2 rounds
***** Level 3+: 2d3 + (mutationLevel*2)/3 + 2 rounds (max 2d3 + 14)
**** Poison duration: 8-12 rounds
**** Poison increment: (mutationLevel)d2, stackable
** Sunder Mind
*** We revamped Sunder Mind.
**** For up to 10 rounds, you engage in psychic combat with an opponent, dealing damage each round.
**** Taking any action other than passing the turn will break the connection.
**** Each round, mental attack vs. MA. Damage increment:
***** odd levels: 1d3+(mutationLevel/2)
***** even levels: 1d4+(mutationLevel-1/2)
**** On the tenth round, you deal damage equal to the total amount of damage you've done so far.
**** Range: sight
**** Cooldown: 80 rounds
* We revamped several defects.
** Removed Brittle Bones and Hemophilia.
** Amnesia
*** Revamped. It now gives 2 points.
*** Whenever you learn a new secret, there's a small chance you forget one.
*** Whenever you return to a map you previously visited, there's a small chance you forget the layout.
** Analgesia
*** Renamed Numb.
** Blinking Tic
*** Tweaked occurrence chance.
*** Changed so it only triggers during combat.
** Dystechnia (new)
*** 2 points.
*** You're much worse at examining artifacts.
*** You can't have artifacts identified for you because you don't understand their explanations.
*** When you break an artifact during examination failure, it explodes.
** Electromagnetic Impulse
*** Tweaked occurrence chance.
*** Changed so it only triggers during combat.
** Hooks for Feet
*** Removed the -10 move speed penalty.
** Irritable Genome (new)
*** 4 points.
*** Whenever you spend a mutation point, the next mutation point you gain will be spent randomly.
*** Whenever you buy a new mutation, you get a random one instead of a choice of three.
** Myopia
*** Increased point value from 2 to 3.
*** Made radius 10.
*** Renamed Myopic.
** Narcolepsy
*** Reduced point value from 4 to 3.
*** Tweaked occurrence chance.
*** Changed so it only triggers during combat.
** Psionic Migraines (new)
*** 4 points.
*** You cannot wear hats or helmets.
** Quantum Jitters (new)
*** 3 points.
*** Whenever you use an activated ability, there's a small chance your focus slips and you dent spacetime in the local region, causing 1-2 spacetime vortices to appear. This chance increases the longer you go without using an activated ability.
** Socially Repugnant
*** Revamped. It now gives -50 reputation with every faction.
** Spontaneous Combustion
*** Tweaked occurrence chance.
*** Changed so it only triggers during combat.
** Tonic Allergy (new)
*** 4 points.
*** The chance your mutant physiology reacts adversely to a tonic is increased to 33%.
*** If you react adversely this way to a salve or ubernostrum tonic, the adverse reaction effect is chosen randomly from among other tonic effects. You will still heal.
* We fixed some issues with mutation changes from last week.
** Teleportation - we kept the uncertainty radius but changed the target back from line of sight to any explored location (this was always the intention).
** Adrenal control no longer increases its own rank.
** Adrenal control no longer increases the ranks of mental mutations.
** Attributes gained via adrenal control no longer count toward skill prerequisites.
** Removed the Stinger / Wings exclusions.
** Fixed a bug that prevented Slime Glands from letting you walk over slime.
* You can now select a limb in the equipment menu to make it your primary limb. If you do so, your Right Hand (old primary) inherits the offhand attack percentage that the new primary limb had.
* Disguising items no longer change your tile when equipped in the thrown weapon slot.
* Rifling through trash with Scavenging and Trash Divining is now toggleable.
* There is now a classic UI option to indent body parts on the equipment screen, making their hierarchy more visible.
* Sleep Gas Generation and sleep gas breathing no longer prevent you from voluntarily going to sleep.
* NPCs immune to sleep gas no longer avoid it while pathfinding.
=== 200.90 ===
Released August 28, 2020.
* Fixed a bug that caused certain worldmap graphics to be improperly hidden.
* Fixed a bug that caused certain worldmap graphics to be improperly hidden.
* [modding] The mutation lists in character generation are now sorted by display name rather than displaying in order of their loading.
* [modding] The mutation lists in character generation are now sorted by display name rather than displaying in order of their loading.
* [modding] Beak and Carnivorous are now public.
* [modding] Beak and Carnivorous are now public.
=== 201.15 - beta ===
=== 201.18 - 'beta' branch ===
Released on August 21, 2020.
Released August 28, 2020.
=== 200.89 ===
Released August 21, 2020.
* It's now possible to use a shield unskilled at a 25% block chance.
* It's now possible to use a shield unskilled at a 25% block chance.
* The section in the manual on the combat sequence now includes a description of shield blocking.
* The section in the manual on the combat sequence now includes a description of shield blocking.
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* Proselytes and rebuked robots can now be dismissed from your service as an interaction command.
* Proselytes and rebuked robots can now be dismissed from your service as an interaction command.
* Party members now more consistently behave in a fashion consistent with their leader's attitudes.
* Party members now more consistently behave in a fashion consistent with their leader's attitudes.
=== 201.15 - beta ===
Released August 21, 2020.
* When you level up to level 5, and every 10 levels afterward, your genome enters an excited state and you can rapidly advance one of your physical mutations.
* Rapid advancement increases the mutation's rank by 3.
* These three ranks don't count toward the rank 10 limit.
* Rapidly advanced mutations are still subject to the mutation rank cap that's based on character level.
* If you have 4 mutation points after gaining a level, you'll have a chance to buy a new mutation before you choose a mutation to rapidly advance.
* If you have no physical mutations at this point, nothing happens.
* We revamped several physical mutations.
** Adrenal Control.
*** Reduced cost from 4 MP to 3.
*** We revamped this mutation.
**** You now gain an activated ability, Release Adrenaline, that increases your quickness by mutationLevel*2+38 for mutationLevel+19 rounds.
**** Cooldown: 100.
** Burrowing Claws
*** Increased cost from 2 MP to 3.
*** Claws no longer occupy hand slot.
*** Your base fists are now replaced with claws that function as short blades and deal increased damage with mutation level.
**** levels 1-3: 1d2
**** levels 4-6: 1d3
**** levels 7-9: 1d4
**** levels 10-12: 1d6
**** levels 13-15: 1d8
**** levels 16-18: 1d10
**** levels 19+: 1d12
** Carapace
*** Reduced cost from 4 MP to 3.
*** DV penalty is now a flat -2 across all mutation levels.
*** You no longer have trouble getting up when knocked prone.
*** Reduced the DV penalty for tightening your carapace from -10 to -2.
** Carnivorous
*** Changed this into a defect that gives 1 MP.
*** Removed the tasty bonuses from eating meat.
** Corrosive Gas Generation
*** Removed mutual exclusion with Sleep Gas Generation.
*** Increased the number of rounds you release gas for from mutationLevel/2 + 1 to mutationLevel+2.
*** Increased the cooldown from 35 to 40.
*** Corrosive gas no longer deals damage to items.
*** (cosmetic) Renamed the activated ability name to "Release Corrosive Gas".
** Double-muscled
*** Reduced cost from 4 MP to 3.
*** Removed the movespeed penalty.
*** Changed the chance to daze on a successful melee attack to 13% + mutationLevel*2 for 2-3 rounds.
** Electromagnetic Pulse
*** (cosmetic) Renamed the activated ability to "Emit Pulse".
** Flaming Hands and Freezing Hands
*** Renamed to Flaming Ray and Freezing Ray. You now have the option to customize these mutations and choose a limb for the ghostly flames/icy vapor to appear on (Hands, Feet, or Face).
*** Now neither mutation occupies the Hands or any other body slot.
*** If you get the limb you chose severed, you lose access to the mutation's powers.
*** The temperature increase/decrease on melee attacks now applies to attacks made with any limb. We also added this behavior to the mutation description (it was previously undocumented).
*** Added a temporary exclusion with Beak.
** Flaming Ray
*** Reduced cost from 5 MP to 4.
** Freezing Ray
*** Increased cooldown from 10 to 20.
** Heightened Quickness
*** Reduced cost from 4 MP to 3.
*** Removed the toughness penalty.
*** Increased quickness buff to mutationLevel*2 + 13.
** Horns
*** You can now choose a cosmetic option for horns (horns, horn, antlers, casque).
*** Increased the chance for a horns attack from 20% to 25%.
*** Increased AV progression to (mutationLevel-1)/3 + 1.
*** Generalized damage to 2d[(mutationLevel/2)+3].
*** Improved bleeding damage to the following.
**** levels 1-3: 1
**** level 4+: 1d2 + (mutationLevel-4)/3
*** If you aren't wielding anything in your primary hand, you now attack with your horns as if they were your primary attack.
** Multiple Arms
*** Increased the chance for extra attacks from 6% + mutationLevel * 2 to 7% + mutationLevel * 3.
** Multiple Legs
*** Increased cost from 4 MP to 5.
*** Changed move speed bonus from mutationLevel * 5 + 3 to mutationLevel * 20.
** Night Vision
*** You can now see [redacted].
** Phasing
*** You can now phase back in on demand.
** Photosynthetic Skin
*** Increased the bonus regeneration rate from Basking or cooking with lignin from 20% + mutationLevel * 4 to 20% + mutationLevel * 10.
*** Increased the bonus quickness from Basking or cooking with starch from 1 + Ceiling(mutationLevel/2) to 13 + mutationLevel*2.
*** Generalized the servings of starch and lignen you can store to [(mutationLevel-1) * 4] + 1.
*** Generalized the bonus duration of Basking's effect to [(mutationLevel-1) * 4] + 1.
** Sleep Gas Generation
*** Increased cost from 3 MP to 4.
*** Removed mutual exclusion with Corrosive Gas Generation.
*** Increased the number of rounds you release gas for from mutationLevel/2 + 1 to mutationLevel+2.
*** Increased the cooldown from 35 to 40.
*** (cosmetic) Renamed the activated ability name to "Release Sleep Gas".
** Slime Glands
*** You can walk now over slime without slipping.
** Spinnerets
*** Activating Spin Webs no longer takes an action.
*** Made web save difficulty scale at 2X mutation level instead of 1X.
*** Increased arachnid reputation bonus from +200 to +300.
** Thick Fur
*** Increased heat and cold resist bonus to +5
*** +100 reputation with all of the following: apes, baboons, bears, and grazing hedonists
** Triple-jointed
*** Reduced cost from 4 MP to 3.
*** Removed the strength penalty.
*** Removed the bonus chance to dodge.
*** Added a 7% + mutationLevel * 3 chance that Agility-based skill powers don't go on cooldown after use
** Two-headed
*** Increased cost from 2 MP to 3.
*** Improved mental action cost reduction from 16% + mutationLevel * 4 to 15% + mutationLevel * 5.
*** Improved chance to shake off a mental debuff from 5% + mutationLevel to 5% + mutationLevel * 2
** Wings
*** Wings no longer take up the Worn on Back slot.
*** (cosmetic) Your Worn on Back slot is renamed to Worn around Wings.
*** +10% + (mutationLevel*10) move speed while sprinting.
*** Jump range is increased by (mutationLevel/3) + 1.
*** Charge range is increased by (mutationLevel/3) + 2.
* We nerfed the carbine and the sparbine.
** Reduced carbine's accuracy.
** The masterwork carbine quest reward now uses the same ammo as the standard carbine (lower damage).
* We made burning damage scale with temperature.
** 1-100 above flame point: 1 damage per round
** 101 - 300 above flame point: 1-2 damage per round
** 301 - 500 above flame point: 2-3 damage per round
** 501 - 700 above flame point: 3-4 damage per round
** 701 - 900 above flame point: 4-5 damage per round
** 901+ above flame point: 5-6 per turn
* Added a new clock to the main screen in the overlay UI.
* Added a new item: wrist fan.
* Added a new item mod: disguise.
* Dynamic villages can now generate with resident apothecaries.
* Elder Irudad now has some apothecary wares.
* Added a nice new overlay UI element for popup messages.
* The overlay UI now displays your drams of freshwater next to your weight.
* You can now access the mod manager from the main menu in the classic UI.
* You can now use Page Up, Page Down, +, and - to navigate the classic options & key mapping menus.
* You can now use Page Up and Page Down to navigate the tinker menu.
* The trade UI "don't have enough water containers" message no longer resets the trade window.
* Sprint now has a single active ability, "Sprint", which can be toggled.
* Stopsvalinn now has a better chance of spawning with a high-end energy cell, when it spawns with an energy cell.
* Spiral borers are now able to dig in reloaded zones.
* The Astral monster mutation can no longer be leveled
* Nonexistent journal entries can no longer be deleted.
* Fixed the switched cooking effect behavior on starch and lignin.
* Fixed a bug that caused the wrong XP value to be displayed in the Sheba Hagadias book turn-in dialog for stacks of books.
* [debug] The clearstatshifts wish no longer returns spent mutation, skill and attribute points.
* [modding] Most internal classes are now public.
* [modding] Colors, anatomies, options, conversations, and pronouns now reload properly when mod configuration changes.
* [modding] Fixed a bug that caused the detail color of subtypes to be merged onto the tile.
=== 200.86 ===
=== 200.86 ===
Released on August 14, 2020.
Released August 14, 2020.
* You can once again acquire fungal infections.
* You can once again acquire fungal infections.
* On the character screen, attributes that are modified above or below their base values now display as green or red, respectively. You can also now select an attribute on this screen to display its base level, which is used for meeting skill requirements.
* On the character screen, attributes that are modified above or below their base values now display as green or red, respectively. You can also now select an attribute on this screen to display its base level, which is used for meeting skill requirements.
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* Fixed a bug that caused some liquid coverings, particularly acid-based ones, to not generate a clean action.
* Fixed a bug that caused some liquid coverings, particularly acid-based ones, to not generate a clean action.
* Fixed a bug that sometimes caused fire-based abilities to end early when they encountered mixed liquids.
* Fixed a bug that sometimes caused fire-based abilities to end early when they encountered mixed liquids.
=== 201.8 - beta ===
=== 200.82 ===
Released on August 7th, 2020.
Released August 7th, 2020.
* Examining artifacts now requires being able to move your extremities.
* Examining artifacts now requires being able to move your extremities.
* Eating snacks now requires being able to move your extremities.
* Eating snacks now requires being able to move your extremities.
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* [modding] Specifications for DefaultBehavior attributes in Bodies.xml part elements are now correctly respected.
* [modding] Specifications for DefaultBehavior attributes in Bodies.xml part elements are now correctly respected.
* [modding] Fixed a bug that made less information available in some movement-related events than should have been.
* [modding] Fixed a bug that made less information available in some movement-related events than should have been.
=== 201.6 - beta ===
=== 201.8 - beta ===
Released on July 31, 2020.
Released August 7th, 2020.
* Mechanical cherubim are now classified as robots.
* Villages and chef ovens should no longer let you cook game-breaking meals.
* The schematics choices for acquiring Tinker I, Tinker II, and Tinker III are now of the appropriate complexity for that tinker tier.
* Village immigrants' pronouns are now more consistent.
* Added a new option, "Prerelease Stage Scale", in the Overlay UI section.
* Fixed a typo in waveform worm's description.
* Fixed a bug with villager dialog color.
* [modding] We added a new in-progress overlay UI for the Mod Manager.
* [modding] Added a new "manifest.json" file to populate the extra fields shown in the Mod Manager. This file now subsumes config.json (you should convert any config.json files into manifest.json files). See
=== 200.81 ===
Released July 31, 2020.
* Trolls now know how to swim.
* Trolls now know how to swim.
* Clicking a tile with a hostile creature now attacks the creature instead of attempting to speak with it.
* Clicking a tile with a hostile creature now attacks the creature instead of attempting to speak with it.
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* [modding] Liquids' ObjectEnteredCell method now receives the relevant ObjectEnteredCellEvent as its second argument. The version that receives the GameObject moving as its second argument is still called for compatibility.
* [modding] Liquids' ObjectEnteredCell method now receives the relevant ObjectEnteredCellEvent as its second argument. The version that receives the GameObject moving as its second argument is still called for compatibility.
* [modding] WishCommands should now properly be loaded/unloaded with mod changes.
* [modding] WishCommands should now properly be loaded/unloaded with mod changes.
=== 201.6 - beta ===
Released July 31, 2020.
* Creatures that try to keep their distance from you now may now decide to take other actions, such as defend themselves directly, when they fall below 50% HP.
* Evil twins now reconsider their equipped items when they spawn.
* Stage layouts wider than 1080p now letterbox correctly.
* The look dialog is now only dismissble via Space or Esc.
* Mouse movement now paths through non-hostiles if necessary to reach your destination.
* Rhinox charge now respects phase and flight.
* Fixed a bug that caused books to be unreadable from the prerelease equipment screen.
* Fixed a bug that caused books to continue to render in the background even after you exited out of the read book screen.
* Fixed a bug where hitting Esc from the Save Build prompt would save the build with no name rather than backing out of the menu.
* Fixed the "restore defaults" button on the prerelease control mapping screen improperly clearing all keybinds.
* [modding] Added native support for Harmony 2.0.2 patches in mods (
* [modding] Upgraded the C# compiler to Roslyn.
* [modding] Errors and warnings generated by the mod compiler now include the associated filename and line number.
* [modding] The "playerwho" wish now properly allows turns to tick.
=== 200.80 ===
=== 200.80 ===
Released on July 25, 2020.
Released July 25, 2020.
* Swarmers now only contribute their swarmer bonus if they are hostile to the target.
* The swarmer bonuses of swarmers in the same tile no longer stack.
* Swarmers can now only receive one Swarm Alpha bonus. If multiple swarm alphas are adjacent, the highest bonus applies.
* Warmup chirps from visible turrets no longer interrupt autoact if your options are set to ignore the turret.
* Autoget (independently of autoexplore) now retrieves items from adjacent squares (no longer just liquids).
* The Spindle negotiation no longer occasionally produce strange, unusable shields.
* Fixed a bug that gave Swarmers +1 to hit all the time regardless of other swarmers instead of their described to hit bonus.
* When the tile at the bottom of a pit is occupied, things that fall down the pit now land in nearby tiles rather than failing to fall.
* When something falls down a shaft, a message is now generated.
* Fixed a bug that caused the Thick Fur mutation to give 8 heat and cold resist instead of 4.
* Fixed a bug that caused Graftek grafts to behave oddly.
* Fixed some occasional issues with the location you arrive at when entering a zone from the world map.
* Fixed a bug that made tonics not show their behavior in their descriptions for mutants.
* Fixed a bug that broke becoming unlost by returning to a familiar area.
* Fixed several issues with input in the overlay UI
* Conveyor belts are now immune to heat and acid.
* Added some utility buttons to the upper-right corner of the prerelease UI.
* Tweaked the order that information is hidden on the prerelease status bar (top).
* Prerelease UI ability buttons should now be clickable.
* Player and NPC named items now indicate their original names in their descriptions.
* Penetrating radar now reveals hidden objects that can be discovered by searching.
* Messages for spotting hidden objects now include directional information.
* Non-creature organic items are now described as "damaged" rather than "wounded".
* Fixed a bug that caused burgeoned young ivory and lurking beth to notify the burgeoner of their deaths.
* Fixed a bug that caused astral tabbies to spawn in the wrong phase.
* Fixed a bug that caused primordial soup sludge display names to go wild.
* Fixed a typo with the Flaming Hands mutation when it was gained through a cooking effect.
* Fixed a typo in the Kyakukya recoiler.
* [modding] Extended the Genotypes.xml IsMutant attribute to more contexts where the mutant / true kin distinction is relevant.
* [debug] Added a new wish to remove a mutation: "mutationbgone:mutationid". Thank you to discord mod helado for the contribution!
=== 200.66 ===
=== 200.66 ===
Released on July 10, 2020 ('beta' branch).
Released July 10, 2020 ('beta' branch).
* Added two new cooking ingredients: crushed grave moss and compacted bone meal.
* Added two new cooking ingredients: crushed grave moss and compacted bone meal.
* The mopango now have a signature dish.
* The mopango now have a signature dish.
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* Fixed a hagiographic typo.
* Fixed a hagiographic typo.
* Fixed several bugs around the [redacted] from [redacted].
* Fixed several bugs around the [redacted] from [redacted].
* Added a new interaction menu command for companions, direct ability use, that allows you to forbid or permit your companions' use of their individual activated abilities.
* Made high tier item mods more likely to appear on lower tier items.
* Automove now ignores the hostility of dreadroots, young ivory, and lurking beth.
* Overdosing on a blaze tonic no longer cools you down, and overdosing on hoarshrooms no longer warms you up.
* Companions now heal while moving on the worldmap.
* Chainguns are now heavy weapons.
* Relics now have extra hit points.
* The Barathrumites are now more forgiving of friendly fire during A Call to Arms.
* Item-collecting arconauts and graverobbers no longer collect items when player-led or dominated.
* The movement penalty from equipping heavy weapons now visibly alters your move speed and the weapon's description, rather than being an invisible modifier to action costs.
* Pathfinding is now more willing to cross harmless liquids of wading depth (specifically, it'll try to go only one square out of its way to avoid them).
* Some liquids pools now require you to confirm movement into them.
* Some liquids now require you to confirm that you wish to drink them.
* There is now an option that lets you turn off confirmation for both moving into and drinking dangerous liquids.
* Cultist without bodies are less likely to become cult leaders.
* Your turrets now allow you to deactivate and reactivate them regardless of your security clearance.
* Hitting or firing at something with your missile weapon no longer makes it your target if it isn't hostile to you or if you already have a target.
* Fix-It spray foam can now be applied to nearby objects.
* Fix-It spray form now restores hit points to inanimate and inorganic objects.
* Charging Strike now adds 1 to the maximum AV penalty that can be inflicted by Cleave.
* Campfires, corpses, boulders, and furniture now block doors from closing.
* Activation and deactivation messages now mention if an item in your possession is what's giving you clearance to perform that action.
* Lase now gives a failure message when you try to use it and it's exhausted.
* The priority of the Read action on books now depends on whether you have already read them
* Conveyor belts can no longer move force fields.
* Status summary displays appended to the rules text of some items now appear in more places, too. Examples include "EMP", "unpowered", and "warming up".
* Inventory actions are now (mostly) consistently alphabetized.
* Displacer bracelets now only produce visual effects on visible creatures.
* Equipment that uses multiple slots now prefers to use slots that are near each other.
* Fixed a bug that made hoarshrooms fail to provide cold resistance.
* Fixed a bug that broke a mechanism for inventory action hotkey resolution. This fixes a number of issues with duplicate inventory action hotkeys.
* Fixed a bug that made temporal fugue clones leave ammo behind.
* Fixed a bug that disabled Proselytize's cooldown and sometimes caused the effect to occur multiple times when using it via a Skillsoft implant.
* Fixed a bug that made the names of some relics bleed pink.
* Fixed a bug that prevented breathers from breathing.
* Fixed an issue that caused some double-slot equipment to use only one slot.
* Fixed some minor issues in goatfolk hero generation.
* Fixed a bug that made Fasting Way and Mind Over Body cause different thirst rate modifiers than what appears in their descriptions.
* Fixed some issues in the messages generated by drinking mixed liquids.
* Fixed some bugs with phasing.
* Fixed some issues with doubled-up input on the stage screen when the prerelease input manager is enabled.
* Fixed some intermittent thread-safety bugs with text processing.
* [modding] Normalized the parameter name for number of penetrations to "Penetrations" across several combat messages.
=== 200.65 ===
=== 200.65 ===
Released on July 3, 2020 ('beta' branch).
Released July 3, 2020 ('beta' branch).
* Polished and bugfixed [redacted], [redacted], and [redacted].
* Polished and bugfixed [redacted], [redacted], and [redacted].
* Changed the Bell of Rest timer from 200 to 300 rounds.
* Changed the Bell of Rest timer from 200 to 300 rounds.
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* Reduced crypt ferret DV.
* Reduced crypt ferret DV.
* Added more hagiographs.
* Added more hagiographs.
* Added a new command to attack the nearest hostile target in melee (Shift-A by default). If there are any hostiles adjacent to you, this command attacks the one that appears easiest to kill. Otherwise, it pathfinds one step toward the easiest-appearing visible hostile.
* Equipped items and items in your inventory no longer take on your temperature directly.
* Ashes are now categorized as corpses.
* Factory arms now respect phase and flight.
* Pulse field magnets ripping equipment off your body is now messaged via a popup.
* The menu for entering a local map from the worldmap was reworked for clarity.
* Hitting escape when you're asked for a character name during character creation now returns you to the character summary screen.
* Added caves music to trembling dunes underground.
* Fixed a bug that made reloading multiple magazine-loaded firearms behave strangely.
* Fixed a bug that set Face as goatfolk's primary attack limb.
* Fixed some cases where you would attempt to enter an occupied tile when entering a local map from the world map.
* Fixed music not playing properly after loading a game.
* Fixed an error when generating linear cannon relics.
* Fixed some (but not all) issues with world seeds.
* Fixed the background color of the trash sprite.
* [modding] Die rolls can now be specified as follows: "1d6[foo]", "2d4[bar]", etc, where 'foo' and 'bar' are arbitrary names of randomizer channels. The die roll will source its pseudorandomness from the channel specified; this produces a consistent series of results for a given channel name and world seed.
* [modding] Conversation choices now support fields IfHavePart and IfNotHavePart that make the choice conditional on whether the specified part is present on the player.
* [modding] The tag or string property ForceAnimatable now overrides an object animation's current walls-and-tables-only check.
* [modding] Bodies.xml now supports a BodyType attribute on anatomy elements that allows override of the body part type to use for the central body (normally "Body").
* [modding] Added an AfterGameLoaded event.
* [modding] Added default behavior for when a modded quest doesn't specify a hagiograph.
=== 200.57 ===
=== 200.57 ===
Released on June 26, 2020 ('beta' branch).
Released June 26, 2020 ('beta' branch).
* Finished the bugfixing and polish work in the crypts.
* Finished the bugfixing and polish work in the crypts.
* Added a new liquid: brain brine.
* Added a new liquid: brain brine.
* [redacted]
* [redacted]
* Occasionally, upon gaining a level, completing a quest, performing the water ritual, or defeating a legendary foe, you may now become inspired to name one of your items.
* The swimming confirmation message is now toggleable via the option in the Prompts menu.
* Reputation change messages now include your new reputation and inform you if the faction's overall attitude toward you has changed.
* The reputation changes incurred by violating the water ritual are now displayed in a single message.
* You can now add notes to items in your inventory and equipment. The notes appear in the item's short description.
* A given attack can now only have a block attempt performed with one shield. The limit on the number of attacks per turn that can be blocked is now per-shield; if you have multiple shields equipped, you will attempt to block a given attack using the best shield that you can presently use.
* You can no longer shield block while frozen, paralyzed, burrowed, or otherwise unable to freely move your limbs.
* Baetyls no longer care about differently-colored display names in the items they request.
* The fill action on liquid containers can now be used on any container that is not full, not just empty containers.
* You now prefer to autouse liquids that aren't stored in functional containers like liquid-cooled firearms.
* Becoming famished now interrupts autoact.
* Creatures that are fleeing no longer count as visible hostiles.
* Creatures that try to keep their distance from the player now only count as visible hostiles at close range.
* Grenades are no longer destroyed before hitting the ground when thrown into a tile with acid gas.
* Flashbang grenades now affect a circular area instead of a square.
* Glowmoths can now use their gaze attack at point blank range.
* Baetyls no longer care about taking small amounts of damage, but they become... significantly irritated... by larger amounts.
* Only creatures who are able to engage in combat and can move their limbs now count for the purposes of preventing charge and causing missile weapons to fire wildly.
* Missile weapons that use spray fire ammo (shotguns, pumps, point-defense drones, and flamethrowers) now indicate in their short description that they aren't subject to firing wildly when multiple enemies are adjacent.
* Bows now display their loaded arrows' penetration and damage value.
* Made weapon class display, strength cap, and accuracy information the color of rules text.
* Creatures now go prone if they can when they fall asleep for any reason, not just when they voluntarily go to sleep on a bed.
* Equipped objects now match the temperature of the object they're equipped on.
* Made most organic items leave behind ashes when they burn up.
* Ashes no longer catch fire.
* Village outskirts now properly have above and belowground features.
* When you run out of water while traveling, you now receive a message and a chance to stop rather than only getting notified when you become life-threateningly dehydrated.
* The Bleeding effect is now described differently for creatures that do not have blood.
* The environmental item picker now refreshes when a taken action changes the list of items displayed, such as when an item is broken off a stack.
* The visual effects for being frozen, slowed due to temperature, or on fire now have higher visual priority.
* The Tinkering screen bit locker now displays the glyph for each bit type of bit next to its name.
* The Spindle negotiation menu now uses alphabetic hotkeys rather than numeric in order to prevent numpad-based selection accidents.
* Objects that are cloned while phased now properly assume their normal phase.
* Relics and extradimensional missile weapons now occasionally generate as armor-negating.
* Graftek-granted stat changes now count as permanent in all the usual ways.
* Added damage and penetration displays to thrown weapons.
* Fixed a bug that caused some non-blood-having creatures to bleed blood.
* Fixed a bug that caused simply targeting a creature to make it hostile.
* Fixed some bugs that caused several sensory effects to fail to detect walk-walking creatures.
* Fixed linear cannon penetration display.
* Fixed some issues that caused you to retain your marked target after using a special shot.
* Fixed a bug where pouring into a container you are emptying took the current contents of the container into account even though they were being emptied.
* Fixed a bug that caused missile weapons to display a damage message even when the damage was prevented.
* Fixed a bug that caused autoexplore to fail to seek out the secret-bearing mural in the village of Ezra.
* Fixed a bug with phase web animation.
* Prevented some rare corner cases where objects were destroyed multiple times.
* Fixed a bug that caused the 'show effects' menu to improperly linger beneath other windows when opened and closed.
* [modding] Effects may now whitelist themselves for most deep copy operations by overriding allowCopyOnNoEffectDeepCopy and returning true.
=== 200.55 ===
=== 200.55 ===
Released on June 19, 2020 ('beta' branch).
Released June 19, 2020 ('beta' branch).
* Did some bugfixing, polish, and performance work on the crypt levels of the Tomb of the Eaters. More to come next week.
* Did some bugfixing, polish, and performance work on the crypt levels of the Tomb of the Eaters. More to come next week.
* Added some new recoilers.
* Added a new command to autoattack your current target in melee: Ctrl-A by default. When autoattacking, you pathfind toward your target if necessary and attempt to melee attack them. All the conditions that interrupt automove also interrupt autoattack, with one exception: if your target is the only hostile in sight, their presence does not interrupt you.
* Added a new "Ignored Keys" keybind. Keys bound to this entry are completely ignored. (This is useful for reserving a push-to-talk or screenshot key, for example.)
* Renamed human child to woodsprog.
* Linear cannons can be tinkered now.
* You can now path through locked doors when you're carrying the appropriate key card.
* You now get a message when you try to swap places with a non-hostile creature but can't for some reason.
* Losing sight of your target now interrupts automove.
* NPCs are now less avoidant of slime pools.
* Changed the way heirlooms gifted during the Spindle negotiation are generated and made their types respect the text in Heirlooms of Qud.
* Elevator and door switches can now be flipped via the interaction menu
* [*]Space-time vortices and rifts are no longer be pushed by forces like explosions.
* The AV bestowed by the Quills mutation now returns to the max value when your quills regenerate.
* You can now properly access help from the main menu with '?'.
* Visiting the waterlogged tunnel no longer counts as visiting Red Rock.
* If you are stuck and adjacent to a deep pool, you only receive the swimming confirmation message the first time you try to move into the pool.
* Fixed a bad interaction when the snapjaw who wields Stopsvalinn generates as a villager.
* Numpad '/' now shows and hides the prerelease stage message log.
* Tables no longer change their tile when you remove and return the same object.
* Removed the small per turn time delay while asleep.
* Fixed several issues that caused gas-generating creatures to not be immune to their own gas.
* Fixed some rare situations where the player didn't get a turn immediately following a game load.
* Fixed a bug that caused illuminated books to not have their display names altered.
* Fixed a bug in the way graffiti displayed on tombstones.
* Fixed a bug that caused reloading a linear cannon to always reload the energy cell instead of its slugs.
* Fixed a rare exception in the Multihorns mutation that prevented saved games from loading.
* Fixed a typo in soul curd's description.
* [modding] Enabled anonymous access to workshop content.
* [modding] The starting location selector is no longer shown if a genotype or subtype has a defined starting location.
=== 200.52 ===
=== 200.52 ===
Released on June 13, 2020 ('beta' branch).
Released June 13, 2020 ('beta' branch).
* We made several gameplay and polish enhancements to the cherubim.
* We made several gameplay and polish enhancements to the cherubim.
** Cherubim are now better protected against missile weapons and freezing attacks.
** Cherubim are now better protected against missile weapons and freezing attacks.
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* Gave appropriate names and descriptions to carved stone and gilded marble from the various periods of the sultanate.
* Gave appropriate names and descriptions to carved stone and gilded marble from the various periods of the sultanate.
* Added descriptions for mural endcaps and mural medians.
* Added descriptions for mural endcaps and mural medians.
* We made some changes to sparking baetyl rewards.
** Item rewards are now much better.
** Item rewards now scale with both the baetyl's zone difficulty and the tier of the demanded item.
** Reduced the maximum number of demanded items to six.
* Baetyls asking for Templar phylacteries no longer ask for the phylacteries of specific people.
* Trees are now stronger and tougher.
* Attacking into a frozen zone now thaws it. This is most relevant when attacking up or down stairs.
* Removing energy cells from owned items now angers their owners.
* You can now pour into equipped liquid containers.
* When selecting a container to pour a liquid into, containers that already contain that liquid now appear at the top of the list.
* Smart use on environmental liquid pools and liquid containers now opens the interaction menu rather than going directly into the pour-into-container action.
* Cleaning yourself using liquid from an owned vessel now potentially angers its owners.
* Gave the following objects better ASCII glyphs: sultan shrines, Asphodel, Asphodelytes, walkways, various vessels, and yawning gap.
* Made some improvements to creature pathfinding.
* Rebekah's tombstone no longer shows up in dynamic contexts.
* Fix-It spray foam and other applicators, when unidentified, no longer reveal themselves when you back out of an interaction.
* The water ritual can no longer be used to obtain unlimited cybernetics credit wedges.
* Shank now respects phase and flight.
* Sheba Hagadias will no longer lay mines if a miner or deploy turrets if a turret tinker.
* Fixed a bug that caused some village tinkers to not be members of their village's faction.
* Fixed a bug that caused companions to take steps in the wrong order when trying to follow their leader.
* Fixed a bug that caused one-shotting a creature to fail to trigger hostility in the creature's nearby allies.
* Fixed a bug that caused camel bladders to fail to negate the weight of the liquid in them when worn.
* Fixed some bugs in water ritual option coloring.
* Fixed a bug in tiling of liquid pools as they change size.
* Fixed a bug that made snapjaw forts, starapple farms, and pig farms not generate properly in village outskirts.
=== 200.50 ===
=== 200.50 ===
Released on June 6, 2020 (beta branch).
Released June 6, 2020 (beta branch).
* Autoexplore now seeks out and examines objects that contained unrevealed secrets in their descriptions.
* Autoexplore now seeks out and examines objects that contained unrevealed secrets in their descriptions.
* Giant beetle and beetlebum corpses can now be butchered for raw beetle meat, which can be preserved as beetle jerky.
* Giant beetle and beetlebum corpses can now be butchered for raw beetle meat, which can be preserved as beetle jerky.
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* [patreon] Sheba Hagadias can no longer spawn as Either/Or. To install this change, you'll need to re-redeem Either/Or's pet code.
* [patreon] Sheba Hagadias can no longer spawn as Either/Or. To install this change, you'll need to re-redeem Either/Or's pet code.
=== 200.43 ===
=== 200.43 ===
Released on May 29, 2020 (beta branch).
Released May 29, 2020 (beta branch).
* Added a water wheel and millstone to Joppa.
* Added a water wheel and millstone to Joppa.
* Bone worm corpses can no longer be included as part of the cure for fungal infections.
* Bone worm corpses can no longer be included as part of the cure for fungal infections.
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* [modding] We changed the implementation for how MinEvents are dispatched. Modders who are handling a MinEvent in one of their IParts (e.g. bool HandleEvent( EnteringCellEvent ev ) need to update each HandleEvent declaration to include 'public override' (e.g. public override bool HandleEvent( EnteringCellEvent ev )) in order for that event to be dispatched properly to the part.
* [modding] We changed the implementation for how MinEvents are dispatched. Modders who are handling a MinEvent in one of their IParts (e.g. bool HandleEvent( EnteringCellEvent ev ) need to update each HandleEvent declaration to include 'public override' (e.g. public override bool HandleEvent( EnteringCellEvent ev )) in order for that event to be dispatched properly to the part.
=== 200.41 ===
=== 200.41 ===
Released on May 23, 2020 (beta branch).
Released May 23, 2020 (beta branch).
* The Tomb-dwelling pangoloids knows as the mopango have officially moved in.
* The Tomb-dwelling pangoloids knows as the mopango have officially moved in.
** Added or refined several types of mopango.
** Added or refined several types of mopango.
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* Fixed a bug that caused exit teleporters in Lower and Upper Crypts to send you all the way back to the catacombs.
* Fixed a bug that caused exit teleporters in Lower and Upper Crypts to send you all the way back to the catacombs.
* Fixed a bug that caused issues at the recoming nook.
* Fixed a bug that caused issues at the recoming nook.
* Added new loading status indicator art.
* The new stair tiles now look better when the 'Always highlight stairs' option is enabled.
* Added a new Modding option: 'Select enabled mods on new game'.
* "Press space" dialogs now close only when you press Escape, Enter, or Space.
* Goatfolk can now give directions in conversations.
* The overburdened status effect is now updated more reliably when your carrying capacity changes.
* The weight display in the trade UI is now more accurate.
* You no longer receive messages about merchants restocking if you're not in the same zone as they are.
* Objects without bodies can no longer be knocked prone.
* Save files now remember which mods are enabled and prompt you to re-enable those mods before loading.
* Fixed a bug that caused the onset of fungal infections to sometimes be 8-10 turns instead of 2-3 days.
* Fixed a bug that caused symbiotic fireflies to destroy themselves, and turn into "Objects", when equipped.
* In the classic UI option screen, slider and selection options that don't fit well in one line now occupy two lines.
* Exiting the world map now avoids placing you in cells where you would have to swim.
* [modding] Fixed a bug that caused GlobalConfig.json to be unmoddable.
* [modding] An objects can now set the ReplacementObject member of an ObjectCreatedEvent to return a replacement object instead of itself during object creation.
=== 200.40 ===
=== 200.40 ===
Released on May 15, 2020 (beta branch).
Released May 15, 2020 (beta branch).
* Added new tiles for Eater statues, Eater holograms, and urn duster.
* Added new tiles for Eater statues, Eater holograms, and urn duster.
* Crypt sitters and conservators no longer cause unintended trouble in dynamic encounters.
* Crypt sitters and conservators no longer cause unintended trouble in dynamic encounters.
* New item mod: fitted with suspensors.
* Mafeo now has a pickaxe for sale.
* Excluded some more creatures from spawning as Mechanimist converts, including pulsed field magnets.
* Added descriptions for the following objects: rubble, burnished azzurum (formerly aquamarine), banana rancher, hammock, brick, Warden 1-FF, Mayor Haddas, and Yla Haj.
* 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.
* Powered exoskeletons can now have a variety of item mods.
* 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.
* Sheba Hagadias no longer succumbs to natural behavior like going on a pilgrimage or urn dusting.
* Things without brains can no longer be dazed or stunned.
* Holograms can no longer be harvested or butchered.
* Small stones and large stones are no longer flammable.
* Fixed a bug that caused the Golgotha chutes to generate disconnected.
* Fixed a a bug that caused mouse movement to not work properly on the world map.
* Fixed a bug that caused missile weapons to hit non-blocking inanimate objects in their paths.
* Fixed a bug that caused merchants to spawn with double the inventory they're meant to.
* Fixed a bug that immobilized aquatic creatures.
* Fixed a bug that caused worn items effects to not go away when you removed the item.
* Fixed a bug that sometimes caused Barathrum's study to generate with a down staircase.
* [debug] Space no longer accepts the 'Would you like to die?' prompt.
=== 200.35 ===
=== 200.35 ===
Released on May 8, 2020.
Released May 8, 2020.
* Expanded the Grand Vestibule to multiple maps.
* Expanded the Grand Vestibule to multiple maps.
* Changed the Omonporch entry zone to a new map: Court of the Sultans.
* Changed the Omonporch entry zone to a new map: Court of the Sultans.
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* Added a new tile for rubble.
* Added a new tile for rubble.
* Added some more Eater statue and hologram tiles.
* Added some more Eater statue and hologram tiles.
* Faction leaders now have their prowess more accurately judged and displayed in their look descriptions.
* 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.
* We changed the option "Maximum autoexplore squares/sec" to "Maximum automove squares/sec" and made it apply to all forms of automove.
* Metal items now retain less liquid, and fur items retain more.
* Quartzfur hats now message themselves as being made of quartz rather than glass.
* Autocollect can now be disabled on empty waterskins.
* Spiders no longer attack allied creatures that are stuck.
* Player-controlled spiders no longer autoattack stuck creatures.
* Destroying or teleporting a web now frees anything stuck in it.
* 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.
* Changed the message when you try to remove an unremovable cybernetic implant.
* 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.
* The random-buy mutation choices should now be more stable for a given seed.
* If you're out of 2+ point mutations to buy, you're now presented with 1-point mutations.
* The look and target picker "Locked" status toggle is now remembered across games and reloads.
* 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.
* Dromad trader psychic thralls or domesticated slaves no longer generate map notes.
* Geomagnetic discs can no longer spawn with elemental damage mods.
* Made some improvements to geomagnetic disc pathing.
* Fixed an improper item ownership warning when you tried to examine or disassemble items in the inventories of certain creatures you were dominating.
* 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.
* Fixed some bugs with color rendering and formatting in books.
* Fixed a bug with liquid-fueled power consumption, such as in gyrocopter backpacks.
* Fixed some performance issues with normality gas and norm cores.
* [debug] Made wish string matching more accurate.
* [debug] The "Do you really want to die?" promp no longer accepts space or enter as input.
* [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.
* [modding] The map editor now properly renders most walls, water tiles, and fences.
* [modding] The map editor now has tile previews in the blueprint selector.
=== 200.29 ===
=== 200.29 ===
Released on May 2, 2020.
Released May 2, 2020.
* We added polish to the architecture of the Tomb.
* We added polish to the architecture of the Tomb.
** Added a new exterior caryatid wall and extended it up and down through the Z-dimension as appropriate.
** Added a new exterior caryatid wall and extended it up and down through the Z-dimension as appropriate.
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** Moved the up staircases in the Folk Catacombs.
** Moved the up staircases in the Folk Catacombs.
** Replaced the Lace Stairways to the crematory with access corridors.
** Replaced the Lace Stairways to the crematory with access corridors.
* The display format of some zone names has changed.
* Inscribed funerary urns no longer report being empty.
* You're no longer asked to drink from full urns as a quest step in dynamic quests.
* Automove and rest are now interrupted by decarbonizer beams that are detectable to you by sight, sound, or smell.
* 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 with acid gas that caused the game to hang.
* Fixed a bug that caused items to retain more liquid than intended.
* [modding] Added a new API, StatShifter, to Parts and Effects that helps track stat shifts. See
* [debug] Added a new debug option: "Show debug text for stat shifts".
* [debug] Added a new wish, "showstatshifts", that displays a list of items and effects shifting your stats.
* [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) ===
=== April 24, 2020 (beta branch) ===
* We added more polish to the crematory.
** Redesigned the columbarium.
** Added ASCII art to the look screen for urns.
** Urn dusters now walk around dusting urns in the columbarium.
** Fixed some bugs with the interaction of various crematory objects.
** Added a visual effect for when objects are pushed by industrial fans.
** 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.
** Edited the ASCII glyphs for the entire crematory.
** [Redacted]
* You can now use water to clean your stained equipment via inventory actions on either your water containers or your stained equipment.
* You can now use the Walk keybind from the Look menu to autowalk to the tile you're looking at.
* Offhand attacks work again.
* 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.
* Girshlings you encounter outside of Red Rock no longer advance 'What's Eating the Watervine?'.
* 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.
* Force fields you can pass through no longer interrupt automove regardless of their source.
* Psychic hunters are no longer incorrectly interdicted on maps without reality stabilization.
* Cybernetic implants that occupy an equipment slot are no longer shown twice in the implantee's description.
* Temporary items can no longer be used as tinkering components.
* Improved the grammar in "you pass by" messages.
* Fixed a bug that caused Rebuke Robot to fail way more often than it should.
* 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 caused the 'Tweet this character build' button to not work.
* [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>".
* [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.
* [modding] Self-closing <mutation /> tags in the XML no longer skip the next mutation when they're loaded.
* [modding] The new blueprints loader no longer crashes when given an <intproperty> with no Value (it assumes 0 instead).
* [modding] Added Transform > Flip Vertical to the map editor.
=== 200.22 ===
=== 200.22 ===
Released on April 17th, 2020 (beta branch).
Released April 17th, 2020 (beta branch).
* Added a new gas: miasmatic ash.
* Added a new gas: miasmatic ash.
* Grave moss now burns off into miasmatic ash.
* Grave moss now burns off into miasmatic ash.
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** Replaced the existing machine room with a new one.
** Replaced the existing machine room with a new one.
** Fixed a bug with the ASCII rendering of machine press.
** Fixed a bug with the ASCII rendering of machine press.
* Fixed a bunch of text coloring bugs introduced last patch. There'll likely be some more, though.
* We made some tweaks to liquid and liquid pool behavior.
** 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.
** 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.
** Entering a swim-depth pool from land now displays a warning message and requires you to confirm movement.
** Swim-depth pools now interrupt autowalk unless you are already swimming, flying, or out of phase with the pool.
** Some common liquid covering descriptions are now less verbose.
** Salt now only stains items when encountered in its pure form.
** 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.
** You can now collect liquids into slotted liquid-fueled energy cells.
** Collecting a liquid now reports on which containers the liquid was collected into.
* Small spheres of negative weight now add to your weight when they're broken or otherwise inoperative.
* Psionic weapons with slotted cells now leave the cells behind when they evanesce.
* Psionic weapons can no longer be modded with tinkering.
* The [redacted] in Joppa now shows up in the alt display.
* Wraith-knights now despawn if their phylacteries are destroyed for any reason.
* Temporary items are now worthless, can no longer be cooked with, and can no longer have their bits harvested.
* Temporal fugue clones now leave behind any items they had acquired after being conjured.
* Eater's nectar injectors belonging to temporal fugue clones now affect only temporal fugue clones.
* We made some tweaks to the looting menu in the classic UI.
** The weights of takeable items are now displayed alongside the items themselves.
** The menu now has an adaptive width to avoid cutting off item names.
** Page up and page down now work more reliably.
* Encountering the following objects now interrupts autowalk: deep shafts, identified mines, aloes, spacetime rifts, and spacetime vortices.
* Artifacts with proper names are no longer treated as having proper names while unidentified.
* 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.
* Ice frogs no longer sit in immobile confusion until approached.
* Miner bots no longer generate mines based on modded grenades.
* NPCs are now less interested in using random items from their inventories as improvised weapons.
* Animating an object with Spray-a-Brain no longer causes every object of that type to be recategorized as a Creature.
* Items generated as quest items no longer cause every item of that type to be recategorized as a Quest Item.
* Answering no to using an unpowered advanced toolkit while autoexploring now interrupts the autoexplore, preventing message loops.
* 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 caused the 'most recently played character' to net initialize properly.
* [debug] Added a new wish, "reveal settlements", that reveals all dynamically generated settlements on the world map.
* [modding] Fixed a bug that caused modded versions of Options.xml to fail to be initialized.
* [modding] Implemented Myopia as an AdjustVisibilityRadiusEvent, allowing equipment and parts to adjust the visibility radius.
* [modding] Restructured the loading of ObjectBlueprints.xml, solving many inheritance problems, most notably with Load="Merge" from mods.
* [modding] Deprecated the GameManager.Instance.ViewData interface.
* [modding] UI Views are now defined with the [XRL.UI.UIView] attribute on a class.
* [modding] Increased the warning level output for the mod compiler, allowing modders to see previously hidden compiler warnings.
* [modding] Updated the Modding Utilities link to the modding wiki:
* [modding] The Blueprint Browser now shows all properties on blueprints, in XML.
* [modding] You can now select and copy in the Blueprint Browser.
* [modding] Exposed a method to add a Wish handler. See
* [modding] We made some enhancements to the map editor.
** The map editor now loads with an empty map rather than looking like you're editing the main menu.
** Added x-y coordinates for the mouse position and selected cell.
** Holding Ctrl while hovering over an item in the blueprints list now displays a portion of the blueprint XML.
** Added a checkbox on the blueprint filter to only show blueprints in use on the map.
** Made the sidebar opaque.
** Alt-clicking on a tile now properly set the brush even when you have no brush selected.
=== 200.21 ===
=== 200.21 ===
Released on April 3rd, 2020.
Released April 3rd, 2020.
* We added some polish to the [redacted] sequence that starts in Resheph's burial chamber.
** Added some sound and visual effects.
** Smoothed out some issues with engraving tomb murals.
** Added ASCII versions of the tomb murals and other objects in the burial chamber.
** Refreshed Herododicus's dialog.
** Added descriptions for Herododicus, imperial sarcophagus, imperial reliquary, gilded marble from the sultanate of Resheph, mural median, and mural endcaps.
** [very redacted]
* 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.
=== 200.20: We've posted an update on the beta branch. ===
=== 200.20: We've posted an update on the beta branch. ===
Released on March 6th, 2020 (beta branch).
Released March 6th, 2020 (beta branch).
* Added a new cybernetic implant: medassist module.
* Added a new cybernetic implant: medassist module.
* Added a new item: syphon baton.
* Added a new item: syphon baton.
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* [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.)
* [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.)
=== 200.17 ===
=== 200.17 ===
Released on January 31, 2020 (beta build).
Released January 31, 2020 (beta build).
* We made some structural changes to the layout of the Tomb.
* We made some structural changes to the layout of the Tomb.
** We shifted the whole dungeon up several Z levels. The crematory is now one level above the surface.
** We shifted the whole dungeon up several Z levels. The crematory is now one level above the surface.
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* Added some more tomb propaganda.
* Added some more tomb propaganda.
* Renamed recarcassing nook to recoming nook.
* Renamed recarcassing nook to recoming nook.
* We made some changes to auto-equip.
** Auto-equip now gives you feedback on items that were unequipped as a result of your action.
** Eliminated most repetitive auto-equip messaging.
** Auto-equip now tries to unequip multiple items in order to equip an item that uses multiple equipment slots.
** Confirmation is now requested before automatically unequipping an item that will be destroyed by being unequipped.
* We tweaked the temperature-related behavior of liquids.
** You may find differences in how pouring liquids on you affects temperature.
** Standing in a pool of lava is no longer safe once you've dealt with the initial temperature shock.
** Your equipment and inventory now experience more temperature effects than before, particularly if you expose yourself to large amounts of lava.
* Fungal infections are now immune to heat, cold, electricity, and acid.
* Projectiles coming from a distance and passing near the player now produce a message in the message log.
* More combat sound effects are now properly controlled by the General > Combat Sounds option.
* Any NPC with whom you can perform the water ritual can now give you directions.
* 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.
* Puffer fungi can now be hit by normal ranged weapons.
* Lava and acid now spawn less often in containers that are unsafe to house them.
* 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).
* Mirrorshades now give a very small chance to reflect light-based attacks.
* 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).
* Items embedded in walls are now partially visible with penetrating radar.
* The overlay inventory screen now better handles having two heads or two faces.
* Multiple applications of Hobble now renew the duration of the effect rather than stacking the movespeed penalty.
* 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).
* Trader repair and recharge actions now more effectively handle plurality and stacking.
* Tattooing a companion no longer tattoos you instead of them.
* Smart use no longer pets Sheba Hagadias by default if Sheba is pettable.
* You can no longer open and close doors while frozen solid.
* Magazine-loaded ranged weapons now account for the weight and value of the ammo loaded in them.
* Solar and radio-powered cells now receive their charge more reliably on the world map and should cause less lag.
* Take-all no longer counts untakeable items when checking whether you're going over your weight limit.
* Added a new tile for the basic toolkit.
* Fixed some item duping exploits with evil twins and prism clones.
* Temporal fugue clones no longer lose their items before they expire.
* Fixed an issue with legendary breathers' and miners' names not showing up properly.
* Fixed a bug that made Berate 10x as likely to take effect if you had an Ego modifier of exactly zero.
* Fixed some bugs with explosions, other types of forced movement, and the generation of maps with ruined buildings.
* Fixed a bug that made DV and MA penalties from confusion become permanent if the game was saved and loaded.
* Fixed an issue with portable walls.
* Fixed an issue with nano-neuro animators.
* Fixed a typo in village monument descriptions.
* [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.
=== 199.0 ===
=== 199.0 ===
Released on November 16, 2019.
Released November 16, 2019.
* There are now sound effects for slotting and unslotting energy cells and recharging energy cells and capacitors.
* You will now be prompted when attempting to beguile or proselytize a target that is already your follower.
* Gas masks will now apply a bonus to gas-based saving throws.
* Non-overlay string entry popups now allow you paste from the clipboard with ctrl+v
* Fixed a bug that caused proselytize to go on cooldown when it's activation was cancelled before use.
* Fixed a bug that unintentionally prevented you from escaping out of the "I have a secret to share with you." dialog
* Fixed a bug that unintentionally prevented you from escaping out of the "Choose some gossip to share." dialog
=== 198.0 ===
=== 198.0 ===
Released on November 9, 2019.
Released November 9, 2019.
* Added more grass variety.
* Added more grass variety.
* Sealed liquid containers are no longer used as random cooking ingredients.
* Sealed liquid containers are no longer used as random cooking ingredients.
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* [modding] PlayWorldSound now works on objects that are equipped or inside containers.
* [modding] PlayWorldSound now works on objects that are equipped or inside containers.
=== 196.0 ===
=== 196.0 ===
Released on October 25, 2019.
Released October 25, 2019.
* Added two new cooking ingredients: congealed skulk and drop of nectar.
* Added three new cooking domains: Agility-based effects, burrowing-based effects, and uncertain attribute-based effects.
* Tszappur no longer has a chance to be disliked by the Mechanimists.
* Ontological anchors, ulnar stimulators, and night-vision goggles now have power switches.
* Slam once again requires a cudgel to be equipped.
* Time dilation now imposes a minimum penalty of 1 Quickness if it takes effect at all.
* Hidden factions no longer appear in the descriptions of NPCs who give reputation.
* Ogre Ape Pelts are now categorized as trade goods instead of snacks.
* You no longer get a warning message if an NPC picks up an object owned by someone else.
* Fixed a bug where slotted energy cells would also remain in your inventory.
* Fixed a bug that caused Frenzy to last indefinitely.
* Fixed a bug that caused NPCs to avoid light sources that also cooled them.
* Fixed a bug that let you escape out of certain mandatory dialogs, such as choosing a cooking recipe effect.
* Fixed a bug that caused immigrant tinkers in villages to not get set up properly.
* Fixed a missing newline in a Mechanimist saying.
=== 195.0 ===
=== 195.0 ===
Released on October 11th, 2019.
Released October 11th, 2019.
* Added two new cooking ingredients: congealed hulk honey and soul curd.
* Added two new cooking ingredients: congealed hulk honey and soul curd.
* Added two new cooking domains: Strength-based effects and powerful regeneration/healing-based effects.
* Added two new cooking domains: Strength-based effects and powerful regeneration/healing-based effects.
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* [modding] Conversation choice text loaded from XML now has its leading whitespaces trimmed.
* [modding] Conversation choice text loaded from XML now has its leading whitespaces trimmed.
=== 194.0 ===
=== 194.0 ===
Released on September 27, 2019.
Released September 27, 2019.
* Walls, furniture, and tombstones now occasionally appear with graffiti.
* If the creature you're dominating gets turned to stone by a lithofex gaze, you no longer erroneously die.
* Life loops now prevent the limb they're equipped on from being severed.
* Sheba Hagadias no longer has the chance to spawn as a pulsed field magnet.
* Fixed some display and reputation bugs on items painted or engraved with historical events from Resheph's life.
* [modding] Conversation node text now ignores leading whitespace. You can now insert a space manually with the special character sequence "/_".
* [modding] Fixed a bug in PlayerMutator.
* [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.
* [modding] We refactored liquids.
** Liquids are now derived from BaseLiquid and are tagged with the [IsLiquid] attribute.
** Removed the byte identifiers. All liquid references are now based on string IDs mapped to the value assigned in BaseLiquid::ID.
* [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.
=== 193.0 ===
=== 193.0 ===
Released on September 21, 2019.
Released September 21, 2019.
* We tweaked the layout of Joppa.
* We tweaked the layout of Joppa.
** Moved the sultan shrine to the map north of Joppa, near the graveyard.
** Moved the sultan shrine to the map north of Joppa, near the graveyard.
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** Attacker: the attacking creature
** Attacker: the attacking creature
=== 192.0 ===
=== 192.0 ===
Released on September 13, 2019.
Released September 13, 2019.
* 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.
* Converted the dates that appear in sultan and village histories to the new Reshephian calendar.
* Added a new faction: Cult of the Coiled Lamb.
* Added a secluded shrine to Resheph in the Stiltgrounds.
* 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.
* Altered the entry point tile of the Six Day Stilt.
* Revamped the post-quest dialog for 'What's Eating the Watervine?'.
* Life drain now properly ceases if the drainer dies.
* Fixed a bug that caused the attacker to be treated as the defender during some critical hit effects.
* Fixed a typo in maghammer's description.
* Fixed some other typos.
* [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.
* [modding] Mods can now include an Options.xml file that adds mod-specific options.
* [modding] The NameMaker and Tinkering classes are now public.
=== September 6, 2019 ===
=== September 6, 2019 ===
* Added a new item: maghammer.
* Added a new item: maghammer.
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* [modding] You can now set the Owner field on objects in the map editor.
* [modding] You can now set the Owner field on objects in the map editor.
=== 190.0 ===
=== 190.0 ===
Released on August 24, 2019.
Released August 24, 2019.
* 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.
* 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.
* The description on shields now clarifies that shields only grant their AV when you successfully block an attack.
* The description on shields now clarifies that shields only grant their AV when you successfully block an attack.
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* Fixed a typo in the dawnglider tail description.
* Fixed a typo in the dawnglider tail description.
=== 188.0 ===
=== 188.0 ===
Released on August 10, 2019.
Released August 10, 2019.
* Added a new Tactics power: Deft Throwing.
* Added a new Tactics power: Deft Throwing.
* We changed how the Backswing power works.
* We changed how the Backswing power works.
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* [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.
* [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.
=== 2.0.186 ===
=== 2.0.186 ===
Released on July 27, 2019.
Released July 27, 2019.
* You now get a popup message when one of your followers dies, with some exceptions for temporary or swarming followers.
* You now get a popup message when one of your followers dies, with some exceptions for temporary or swarming followers.
* Added some conditional dialog to Yurl.
* Added some conditional dialog to Yurl.
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* [modding] Scrap buffer generation is now thread-safe.
* [modding] Scrap buffer generation is now thread-safe.
=== 2.0.184.0 ===
=== 2.0.184.0 ===
Released on July 13, 2019.
Released July 13, 2019.
* We did some work on Grit Gate.
* We did some work on Grit Gate.
** Gave new dialog, description, skills, and equipment to Mafeo, Jacobo, Sparafucile, Dardi, Aloysius, Hortensa, Iseppa, Neek, and Shem -1.
** Gave new dialog, description, skills, and equipment to Mafeo, Jacobo, Sparafucile, Dardi, Aloysius, Hortensa, Iseppa, Neek, and Shem -1.
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* Copies of the sheaf of bloodstained goatskin parchment no longer appear in the world with the title "Illuminated".
* Copies of the sheaf of bloodstained goatskin parchment no longer appear in the world with the title "Illuminated".
=== 2.0.182.0 ===
=== 2.0.182.0 ===
Released on June 22, 2019.
Released June 22, 2019.
* Updated the dialog and changed the quest turn-in sequence for Decoding the Signal to make more sense narratively.
* Updated the dialog and changed the quest turn-in sequence for Decoding the Signal to make more sense narratively.
* Added new descriptions to one of the arc sconces, glass, tinted glass, urshiib, newfather, chromeling, chain laser, forcefield, and force barrier.
* Added new descriptions to one of the arc sconces, glass, tinted glass, urshiib, newfather, chromeling, chain laser, forcefield, and force barrier.
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* [modding] Mod build errors are now logged to a separate file: build_log.txt.
* [modding] Mod build errors are now logged to a separate file: build_log.txt.
=== 2.0.180.0 ===
=== 2.0.180.0 ===
Released on June 7, 2019.
Released June 7, 2019.
* The 'cook a recipe' popup now displays the effect of the meal, sorts favorites to the top and hides uncookable recipies by default.
* The 'cook a recipe' popup now displays the effect of the meal, sorts favorites to the top and hides uncookable recipies by default.
* The console version of the 'cook a recipe' popup got a make-over.
* The console version of the 'cook a recipe' popup got a make-over.
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* [modding] The DesalinationPellet part can now be modded to remove or convert different liquids; see the Desalination Pellet blueprint for its configuration attributes.
* [modding] The DesalinationPellet part can now be modded to remove or convert different liquids; see the Desalination Pellet blueprint for its configuration attributes.
=== 2.0.179.0 ===
=== 2.0.179.0 ===
Released on May 31, 2019.
Released May 31, 2019.
* Added new autoexplore options to ignore enemies based on their distance and your evaluation of their difficulty.
* Added new autoexplore options to ignore enemies based on their distance and your evaluation of their difficulty.
* Autoexplore will no longer run into immobile friendlies and stop.
* Autoexplore will no longer run into immobile friendlies and stop.
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* [modding] Many conversation hooks have events now, see
* [modding] Many conversation hooks have events now, see
=== 2.0.178 ===
=== 2.0.178 ===
Released on May 25, 2019.
Released May 25, 2019.
* Target pickers will no longer snap to the mouse location until the pointer moves.
* Target pickers will no longer snap to the mouse location until the pointer moves.
* Clicking the window to regain focus with mouse input enabled will no longer walk to the clicked location.
* Clicking the window to regain focus with mouse input enabled will no longer walk to the clicked location.
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* [modding] Added scrolling functionality to the Subtypes selection screens ('Choose Calling' and 'Choose Arcology & Caste').
* [modding] Added scrolling functionality to the Subtypes selection screens ('Choose Calling' and 'Choose Arcology & Caste').
=== 2.0.176 ===
=== 2.0.176 ===
Released on May 10, 2019.
Released May 10, 2019.
* When you're looking at something with the Look command, you can now hit space to bring up an interaction menu for the object you're looking at. From there you can target the object, untarget it, or bring up its list of visible status effects.
* When you're looking at something with the Look command, you can now hit space to bring up an interaction menu for the object you're looking at. From there you can target the object, untarget it, or bring up its list of visible status effects.
* Special follower interactions (rename, give items, attack target) are now accessed through the look interaction menu. Some of them work at a distance but only if your companion is able to hear you or you have telepathy.
* Special follower interactions (rename, give items, attack target) are now accessed through the look interaction menu. Some of them work at a distance but only if your companion is able to hear you or you have telepathy.
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* [modding] Added support for binary serialization of types from mods.
* [modding] Added support for binary serialization of types from mods.
=== 2.0.175 ===
=== 2.0.175 ===
Released on May 3, 2019.
Released May 3, 2019.
* Added a new book: The Artless Beauty.
* Added a new book: The Artless Beauty.
* Added a new energy cell mod: radio-powered.
* Added a new energy cell mod: radio-powered.
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** Updated many existing items and creatures.
** Updated many existing items and creatures.
** Entirely refactored the 'A Call to Arms' quest.
** Entirely refactored the 'A Call to Arms' quest.
=== April 12, 2019 ===
=== 6 DAYS LEFT ===
Released April 12, 2019.
* The Barathrumites are still remodeling. Continue staying tuned.
* The Barathrumites are still remodeling. Continue staying tuned.
* Added new item: blood-gradient hand vacuum.
* Added new item: blood-gradient hand vacuum.
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* Fixed a bug that caused some stun effects to be trivial to save against.
* Fixed a bug that caused some stun effects to be trivial to save against.
=== 2.0.171.0 ===
=== 2.0.171.0 ===
Released on March 29, 2019.
Released March 29, 2019.
* Added a new grenade mod, phase-conjugate, that causes grenades to shift phase right before they explode.
* Added a new grenade mod, phase-conjugate, that causes grenades to shift phase right before they explode.
* Added new dialog for scribes, vintners, shoemakers, and Issachari tribesfolk.
* Added new dialog for scribes, vintners, shoemakers, and Issachari tribesfolk.
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* Becoming nooks and the Sacred Well now have menu actions appropriate to their uses.
* Becoming nooks and the Sacred Well now have menu actions appropriate to their uses.
=== 2.0.168.0 ===
=== 2.0.168.0 ===
Released on March 1, 2019.
Released March 1, 2019.
* Tinkering messages are now cleared about which bits you need and which you have, and the list of bits you have is now presented in a consistent order.
* Tinkering messages are now cleared about which bits you need and which you have, and the list of bits you have is now presented in a consistent order.
* The game version is now displayed in relevant UI messages such as when a game fails to load.
* The game version is now displayed in relevant UI messages such as when a game fails to load.
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* Fixed a bug that caused only baetyls to climb through spacetime vortices and rifts instead of all kinds of creatures.
* Fixed a bug that caused only baetyls to climb through spacetime vortices and rifts instead of all kinds of creatures.
=== 2.0.166.0 ===
=== 2.0.166.0 ===
Released on February 15, 2019.
Released February 15, 2019.
* We refreshed the banana grove.
* We refreshed the banana grove.
** Changed the stats, behaviors, and descriptions of the following creatures and plants: cyclopean gibbon, red death dacca, gelatinous palms (now called irritable palms), and fruit flies (now called adiyys).
** Changed the stats, behaviors, and descriptions of the following creatures and plants: cyclopean gibbon, red death dacca, gelatinous palms (now called irritable palms), and fruit flies (now called adiyys).
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* [modding] The LiquidVolume part now has the fields Sealed (a boolean which, if true, makes the liquid inaccessible), ManualSeal (a boolean that enables seal and unseal inventory actions on the item), and LiquidVisibleWHenSealed (a boolean which, when true, means the liquid can be seen while the volume is sealed; if false it cannot).
* [modding] The LiquidVolume part now has the fields Sealed (a boolean which, if true, makes the liquid inaccessible), ManualSeal (a boolean that enables seal and unseal inventory actions on the item), and LiquidVisibleWHenSealed (a boolean which, when true, means the liquid can be seen while the volume is sealed; if false it cannot).
=== 2.0.165.0 ===
=== 2.0.165.0 ===
Released on February 8, 2019.
Released February 8, 2019.
* Most static quests now award reputation when completed.
* Most static quests now award reputation when completed.
* The maps "behind" the Spindle are no longer empty.
* The maps "behind" the Spindle are no longer empty.
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* Fixed a bug with freshwater autoget.
* Fixed a bug with freshwater autoget.
=== 2.0.162.0 ===
=== 2.0.162.0 ===
Released on Stratification.
Released Stratification.
* We refreshed the underground cave systems, adding new geological strata and several new creatures.
* We refreshed the underground cave systems, adding new geological strata and several new creatures.
** Added over 70 new creatures.
** Added over 70 new creatures.
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** It's a big patch, so several other changes got in, too. Let us know if you see something unexpected.
** It's a big patch, so several other changes got in, too. Let us know if you see something unexpected.
=== 2.0.160.0 ===
=== 2.0.160.0 ===
Released on December 15, 2018.
Released December 15, 2018.
* Added two new music tracks for Bey Lah and Barathrum's study.
* Added two new music tracks for Bey Lah and Barathrum's study.
* Village music now plays in the outskirts of villages.
* Village music now plays in the outskirts of villages.
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=== September 28, 2018 ===
=== September 28, 2018 ===
* We made a bunch of enhancements to the body part system.
* We made a bunch of enhancements to the body part system.
* Hyrkhounds' acid-dripping fangs now do acid damage rather than fire damage.
* You no longer lose your proper noun status while you are dominating a creature.
* The following actions can no longer be taken while frozen: Lunge, Swipe, Shield Slam, Shield Wall, Rebuke Robot, Empty the Clips, Draw a Bead, Charge, Juke, Sprint, Deploy Turret, Lay Mine, Recharge Cell, tinkering, and changing stances.
* Berate and Proselytize can no longer be performed while frozen, except by telepaths.
* Fixed a bug that caused Menacing Stare to use a much larger Ego-based modifier than was intended.
* You can now maintain a mark on a target (via Draw a Bead) through force fields you can fire through.
* You can now Jump into or through a force field that you can pass through.
* NPC activation of Shield Wall no longer mistakenly displays a message as if they had activated Sprint.
=== September 21, 2018 [Hindren Patch] ===
=== September 21, 2018 [Hindren Patch] ===
* Qud's augurs have read the petals on the wind and agree: the deerfolk who call themselves 'hindren' are real, and their hidden village exists. The hindren patch is now live!
* Qud's augurs have read the petals on the wind and agree: the deerfolk who call themselves 'hindren' are real, and their hidden village exists. The hindren patch is now live!

Revision as of 23:46, 30 April 2022

203.34

Released April 29, 2022.

  • Skills learnable via the water ritual are now disambiguated when necessary. E.g., "Charging Strike" is displayed as "Charging Strike (Cudgel/Axe)".
  • Bilge sphincters can no longer be used to dupe liquids.
  • Puffing on hookahs without water in them no longer produces smoke.
  • Being in the path of a decarbonizer's charging molecular cannon now interrupts autoact and discomfits NPCs.
  • The Olive Face now has a proper trade value.
  • Elder Irudad and other humanoid apothecaries now spawn with walking sticks.
  • Quills can no longer be flung on the world map.
  • Mental mutations now affect psychic glimmer regardless of what source added them.
  • The bell of rest will no longer rarely drop you into a square with a pit.
  • Fixed some potential grammar issues in creature and item descriptions.
  • Fixed a bug that made anomaly fumigators refuse to toggle off.
  • Fixed a bug that caused psychic meridian to not appear in dynamic encounters.
  • Fixed a bug that caused the achievement "Jeweled Dusk" to not unlock when permadeath was disabled.
  • Fixed a bug that caused psychic meridians to be excluded from dynamic encounters.
  • Fixed the display name of an iron gate in the Yd Freehold.
  • [modding] ObjectBlueprints.xml has been split into multiple XML files. They're all located in the StreamingAssets/Base/ObjectBlueprints folder. We also did some reorganization of object blueprints inside those files.

203.33

Released April 22, 2022.

  • The Joppa Zealot is now much louder.
  • Improved the travel direction selection for the Joppa Zealot's particle effects.
  • Description text for Wilderness Lore: Rivers and Lakes now correctly describes the skill.
  • Slynth no longer leave behind human corpses.
  • Kaleidoslugs in the Yd Freehold now belong to the Yd Freehold faction.
  • You can no longer cross into [redacted] from outside the [redacted].
  • Made some clarifications in the help description of the Strength attribute.
  • Containers that occupy multiple tiles will now be moved together, and break if forcefully separated.
  • You will now be presented with a list of containers to open if several occupy the same tile.
  • Cybernetic implants are now described as such when specified in baetyl demands and similar contexts.
  • Pathfinding now more studiously avoids giant clams.
  • Fixed a bug that caused odd behavior from armor averaging when some of the body parts involved had 0 AV/DV and others didn't.
  • Fixed some cases where a lot of watervine or brinestalk would spawn in the same tile.
  • Fixed a bug that prevented the Joppa Zealot's particle text effect from displaying.
  • Fixed a bug that caused some liquids not to appear is valid cooking ingredients when they should have.
  • Fixed a typo in the names of recipes that use cloning draught as an ingredient.
  • Fixed some incorrect grammar in sultan tomb inscriptions.
  • Fixed a typo in the Tongue & Cheek recipe effect description.
  • Fixed a bug that caused the spreading of Klanq in the vicinity of the Six Day Stilt to only function within the cathedral.
  • Fixed a bug that allowed you to loot destroyed containers with the Open action.
  • Fixed a bug that caused the AI behavior of some movement and retreat related abilities to malfunction.
  • Fixed a bug that caused furniture to rarely spawn stacked.
  • Fixed a bug that increased world map lag.

203.32

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.
  • The item listing when opening a container now shows which container you are opening.
  • NPCs are now a bit less prone to attacking you if you damage objects owned by their faction, especially if the damage seems accidental.
  • Abilities granted by items now have their cooldowns tracked separately from the equipped status of the item, and you no longer have to wait before unequipping an item with an ability on cool.
  • You no longer automatically reload broken or rusted throwing weapons.
  • The reload prompt now displays the current reload keybinding.
  • Trolls no longer spawn troll foals on the world map, causing game crashes.
  • Living things without brains can now be cloned using cloning draught rather than remaining in budding state indefinitely.
  • Clones of animated objects now also indicate that they are animated in their display names.
  • Animated doors no longer cause adjacent doors to open and close to match their own state.
  • When you use Temporal Fugue in a body that is not your own and then try to talk to the clones, you no longer get the message "You make small talk with yourself" before entering conversation.
  • The look display no longer forces capitalization on proper names that are not supposed to be capitalized.
  • Fixed a bug that caused some merchant advertisements to not properly reveal the locations of their respective merchants when read.
  • Fixed a bug that caused rare exceptions in handling liquid coatings.
  • Fixed a bug that made custom visages fail to function if unimplanted and reimplanted.
  • Fixed a bug that sometimes caused NPCs to equip items they weren't supposed to, such as Hand-E-Nukes.
  • Fixed a bug that sometimes caused mine explosions to be displayed as coming from a *PooledObject*.
  • Fixed a bug that sometimes caused the Hydropon to fail to build.
  • Fixed a bug that caused zones to be empty if rebuilt after visiting a sky zone above.
  • Fixed a bug that caused Svardym to croak in unspoken conversation text. ((e.g. water ritual reputation))
  • Fixed a bug that caused hostile creatures to be present near the charred tree of Eskhind.
  • Fixed a bug that caused the death message of being transmuted into a gem to not display.
  • Fixed a bug that caused you to pray twice at statues created by the gaze of a lithofex.
  • Fixed a bug that caused the stairs of the rust wells to be blocked by shale;
  • Fixed a bug that caused some nearby items, minimap and message log settings to be improperly stored.
  • Fixed a bug that allowed you to complete the quest "Weirdwire Conduit.. Eureka!" after collecting enough wire, whether it was still in your inventory or not.
  • Fixed a bug that caused the effects of items such as torches and braziers to display over inventory icons if they lined up with their cell.
  • Fixed a bug that allowed you to loot multiple sultan reliquaries if you interacted with them across zone borders.
  • Fixed a harmless exception when aborting out of Spray-a-Brain usage from the stage of selecting a target.

203.29

Released April 1, 2022.

  • Villages are no longer occasionally colonized by multiple versions of the same legendary creature, which lead to various issues.
  • 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.
  • Events that would create an open pit in [redacted] now open space-time rifts instead.
  • Meyehind and Liihart now aid Eskhind if you initiate a fight with her via dialogue.
  • 'Do You Really Want to Die' prompts now function correctly in modes with checkpoints.
  • Fixed a bug that caused the key mapping option in the system menu to set a checkpoint.
  • 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.
  • Fixed a bug that caused some secrets to fail to print to the message log when they were revealed.
  • Fixed a bug that caused blank sultan murals to appear in rare circumstances.
  • Fixed an exception caused by malformed color codes.
  • Fixed a bug that caused manually dismissed proselytes to keep following you.
  • Fixed a bug that caused Pax Klanq and other legendary fungi to infect a different limb from the one selected.
  • Fixed a bug that caused Pax Klanq to spawn outside his hut.
  • Fixed a bug that made it possible for a galgal to run over itself, particularly when possessed by the player.
  • 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 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.)
  • Fixed a bug that made hydraulics presses only compress objects that were placed in them, not creatures who entered them.
  • Fixed a bug that prevented the comm panel from taking data disks from the player.
  • Fixed a typo with a Paralyzing Stinger exclusion.
  • [modding]Added anatomies for motes, mirrors, and octohedra.

203.28

Released March 25, 2022.

  • You can now use Sunder Mind on creatures who have been fully identified with Sense Psychic.
  • Pulsed field magnets now pull just one item from your inventory at a time.
  • Electromagnetic shielding now makes artifacts immune to maghammers and pulsed field magnets.
  • Holograms can no longer be set on fire.
  • Poison-tipped spears and geomagnetic discs are now categorized as thrown weapons.
  • Creatures spawned from nests now award 1/4th XP by default.
  • Stepping on a junk dollar is now tracked as killing it.
  • Robotic psychic hunters are now mentally assailable.
  • Urberry is now considered a med.
  • Bep now sells an Yd Freehold recoiler.
  • Plant walls can now catch on fire, and they vaporize into ash instead of lava.
  • Fixed scoring for the Daily Challenge.
  • Removed Weekly from high scores screen.
  • Added Key Mapping back to the system menu.
  • The inventory hotkey spread now takes into account active navigation keybinds.
  • The burnished fullerite shield tile no longer has the Templar rhombus.
  • Saad Amus can now install cybernetic implants.
  • Gave helping hands an item tier.
  • Flowers now use fractional weight.
  • Caslainard and Polluxus no longer have their item mods appear in their display names.
  • There are new UI options to disable text-based and fullscreen screen-warping effects.
  • The brinestalk gate in Ezra is now properly named.
  • Improved grammar for objects on the worldmap.
  • Improved plurality grammar in sultan gospels.
  • Fixed a bug that broke move to zone edge.
  • Fixed a bug that made turning off automatic rifling through trash disable manually rifling through trash.
  • Fixed some issues with the new keybind UI when using the legacy input manager.
  • Fixed some non-bonnet relics being described as bonnets.
  • Fixed a typo in the gentling cone and mask descriptions.
  • FearAura will no longer cause a hard lock if acquired by a player.
  • Fixed a bug that prevented Hindriarch Esk from participating in the "Landings Pads" quest.
  • Fixed a bug that caused the beguiled effect to persist after a creature had been proselytized.

203.27

Released March 18, 2022.

  • Most forms of pathfinding will now automatically dig through walls, if need be, if you have digging capability.
  • Autoact interruption by Heightened Hearing, Sense Psychic, and electromagnetic sensors now behaves in a fashion more consistent with other ways that autoact gets interrupted.
  • Terrain is no longer shown as "Undamaged" when looked at.
  • Added new default bindings to the prerelease input manager:
    • alt+dpad left => move to point of interest
    • alt+dpad right => auto attack nearby
    • alt+dpad up => ascend
    • alt+dpad down => descend
  • Added a new 'Adventure' keybinding category for legacy keybinds.
  • 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.
  • NPC scavengers will now only attempt to pathfind to trash that is in their line of sight.
  • 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.
  • 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.
  • Fixed an issue preventing the highlight overlay from working with the prerelease input manager.
  • Fixed a typo in the "Zoom In" binding.
  • Fixed a bug that caused some autoact interruption messages to not be displayed.
  • Fixed a bug that caused anchor spikes to prevent the defensive lunge of long blades.
  • Fixed a bug that allowed you to take items from sultan reliquaries without triggering the robber chimes by using the "Store an item" menu.
  • Fixed a bug that caused Proselytize to become guaranteed once you were sufficiently above your target in levels.
  • Fixed a bug that caused wire strands to display both a length and a stack size.
  • Fixed a bug that that prevent some alternate move commands from being activated.

203.25

Released March 12, 2022.

  • When you are flying, force attack and automatic attack commands now use swoop if it seems productive for them to do so.
  • 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.
  • When villages have water as their signature liquid, this no longer overrides non-water preferences for the liquid used in the water ritual.
  • Village quests to find the location of objects within a zone, such as dromad traders, will no longer instantly complete upon entering their zone.
  • It is no longer possible to start a conversation with any body currently dormant through use of Domination.
  • Entering the trade screen with sentient containers by attempting to open them now respects conditions that should prevent that.
  • 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.
  • Most pathfinding is now actively unwilling to path over known yonderbrush locations, rather than merely being very reluctant.
  • 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.
  • Fixed an issue where old keybindings would still exist even when seemingly overwritten when using the legacy input manager.
  • Fixed a bug that made crypt sitters aggressive when they should have been neutral and neutral when they should have been aggressive.
  • Fixed a typo when making small talk with a temporal fugue clone.
  • Fixed a bug that caused invisible creatures to be highlighted in red when picking a target.
  • Fixed a bug that caused a small sphere of negative weight hovering in open air to fail to fall when EMPed or otherwise disabled.
  • Fixed a bug that caused going prone to fail to charge any action cost.
  • Fixed a bug that made creatures fail to get out of the way of oncoming krakens.
  • Fixed a bug that caused the Cudgel Proficiency skill to apply its +2 hit bonus to short blades instead of cudgels.
  • [modding] The character sheet now uses the display name of your character's genotype and subtype.

203.23

Released March 4, 2022.

  • 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).
  • 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.
  • Grenades can no longer be detonated on the world map.
  • Large boulders now render above doors.
  • Fixed an issue with the gamepad ability selection not activating some abilities properly, such as sprint.
  • Fixed a snippet of dialog with Indrix that indicated the wrong direction to travel.
  • Fixed a bug that caused you to be unable to report Eskhind's death to Neelahind or Hindriarch Keh.
  • Fixed a bug that allowed you to loot multiple [redacted] if you managed to move them into the same zone.
  • Fixed a bug that caused Trailblazer and Wilderness Lore to have twice the effect on travel speed they were meant to.
  • Fixed some cases where lots of furniture would end up stacked in a single cell.
  • 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.
  • 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.
    • Saved games are now less likely to break from patches or mod alterations.
    • Most mods can now be disabled in the middle of a saved game.
  • You can now bask in the open areas of the rust wells.
  • You no longer get a popup message when your troll foal followers die.
  • Effects that change the result of random mutation rolls, like Eaters' nectar tonics, now also change the results of consuming brain brine.
  • Pressing escape during item naming now returns you to the begining of the naming process rather than aborting it.
  • The disoriented effect now extends duration on multiple applications rather than stacking.
  • Tam is now grammatically recognized as having a proper name again.
  • Amnesia no longer triggers from new entries in your general notes or chronology.
  • Fixed a bug that caused Amnesia to trigger 100% of the time.
  • Broadcast power reception from satellites now works in open areas of the Rust Wells regardless of depth.
  • Fixed a bug that made broadcast power reception from satellite slower than it should have been on the world map.
  • Fixed a bug that where the extra waterskins you bought to hold excess water from a trade ended up empty.
  • Fixed a bug that made nectar injector relics give one mutation point instead of two.
  • Fixed a bug that incorrectly allowed magnetized shields and missile weapons to have the jacked item mod added to them.
  • Fixed a bug that caused the Yd Freehold to take several minutes to build.
  • Fixed a bug that occurred when galgalim ran you down.
  • Fixed an issue that caused erratic movement and game crashes when you dominated a flocking creature such as a plastronoid or glowcrow.
  • Fixed a bug that caused healing messages in the message log to have improper coloration.
  • Fixed an exception when traveling to a new zone with followers in tow.
  • [debug] Added the "clearcorrupt" wish to clean up corrupted objects from loading a saved game.
  • 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.
  • Reloading weapons and collecting liquids now require you to be able to move your extremities.
  • Phylacteries now require you to be able to move your extremities in order to activate them.
  • Disabled phylacteries can no longer be activated.
  • Geomagnetic discs can no longer acquire the Masterwork item mod (which had no effect on them).
  • Magazine-loaded relic missile weapons that fire extra shots now always have at least enough ammo capacity to fire a single set of shots.
  • You can no longer sell your knowledge of [redacted] to [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).
  • Stratum identifiers like "surface" and "surface level" no longer appear in the names of random-point and programmable recoilers.
  • Attempting to 'open' an animated piece of furniture that is a container now enters the trade screen.
  • Tweaked the determination of scanning type to make more things, particularly high-tech furniture, subject to techscanning or bioscanning rather than structural scanning.
  • Fixed grammar issues with various boots, gloves, and gauntlets.
  • Fixed a bug that caused a number of creatures, including you, to be invulnerable.
  • Fixed a bug that made geomagnetic discs fail to target phased creatures while you were phased.
  • Fixed a bug that made canvas walls at the Six Day Stilt show up as points of interest via Move to Point of Interest.
  • Fixed a bug that caused starting village tinkers and apothecaries to have [human tinker] and [human apothecary] as names.
  • Fixed a bug that caused historical sites to generate without a relic or cult leader.
  • Fixed a bug that let you sting with a dismembered stinger.
  • Fixed a bug that made animated takeable objects still takeable via tab / take all.
  • 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 made the wait command error out if you had no activated abilities.
  • Fixed a bug that make Berate always unusable when frozen, even if you could use it telepathically.
  • Fixed some generative grammar errors in the case of verbs used with pseudo-plural (singular "they") subjects after a pronoun.
  • Fixed an appearance of second-person rather than third-person possessive pronouns in mural generation.
  • Fixed a bug that made transparent solid objects impossible to look at using the tooltip looker.
  • [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.

203.14 - 'beta' branch

Released February 11, 2022.

  • We made a bunch of changes to starting equipment.
    • 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.
    • Reduced the number of starting torches to a more reasonable amount.
    • All starting food -- crusty loaf, food cube, Ekuemekiyyen greens, and salthopper chips -- can now be cooked with. Smoldered mushrooms still preserve into pickled mushrooms.
    • 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.
    • Scholars now have a chance to start with a couple books.
    • Pilgrims now start with at least one book and a wineskin.
    • Apostles now start with a honeyskin.
    • Consuls now start with a wineskin.
    • Watervine farmers now start with some random ingredients and a cookbook.
    • Arconauts now start with some canned Have-It-All instead of mystery meat.
    • Fuming God Child's ash-stained robes now grant +1 AV.
    • Greybeards now start with furs and a short bow.
    • Horticulturists and Priests of All Suns now start with a short bow.
    • Priests of All Moons now start with a compound bow.
    • Castes and callings that start with missile weapons now have more ammo.
  • Witchwood bark now heals a slightly reduced amount.
  • Witchwood bark now heals over three turns in descending amounts (12-14 on turn 1, 6-7 on turn 2, 3 on turn 3).
  • Witchwood bark is now classified as a med instead of food.
  • Gave witchwood bark a new description.
  • 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.
  • Warden Une is now officially true kin and can install cybernetic implants.
  • Added iron gates.
  • Replaced some doors with gates in zone generation where appropriate.
  • Slightly reduced the chest chances in goatfolk haunts.
  • Increased the item tier of liquid-cells and nuclear cell.
  • Improved the quality of random cave encounters.
  • Improved the quality of ruin generation.
  • Tweaked some artifact and junk population tables.
  • Historic sites no longer have erroneous "unknown"s in their descriptions.
  • Fixed some cooking text errors while cooking in the deathlands.
  • 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.
  • Broadened the conditions for getting the Red Rock Hazing Ritual achievement.
  • Argyve no longer takes wire beyond the 200' requested for "Weirdwire Conduit... Eureka!".
  • Fixed a bug that caused the Puff Spores ability to persist permanently if the Klanq infected limb was dismembered.
  • Fixed a bug that caused the Grit Gate communications panel to disable trading permanently.
  • 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 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 the dialogue of Bey Lah's residents to not immediately update after "Kith and Kin".
  • Fixed a bug that caused the quest "Weirdwire Conduit... Eureka!" to complete at 20' of wire, rather than 200'.
  • Fixed a bug that caused Argyve not to take the wire when completing "Weirdwire Conduit... Eureka!".
  • Fixed an exception when a liquid fell through a pit.
  • Fixed a bug that prevented flying up through the rust wells if the above zones were inactive.
  • Fixed a bug that caused a FlyingWhitelistArea object to appear in the nearby objects window.
  • Fixed a bug that caused hotkeys to not work in the classic conversation UI.
  • Fixed a bug that prevented you from getting the [redacted]'s journal secret after speaking with them.
  • Fixed a bug that allowed you to swipe and lunge on the world map using a long sword.
  • 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 let you trade non-gossips secrets as gossip.
  • 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 the main quest to skip ahead to "The Earl of Omonporch" if Asphodel died early.
  • 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 one of the four children of the Tomb to occasionally not spawn.
  • Fixed a bug that caused the 'A' hotkey for the old ASCII editor to crash the game if pressed on the main menu.
  • [modding] Added the IfTime

, IfLedBy , and IfZoneName

conversation predicates.

203.12 - 'beta' branch

Released February 4, 2022.

  • We gave Red Rock a big makeover. It's now much more cavern-like, includes unique encounters, and is home to a snapjaw settlement.
  • We added a rare chance for power grid, hydraulic, and mechanical infrastructure to appear in various sites.
    • 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.
    • Infrastructure and the equipment it powers will be found in various states of disrepair.
    • Infrastructure equipment may or may not have a use.
    • Added -- or made dynamically generatable -- some new furniture of varying technological sophistication.
    • Removed metal and plastic hydraulic pipes.
  • If you have Tinker I, you can now deploy wire.
    • 1" of wire extends across one tile.
    • You can deploy up to 10' at a time.
    • 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.
  • Made a bunch of population adjustments to the deep jungle.
  • Adjusted the tier of Bethesda Susa and Asphalt Mines subterranean levels.
  • Increased the chance for 50' strands of wire to appear on the surface of the rust wells.
  • Previously chosen conversation options are now more consistently recolored.
  • Shale that is adjacent to large pools of water now has its tile detail color altered to indicate vine growth.
  • Changed dreadroot's tile color.
  • [debug] Added a new debug option, ""Draw zone semantics", that indicates the inside/outside areas of zones using the newest ruins builder.
  • [modding] We revamped the conversation system to be much more dynamic and moddable.
    • See the
    • Conversations now merge their contents together by default.
    • Conversations and elements can now inherit their properties from one or multiple elements.
    • Conversations and elements can now have custom logic defined with C# parts.
    • Custom predicates and actions like IfHaveQuest
or GiveItem
can be added for use in XML.
    • Elements can now be distributed to other elements. For example, a choice can be distributed to every start node within the conversation.
    • Nodes and choices can now have multiple text elements.
    • Any element can now have predicates, including individual text elements.
    • The logic for the water ritual and dialogue-heavy quests such as "Landing Pads" has moved into Conversations.xml.
  • [modding] Added extensive semantic tagging to several objects for power grid, hydraulic, and mechanical infrastructure.

203.9 - 'beta' branch

Released January 28, 2022.

  • 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].

203.7 - 'beta' branch

Released January 21, 2022.

  • Added a new music track to deep caves.
  • Sleeping waydroids in the Grit Gate enclave are now friendly to Barathrumites.
  • Added two new shields: crysteel aegis and flawless crysteel aegis.
  • Added a new force attack binding to the prerelease input manager which will force attack in the currently selected direction. (defaults to alt+L1)
  • Widened the range of possibilities for relic missile weapons.
  • Tweaked the details and added several new descriptions for relic base items.
  • Relic curios that summon friendly creatures now typically summon higher-level creatures.
  • Relic tonics now provide two attribute/mutation points instead of one (or boost an attribute by two instead of one).
  • Added new descriptions for the following items: nanoweave vest and rainboweave cloak.
  • Added signs for gutsmongers' shops.
  • 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.
  • Changed the ASCII and tile colors of various objects.
  • We did some more population refactoring. You may see some more changes in creature and equipment distributions.
  • Rocks falling from the ceiling now respect phase.
  • Fixed a bug that caused svardym storms to roll over to protected zones like the Yd Freehold if the storm started outside of it.
  • Fixed a bug that caused lithofexes to refract their own lithifying gaze if equipped with refractive gear.
  • Fixed a bug that caused high explosives (including sowers seeds) to ocassionally explode forever.
  • Fixed some cooking effects not serializing properly (this will unfortunately break some small % of saved games)

203.6 - 'beta' branch

Released January 14, 2022.

  • Added a new music track to [redacted].
  • You now fall in love with statues and figurines depicting creatures you would normally fall in love with.
  • Renamed "desert rifle"" to "Isaachar rifle"".
  • Renamed "borderlands revolver" to "chrome revolver".
  • 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.
  • Adjusted the tiers of some missile weapons.
  • Fixed a typo in Goek's dialog.
  • The life drain effect of bloody soup sludges no longer triggers on all weapon hits, instead restricted to a hit from their bloody pseudopod.
  • Fixed a bug that caused the "Hole Like a Head" achievement to not unlock if you had multiple heads.
  • Fixed a bug that caused the game to freeze if you were dominating an object requiring fungal vision as the shimmering effect expired.
  • Fixed a bug that caused the shimmering screen effect from consuming Eater's flesh to persist when dominating another creature.

203.4 - 'beta' branch

Released January 7, 2022.

  • Added new items: ogre fur hat, ogre fur gloves, and ogre fur cloak.
  • 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.
  • Relic melee weapons are now sometimes two-handed.
  • Historic sites are now built from a more sensible set of wall types, which includes gilded marble from the appropriate sultanate period.
  • 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.
  • Added new descriptions for low and mid tier daggers, cudgels, axes, and swords.
  • Cloneling clones now count toward the achievements "Me, Myself, and I" and "Clonal Colony".
  • 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!
  • Fixed a bug that caused the razed goatfolk village to fail to build.
  • Fixed a bug that caused read books to count multiple times for achievements.
  • [debug] Added an option to disable achievement progress (Debug > disable achievements).

202.102

Released December 17, 2021.

  • Equipment with power switches, such as ontological anchors, night-vision goggles, and ninefold boots, now grasts you an activated ability for toggling their power.
  • Creatures that are immune to being damaged are now also immune to being dismembered.
  • Jewelers and gemcutters now have guards.
  • Corrected resonance grenade damage to non-structural objects in the grenade description.
  • Frog cherubim now correctly belong to the frogs faction.
  • 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.
  • Regen tanks now properly regenerate tongues even when they're the only body part you lost.
  • Creatures no longer attempt to use Disintegration against enemies they are out of phase with.
  • Gave the [redacted] sapient plant properties.
  • You can no longer [redacted] before starting the Tomb of the Eaters quest.
  • Added the arcology names back to the true kin caste selection screen.
  • Cooking effects that identify all artifacts on the local map now identify implanted cybernetics.
  • Fixed a bug that caused variables to occasionally display in the names of village factions.
  • Fixed a bug that caused hologram bracelets to have infinite range.
  • Fixed an issue that occasionally caused invalid text to be generated after leaving a zone with an object you were lovesick for.
  • Fixed a bug with temporal fugue clones and other temporary objects that prevented zones from unloading, degrading performance.
  • Fixed an issue that occasionally caused out-of-date copies of your body or your followers to return from [redacted].
  • Made the text color consistent across hyperbiotic object names.
  • Fixed a wrong identation in Corpus Choliys.
  • Fixed a bug that made sower's seeds considered inorganic and eligible for donation at the sacred well.
  • Fixed the pluralization of 'moments in time chosen arbitrarily'.
  • Fixed a pluralization issue in dynamic quest text.
  • Fixed a rare bug that caused saves to fail to load.
  • Fixed a bug that caused your [redacted] to fail to generate properly.
  • [modding] Made the 'sheeter' wish more robust.

202.101

Released December 10, 2021.

  • Robots and mutated plants can now be stunned.
  • Baetyl, hermit, and mysterious stranger cherubim now belong to the correct factions.
  • Pax Klanq is now immune to fungal infections.
  • Dynamic quests no longer use player map notes as landmarks.
  • White esh now honk instead of caaw.
  • Meyehind and Liihart now rejoin the hindren faction if Eskhind becomes Hindriarch.
  • 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.
  • Made some tweaks to low-tier melee relic base types.
  • Fixed pluralization of 'boot' in sultan histories.
  • Fixed a bug that caused excessive CPU use in cybernetics terminals.
  • Fixed a bug that caused rhinoxen to get a number of free melee attacks on their targets when charging.
  • 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.
  • Fixed a bug that caused extremely odd names to get generated for sultan cults and sultan relics.
  • Fixed a bug that occasionally caused ovens to do nothing.
  • Fixed several rare exceptions in the display of cooking recipies.
  • Fixed a typo in arc winder's description.

202.100

Released December 3, 2021.

  • Regen tanks no longer generate with drained capacitors.
  • Mechanical cherubim no longer spawn as psychic thralls.
  • Drinking algae or algal water now dehydrates you.
  • Kraken hired as guards no longer swallow things whole on the job. This change applies broadly to a whole range of disruptive creature behaviors.
  • Grit Gate doors that somehow failed to unlock when they should have now unlock at the beginning of A Call To Arms.
  • The wielder of [redacted] now wields it more reliably.
  • Statues now render on top of doors.
  • Fixed a bug that caused you to never stop being inspired to cook after cooking in the inspired state.
  • Fixed a bug that caused equipment-granting physical mutations to consume energy when you ranked them up.
  • Fixed a bug that caused stack overflow crashes in situations where several force fields interact.
  • Fixed a bug that caused a rare crash when looking at a psionic item.
  • Fixed some late game performance issues.
  • Fixed some inconsistent spellings of Kasaphescence.
  • Fixed a typo in unfinished sculpture.
  • [modding] Item mods added to Mods.xml now merge by part name.

202.98

Released November 28, 2021.

  • Added hotkeys to the campfire menu.
  • Neutronic sludges no longer spit neutronic liquid mixtures. Their melee attacks still cause neutronic explosions, though.
  • Fixed a bug that caused loading default keybindings to fail to properly reset most keybindings.
  • 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 caused flaming NPCs to attempt to douse themselves using lava.
  • Fixed a bug that caused AoE effects such as explosions to persist through a precognitive vision.
  • 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 greater voiders to place you inside the northwestern-most wall if there was no space for their lair.
  • Fixed a bug that caused page down to close the tinkering menu if less than a page of blueprints were available.
  • Fixed Thah being referred to with a definite article.
  • Fixed an invalid "Enigna Cap" blueprint reference.
  • [modding] The campfire now emits a GetCookingActionsEvent on itself and the player to collect options for the cooking menu.

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.
    • The tank must be filled with at least 100 drams of pure convalessence or homogenized convalessence to heal hitpoints.
    • 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.
    • Added useful information about these rejuvenation/regeneration mechanics to regeneration tank's description, including a live operational status based on its liquid contents.
    • Reduced the chance of hurting yourself while getting into or out of a regeneration tank.
    • Added an option to flush a regen tank's liquid contents down a drain.
    • Adjusted the starting liquid contents of regen tanks to occasionally include homogenized convalessence. More adjustments are likely to come.
    • The regen tank in the Yd Freehold now starts with a homogenized convalessence mixture that includes two drams worth of cloning draught.
  • Considerably reduced plasma jelly's plasma damage.
  • Fixed a bug that allowed you to select the starting location for daily runs.
  • Fixed a bug that prevented daily run scores from being recorded.
  • Fixed a bug that caused Ironshank to become incurable upon reaching the maximum penalty.
  • Fixed a bug that caused the northwestern-most cell of the Palladium Reef to generate without contents.

202.94

Released November 5, 2021.

  • 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.
  • Added worldmap descriptions for Lake Hinnom, the Palladium Reef, and the Yd Freehold.
  • Added a description for gutsmonger.
  • The villagers of Ezra is now considered an old faction.
  • Yondercane is no longer considered meat.
  • Mechanical cherubim heads now disassemble to a 7-bit.
  • Villagers in village outskirts now act more like villagers in the village proper.
  • Blank sultan murals no longer show up in villages.
  • You can no longer build Six Day Stilt recoilers.
  • Small boulders now weigh less than medium boulders.
  • Fullerite melee weapons are now considered metal due to their steel shafts.
  • Removed unused flail and chain blueprints.
  • Clarified in the message for polyp plucking that you aren't collecting the polyp.
  • You can no longer duplicate the n-pointed asterisk.
  • Mechanical creatures whose descriptions are written in verse now have the description of their persistent hum better integrated.
  • Removed an extraneous secret for the Mark of Death.
  • Wandering creatures that tend to path around deep pools and other obstacles are now less likely to choose those obstacles as destinations.
  • Legendary jilted lovers now get the correct colorization.
  • Severed giant amoeba limbs now get the correct colorization.
  • Changed the option for pushing right on the inventory screen to equip to also apply to pushing left on the equipment screen to unequip.
  • Fixed a rare bug that caused roleplay and wander mode games to be deleted when quitting to the main menu after a death.
  • Fixed a bug that caused items to vanish during trade or container use.
  • Fixed a bug that caused subterranean deathlands zones not to have names.
  • Fixed a bug that caused sultan cult leaders in historic sites not to be identified as leaders in their titles.
  • Fixed pentaceps pluralization.
  • Fixed a typo in the ornate chair description.
  • Fixed a bug that caused canyons, rivers, and roads to sometimes end abruptly between zones.
  • 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.
  • Fixed a bug that caused you to occasionally be placed inside walls when you became lost.
  • Fixed rare grammar issues around the possessive case.
  • [modding] Line numbers are now included in runtime error messages for mods if the "Write compiled mod assemblies to disk" option is enabled.
  • [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.
  • [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.

202.89 - 'beta' branch

Released October 22, 2021.

  • Added a new book: In Maqqom Yd.
  • Added new descriptions for the following creatures: Mak, Goek, and Bep.
  • 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.
  • Added a new sound effect for the start of a svardym eggsac storm.
  • Added a new sound effect and visual effect for someone nearby plucks a coral polyp.
  • Refined most of the new content's ASCII.
  • Made some changes to the ASCII worldmap.
  • Added authentic stats for all the new furniture.
  • New furniture now appears in dynamic villages.
  • Made tier 6 bits a little more common.
  • The prerelease input manager now lets you rebind the cancel action.
  • Additional jumps triggered via cooking effects are now messaged better.
  • Pathfinding now avoids hostile junk dollars.
  • Goek now teaches Tongue and Cheek via the water ritual.
  • Bep now identifies artifacts.
  • Rummaging creatures, such as arconouts and svardym scrounges, no longer rummage as villagers.
  • 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.
  • 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.
  • Fixed a bug that caused a checkpoint to be created after the game had stopped and then overwrite your primary save.
  • Fixed a bug that caused Mental Mirror to be very unlikely to reflect mental attacks.
  • 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.
  • 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.
  • 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.
  • [modding] Fixed a boot crash when defining duplicate conversation nodes.

202.88 - 'beta' branch

Released October 16, 201.

  • 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.
  • Thermo casks are now considered artifacts.
  • Night-sight interpolators now have a trade value.
  • Svardym storms now last longer and eggs drop a bit less frequently.
  • Lithofex gaze is now more visible in the reef.
  • Crab cherubim and mechanical crab cherubim now have claws.
  • Clarified that precision nanon fingers' 3X boost to crit chance applies only to base crit chance.
  • Clarified that the fitted with filters mod only protects against harmful gases if you're breathing them.
  • Creatures now render over clams.
  • Clarified in the description of giant hands that it applies to all weapon types.
  • Clarified in the description of Akimbo that it applies to all missile weapon types.
  • The glass pipes in the Yd Freehold are now lacquered.
  • Greatly improved performance when a large party of creatures is on screen.
  • Swapped the tiles for Teleportation and Teleport Other.
  • Minorly improved input performance.
  • Minorly improved erformance when transitioning to or traveling on the world map.
  • Fixed a bug in the alt overlay that revealed the tile of unidentified artifacts and disguised creatures.
  • Fixed a bug in the alt overlay with the Yd Freehold's appearance.
  • Fixed an bug that caused crashes during zone builds.
  • Fixed a bug that caused empty "pool" objects to appear in zones.
  • 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.
  • Fixed several issues with variant selection on the Choose Mutations screen.
  • Fixed a text error in slynth settler's dialogue.
  • Fixed a typo in Mental Mirror's description.
  • Fixed a typo in trining lamprey's description.
  • Fixed a rare crash when transitioning to [redacted].

202.85 - 'beta' branch

Released October 9, 2021.

  • The new quest Landing Pads is now fully implemented start to finish.
  • Added a new music track for Rainbow Wood, Lake Hinnom, and Palladium Reef.
  • Fixed a major OSX hang on startup.
  • Character generation screens now have hotkeys.
  • Added arsplice hyphae to the subterranean reef.
  • Added a new description, name color, and eat message for arsplice seed.
  • Reduced the damage on-high voltage arc winder and the overloaded variants of both arc winder and high-voltage arc winder.
  • Added new dialogue for gutsmongers.
  • Added a new description for star orchid marble.
  • Electrobow has a tile again.
  • The Esper morphotype now has the right icon in the character creation UI.
  • Turrets mounting blood-gradient hand vacuums are now called blood-gradient vacuum turrets.
  • Baetyls no longer request nanon-modded items.

203.83 - 'beta' branch

Released October 1, 2021.

  • Added all new tiles for most missile weapons.
  • Added new items: kaleidocera cape, kaleidocera muffs, kaleidocera krakows, enigma cone, and enigma cap.
  • Added a new book: The Murmurs' Prayer.
  • 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.
  • Added new descriptions for the following terrain objects: coral polyp, palladium strut, coral and palladium strut, swollen bulb, and coral pit.
  • Build Library is now functional.
  • You now autosave when you reach a checkpoint in Roleplay and Wander modes.
  • Gorged growths who are members of settlements no longer crumble apart.
  • Farmed bop sponges are no longer always ripe.
  • Generated villages now have accurate descriptions on the world map.
  • Night-sight interpolators now work like other kinds of night vision for the purpose of perceiving [redacted].
  • 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.
  • Recycling suits can no longer (uselessly) get the recycling mod.
  • Added a popup confirmation for targeting yourself with a geomagnetic disc.
  • Fixed a bug that caused Regeneration to regrow your tongue while you were still affected by glotrot.
  • Fixed a bug that caused ubernostrum tonics to remove glotrot without the cure.
  • Fixed a bug that caused Light Manipulation's lase ability to fail when targeting a creature with mental mirror.
  • Fixed a perfomance issue caused aquatic or wall-walking creatures in your party trying to pathfind to you.
  • Fixed a grammar error in some messages when companions were swallowed whole.
  • Fixed conversation choices getting resorting when you revisited a node.
  • Fixed a bug that caused Golgotha and Bethesda Susa to not build properly.
  • [pets] Fixed a bug that caused You, but Mechanical not to inherit your anatomy.

202.82 - 'beta' branch

Released September 24, 2021.

  • Flawless crysteel gear is now a bit rarer.
  • Zetachrome gear is now much rarer.
  • Added new creature descriptions: giant clam, ixlthyxl, tongue tyrant, star kraken, and galgal.
  • Added new item descriptions: thermo cask, high-energy thermo cask, and psychic meridian.
  • Gorged growths now dehydrate and crumble apart after a while.
  • Updated Burgeoning plant-summoning tables to be better distributed and include more plants, particularly late-game plants.
  • Added some polish to the Hydropon.
  • Warden Une now has appropriate equipment.
  • Palladium struts are no longer takeable.
  • Made several enhancements to [redacted].
  • Irritable Genome's message now includes the mutation that was affected.
  • 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.
  • Fixed a bug that caused objects to be placed on top of pits, leading to excessive build times as multiple zones were built.
  • Fixed a bug that caused zone transitions to happen rapidly every time an object was swallowed by a vortex.
  • Fixed a bug that caused gas generation to continue after transitioning to the world map.
  • Fixed a bug that caused visual effects like torches to sometimes persist after teleporting to another zone.
  • Fixed a bug that caused geomagnetic disc to sometimes bounce to neutral and friendly creatures.
  • Fixed a bug that caused villages or village outskirts to build over Pax Klanq's hut.
  • Fixed a bug that caused villages to use the wrong liquid type when building pools and rivers
  • Fixed a bug that caused the "Seek the Heart of the Rainbow" quest step not to complete upon reaching the correct zone.
  • Fixed a bug that caused the minimap to share the message logs opacity setting
  • Fixed a bug that caused subtype tile detail colors to not be properly set
  • Fixed the pluralization of pneumatic pistons, anchor spikes, palladium electrodeposits, and tibular hydrojets.

202.80

Released September 17, 2021.

  • Added a new kind of fauna: bop sponge.
  • Added new butcherable and harvestable consumables: bop cheek and tongue twist.
  • Added three new cooking effect domains: rubber-based, powerful rubber-based, and tongue-based.
  • Added three new ingredients: congealed rubbergum, sliced bop cheek, and fermented tongue.
  • The Yd Freehold now has a signature dish: Tongue and Cheek.
  • Svardym no longer rain down on the Yd Freehold.
  • Added a prerelease input manager binding for "move to point of interest".
  • Added new descriptions for the following creatures: twinning lamprey, trining lamprey, reef hermit, junk dollar, enigma snail, and plasma jelly.
  • Having the equipment rack cybernetic implant no longer prevents you from receiving a certain achievement.
  • You no longer receive a certain achievement earlier than is appropriate just by being repeatedly dismembered.
  • Billowing conch of the Aji can no longer produce plasma.
  • 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.
  • Generated villages now interact more robustly with their surrounding terrain.
  • The trip back from [redacted] now works more consistently.
  • Fixed an error when a creature with no back grew wings.
  • Fixed the worldmap tip displaying too soon (during world generation).
  • Fixed incorrect pronouns in the description of sultan crocs.
  • Fixed a zonegen error in the Yd Freehold.
  • Fixed a rare exception that prevented the ability manager from opening.
  • Fixed an issue causing "BoxColliders does not support negative scale or size." spam in the message log.
  • Fixed an issue that would prevent [redacted] from carving murals if interruped by a serialization cycle.
  • [modding] Fixed populations being replaced instead of merged.

2.0.202.79

Released September 10, 2021.

  • Added a new wayfaring skill, Wilderness Lore: Rivers and Lakes.
  • Renamed Wilderness Lore: Mountains to Wilderness Lore: Hills and Mountains.
  • Made moving across rivers, lakes, and the Rainbow Wood a little slower.
  • The Rainbow Wood and Palladium Reef are no longer considered jungles for the purposes of wilderness lore.
  • Various becoming nooks across Qud now have implants in their cybernetics racks again.
  • Gravity grenades now down flyers in their area of effect.
  • Creatures beguiled via the cooking effect triggered action now lose interest in their beguilers after the metabolizing effect expires.
  • Algal water pools in Lake Hinnom and the Palladium Reef are now deeper and squarely past the swim threshold.
  • 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.
  • Nanon now requires Tinker III.
  • Moved the river referenced in Raising Indrix to south of the Kyakukya instead of north. Also fixed a bug with its starting location.
  • Added descriptions for all new cybernetic implants.
  • Changed the name of some high-tier implants.
  • Added descriptions for prism perch, white esh, quatravolt glider, and sultan croc.
  • Updated what secrets svardym and the denizens of the Yd Freehold are interested in.
  • The Hydropon is no longer subject to svardym storms.
  • Urns in the Yd Freehold now have appropriate names.
  • Changed the names and added descriptions for finger coral and tunnel sponge.
  • Increased the number of times you can drink [redacted] for a positive effect.
  • Meditation no longer occasionally cures gamma moth mutation.
  • Damage reflected by equipment is now attributed to the equipment's wearer.
  • Fixed a bug that caused new characters to be created without the proper faction reputations for their genotype and subtype.
  • Fixed a bug that caused natural claw weapons from Skulk Tonic to remain after the effect expired.
  • Fixed a bug that caused you to start with the skill that your random starting village teaches via the water ritual.
  • Fixed a reputation bug that caused several hostility issues with creatures' attitudes toward you.
  • Fixed a bug that caused map notes to not load until you opened your journal.
  • Fixed a bug that caused recipes intended to give corrosive gas generation to have no effect.
  • Fixed a bug that made it impossible to complete an important Tomb of the Eaters quest step.
  • Fixed a bug that prevented relics that bestow extra carry capacity from working.
  • Fixed a bug that caused kills via your spaser-generated plasma to not be attributed to you.
  • Fixed a bug that caused robots to be unaffected by ganglionic teleproject and Rebuke Robot.
  • Fixed a bug that made it possible to fly underground with a certain flight-granting cybernetic boosts.
  • Fixed a bug that caused you to be referred to in the third person wehn dealing damage with Sunder Mind.
  • Fixed a bug that caused up-stairs to generate on the surface level of the Palladium Reef.
  • Fixed a bug that cauased identified artifacts to keep their unidentified color.
  • Fixed a bug that caused [redacted] to fail to render correctcly if entered with penetrating radar enabled.
  • Fixed a bug that caused an exception when a [redacted] is targeting during a serialization cycle
  • More [redacted].
  • [modding] Fixed the player's body object not being sourced from Genotype/Subtype.
  • Our official, community-mananged wiki has a new home:
  • You can now jump through squares that contain creatures who are out of phase or flight with you.
  • You can no longer manipulate the results of cooking with nectar by using Precognition.
  • The carrying capacity bonus from Multiple Legs now reflects its description.
  • You can no longer talk to your original body while dominating another creature. (This led to bad things.)
  • Ctrl+Space once again looks at items on the equipment screen.
  • Most things that interrupt autoact now provide a visual indicator of what caused the interruption, if it's something external.
  • Psionic weapons no longer affect inanimate objects.
  • Night-vision goggles are now overloadable.
  • Creatures are now a little better at escaping environmental damage.
  • Creatures no longer use Force Bubble if an ally is adjacent. This prevents rare Force Bubble + Temporal Fugue crashes.
  • Nulling weapons now apply astral burdening for a short time after they hit, rather than only instantaneously as they hit.
  • Looking at objects in force fields and stasis fields now gives info on the object instead of the field.
  • Rephrased messages about additional body parts needed to equip items in more abstract, inclusive terms.
  • Slightly decreased the traversal speed of most projectiles.
  • A visible rhinox getting ready to charge now interrupts autoact.
  • 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).
  • Fixed a bug that caused autoexplore to dig around boulders and rubble instead of through them.
  • Fixed a bug that caused Temporal Fugue clones to always spawn northwest of you.
  • Fixed a bug that caused jewelers to occasionally have double-jewel-encrusted items.
  • Fixed a bug that caused you to occasionally get stuck inside walls when using Space-Time Vortex.
  • Fixed a bug that caused creatures to sometimes generate inside walls.
  • Fixed a rare crash in Grit Gate.
  • The "you" pronoun is no longer incorrectly used when creatures collect liquids.
  • [modding] Added some new predicates to conversations: IfTrueKin, IfNotTrueKin, IfGenotype, IfNotGenotype, IfSubtype, and IfNotSubtype.
  • [modding] Unity impostors now support X and Y offsets.

201.114/202.74

Released July 24, 2021.

  • If you already have Burrowing Claws, taking a skulk tonic now boosts its level.
  • Creatures who feel victimized by inanimate objects no longer become retributively angry, usually.
  • In order to bask, photosynthetic skin mutants must now be able to move their extremities and not be in combat.
  • Items marked as important no longer show up in the picker for donating at the Sacred Well.
  • Books marked as important now ask for confirmation before you donate them to Sheba Hagadias.
  • Roads that pass through Bey Lah and its outskirts now connect properly.
  • Data disks now display the shortened names of the items they build.
  • Fixed a bug that caused diagonal autowalk to allow zone transitions.
  • Fixed some inconsistency in the appearance of data disks for gaslight weapons.
  • Fixed a bug that made overloaded laser pistols continue to appear as a distinct objects from laser pistols.
  • 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.
  • Fixed a bug that caused zone building to sometimes fail if you saved and reloaded on the world map.
  • Fixed a bug that sometimes caused you to forget things too frequently with Amensia.
  • Fixed a bug that sometimes caused quest steps based on visiting a zone to complete before you visited the zone.
  • Fixed a bug that caused ruins to build endlessly if a door was animated.
  • Fixed a bug that caused the entrance to Oboroqoru's lair to build endlessly if there was a tree in the northwest corner.
  • Fixed a bug that caused the up and down stairs in Oboroqoru's lair to be disconnected if you approached them from below.
  • Fixed a bug that occasionally caused the hollowed tree to generate too close to Bey Lah.
  • 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.
  • Fixed a bug that occasionally caused Amensia to proc too many times.
  • Fixed a bug that occasionally caused quest steps triggered by visiting a zone to finish before you actually visited the zone.
  • Fixed an exception when cancelling aggression.

201.113/202.73

Released July 16, 2021.

  • Digging tools now work on rubble and boulders.
  • You can no longer clean things while frozen.
  • You are now asked for confirmation when loading ammo that's marked as important.
  • You no longer get popup messages for unlocking security doors during autoact.
  • In their requests, sparking baetyls now refer to cooking ingredients in terms of servings rather than sets.
  • The root knot is more friendly.
  • Added an option to control the 'press right to equip selected item' behavior on the Inventory screen. It defaults to on.
  • Fixed a variety of bugs related to primary limb selection becoming unset over serialization cycles
  • 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.
  • Fixed a bug that caused dropping objects to exit the inventory screen.
  • Fixed a bug that made it possible to be a point of interest when dominating some creatures.
  • Fixed a bug that caused map generation in ruins to prefer to spawn sultan statues in the northwest corner.
  • Fixed a bug that caused psychic hunters to occasionally spawn on the world map.
  • Fixed a bug that prevented turrets who gained mobility through flight from flying in combat.
  • Fixed a bug that caused world generation to fail if you became loved by a faction before the game started.
  • Fixed the Bey Lah zone name appearing as "flower fields" instead of Bey Lah.
  • Fixed a bug in how electrical discharges are attributed.
  • Fixed a bug that caused the interact menu of [redacted] to persist through after you [redacted].
  • Fixed some text coloration issues when noting a location in your journal.
  • Fixed a bug that caused action queue inconsistences at the start of a new game.
  • [modding] You can now use placement hints for zone and party objects in faction encounters.

201.110/202.70

Released July 9, 2021.

  • Added a new item mod, overloaded, that can be tinkered or found on a variety of electronics, including most energy weapons. Overloaded items have increased performance but draw extra charge, generate heat when used, and have a chance to break relative to their charge draw.
  • Overloaded laser pistols are now normal laser pistols with the overloaded mod applied.
  • You can no longer repair items in combat, generally.
  • The micromanipulator array implant now lets you repair items in combat at an action cost of one turn.
  • Added new dialogue for crab farmers, leech farmers, cat herders, snail farmers, goat herders, amoeba farmers, beetle farmers, and schematics drafters.
  • You can no longer enter yourself if you are a piece of enclosing furniture such as an iron maiden, a regeneration tank, or a psionic sarcophagus.
  • Spray bottles can now be manually sealed and unsealed.
  • Ganglionic teleprojectors now cost less charge to activate but have a per-turn cost while active.
  • Nulling armors, ontological anchors, and items with co-processors no longer consume charge on the world map.
  • Added the option to set a custom autosave interval for zone transitions (Options > Automation > Automatic save on zone transition).
  • Cases where chairs, beds, and enclosing furniture move or are picked up while someone is using them are now handled properly.
  • Fixed a bug that caused psychic hunters to never spawn if you abandoned your original body.
  • Fixed a bug that caused AI to continuously reload their magazine and liquid-loaded weapons if they also had an empty energy cell socket.
  • Fixed a bug that caused visible damage you were responsible for not to be printed to the message log unless the recipient was adjacent to you.
  • Fixed a bug that caused creatures to continue to display as enclosed when the furniture that was enclosing them was destroyed.
  • Fixed a bug that caused Sunder Mind to end prematurely when targeting a companion.
  • Fixed a bug that caused Sunder Mind to not play its sound or visual effects when the target died.
  • Fixed a bug that caused Sunder Mind to print its damage message after the target had died.
  • Fixed a bug that made the walk command attack a wall you arrive at if you have a digging capability active.
  • Fixed an exception when cancelling aggression.
  • Fixed a bug that caused VSync to stop functioning when the game window was resized on Linux.
  • Fixed some missing spaces in preacher sermons and generated book text.

201.109/202.69

Released July 3, 2021.

  • Moving via the Walk command now displaces neutral creatures the same way manual movement does.
  • Added a new Automation option: "Show finding items while scavenging through trash as message log entries instead of popups." Defaults to off.
  • Robots with mental-mutation-equivalent modules can no longer be detected by Sense Psychic.
  • You can no longer attempt to sit on yourself, if you are a chair, or sleep on yourself, if you are a bed.
  • You can no longer be a point of interest.
  • If a chair a creature is sitting in is destroyed, the creature is now knocked prone.
  • If a bed a creature is sitting in is destroyed, the creature is now awakened in a daze.
  • Made a small content edit to the text of Council of Gamma Rock.
  • Fixed a bug that caused bedrolls you drop to suppress NPC idle behavior throughout the zone.
  • Fixed a bug that caused some forms of autoact to mysteriously fail at zone edges.
  • Fixed a bug that, when the chair a creature was sitting in was destroyed, made the creature continue to be shown as sitting in the chair.
  • Fixed a bug that caused Oboroqoru's Lair to build infinitely.
  • Fixed a bug that caused dynamic starting villages to not be constrained in the western portion of the map.
  • [modding] Fixed a bug causing the map editor to not register keyboard input.

201.107/202.67

Released June 25, 2021.

  • Tweaked madpole frenzy behavior. Now when they sense blood in their tile, they enter a frenzied state for 10 rounds that gives them +10 Quickness and makes them prefer bleeding targets. They also go berserk for 5 rounds, per usual.
  • Temporary mutations gained from items or cooking are now displayed on the character sheet.
  • If you give a companion or other creature a book that trains a skill or increases an attribute, they now read it on their own.
  • The temperature of creatures and objects in stasis no longer adjusts toward the ambient temperature of their surroundings.
  • Inventory categories now stay collapsed after closing and reopening the inventory.
  • Decarbonizers now have their attacks interrupted if they are moved out of the tile they are firing from.
  • You can now start campfires on bridges.
  • High-powered magnets now only magnetize one item if applied to a stack.
  • Rusted creatures now have a -70 Quickness penalty.
  • Praetorian's cloaks can now be modded.
  • You can no longer name locations after your culture, for now.
  • Deactivated turrets no longer interrupt autoact.
  • The "attack" interaction now requests confirmation before attacking non-hostiles unless they are your target.
  • The Sacred Well now accepts more kinds of artifacts.
  • Items treated as artifacts because of item mods are more consistently techscannable rather than structural scannable.
  • When your items are unequipped due to body changes that aren't dismemberment (for example, due to equipping a two-faced helmet), the unequipped items now go to your inventory rather than dropping on the ground.
  • Various quest-related data disks are now marked as important.
  • When entering text into popup dialogs, the characters '&' and '^' are now handled properly.
  • Dynamic generation of indefinite articles now works correctly for the words "heiress" and "heirloom".
  • Fixed a bug that caused owned objects being taken from containers using the trade screen to disappear if you declined the confirmation prompt.
  • Fixed a bug that prevented decarbonizer beams from working.
  • Fixed a bug that caused inventory categories to stick around when empty.
  • Fixed a bug that cuased hologram bracelet decoys to not move.
  • Fixed a bug that caused dynamic villages to generate overlapped with their own outskirts.
  • Fixed a bug that caused empty ground tiles to appear in desert villages and ruins.
  • Fixed a bug that caused the hollow tree hideout to generate without ground tiles.

201.106/202.66

Released June 12, 2021.

  • You can now disassemble HE Missiles. The chance of recovering any given bit from dissassembly of a missile is very low, since multiple missiles are created per batch. (Note: This won't affect missiles already generated in saved games.)
  • Crocs are now good swimmers.
  • Phase shift grenades are now capable of shifting out-of-phase things to in-phase, in addition to their existing behavior of shifting in-phase things to out-of-phase. They continue to only shift the phase of things they are phase-interactive with.
  • Decarbonizers' molecular cannons can now be shut down by more conditions, such as being EMPed.
  • Decarbonizers can now fire through obstacles that missiles can normally pass through.
  • Added new dialogue for tinkers, gemcutters, and jewelers.
  • If you have the option to confirm before moving into dangerous liquids enabled, and autoact would take you into a pool of dangerous liquid, you are now asked via popup whether you wish to move there, and autoact is cancelled if you disconfirm.
  • Simplified the signoff for several merchants.
  • You can now eat gross food such as corpses without being famished if you have Mind over Body.
  • Tattoo guns are no longer EMP sensitive.
  • Ichor merchants and kippers now actually sell the neutron flux phials they occasionally spawn with.
  • Using a Schrodinger page on a village faction from a hidden village now reveals the location of that village.
  • Mechanical wings can now have the following item mods: feathered, reinforced, scaled, and wooly.
  • You can no longer sleep in a bed that you are out of phase with.
  • You can no longer tinker recoilers to preset locations. This doesn't apply to random-point recoilers.
  • Lowered the item tier of Ezra and Six Day Stilt recoilers.
  • Using metamorphic polygel to duplicate a severed body part with a cybernetic implant in it now properly duplicates the implant as well.
  • Biological clones no longer have their coloration altered by the tattoos of their original creatures.
  • Temporal fugue clones, evil twins, and shadow duplicates now inherit the tattoo descriptions of their original creatures.
  • Items carried by temporal fugue clones, or that are otherwise temporary in nature, can no longer be butchered or harvested.
  • If you complete the Earl of Omonporch quest by leveraging your high reputation, you can no longr convene the Council of Omonporch.
  • Glass bottle descriptions now include cooking ingredient info for the liquids they contain.
  • Important villagers no longer occasionally spawn as malformed dual-named uniques.
  • Extradimensional cultists no longer occasionally spawn as malformed dual-named uniques.
  • These cherubim now belong to the right faction for their species: bat, cat, equine, grazing, mushroom, pottery, root, swine, tree, and urchin.
  • The targets of quests to interact with an object are now points of interest even if they can be taken, though they cease being points of interest if taken.
  • Young ivory and lurking beth attacks now generate floating text instead of a popup.
  • Fixed a bug that caused young ivory and lurking beth to destroy themselves when attacking.
  • Reduced the intensity of visual effects produced by the the morphogenetic item mod.
  • The vestigial 'village robot' no longer spawns.
  • Simplified some basic color patterns.
  • Corrected Sparafucile's ASL.
  • Night-vision goggles no longer consume charge on the world map.
  • Fixed a bug that caused some effects, such as phasing, to last indefinitely on inanimate objects.
  • Fixed a bug that caused grenades and thrown weapons to be auto-equipped improperly.
  • Fixed a bug that caused the estimated weight of water for a trade to be inverted.
  • Fixed a bug that caused your turn to pass when cancelling a reload attempt of a cell-loaded weapon.
  • Fixed a bug that caused electrical discharges gained from cooking to count as free actions.
  • Fixed an issue causing the entire upper level of villages to fall to the ground below immediately upon entering the zone.
  • Fixed an issue causing dynamic encounters to sometimes be improperly overlapped with village outskirts, which caused a variety of issues in villages and dynamic encounters.
  • Fixed an issue causing some new-style popups to not properly respect key delay and repeat settings when keys were held down.
  • Fixed an issue that caused the hollow tree hideout in the flower fields to have encounters it shouldn't have.
  • Fixed an issue causing item duplication on return from [redacted].
  • Fixed a rare issue causing village build failures.
  • Fixed a rare exception.

201.105/202.65

Released June 4, 2021.

  • If you know Meditate, you automatically begin meditating when you rest for 10 or more rounds uninterrupted.
  • The effects of multiple items of serene visage on Meditate's cooldown now work properly.
  • Added a new UI option: "Show ability cooldown warnings as message log entries instead of popups". Defaults to no.
  • You can now choose to treat disarmed mines and bombs as scrap.
  • Carapaces are now sturdy and cannot be cleaved.
  • Evil twins and shadow duplicates no longer inherit the party leader of the original creature.
  • Being wet no longer produces a visual effect.
  • Bonuses to your cybernetics license tier granted by equipment no longer count toward your base tier for the purposes of upgrading your tier. (Note: This won't affect equipment already generated in saved games.) New language was added to becoming nooks to reflect this.
  • Clarified in the item mod description that sturdy items cannot crack.
  • Multiple sound effects playing at the same time are now better compressed into fewer effects.
  • Made some performance improvements to liquid-rich environments.
  • The estimated weight on the trade screen now includes the weight of the water that will be traded to pay for the transaction.
  • Extrinsic limbs can no longer be set as primary limbs
  • Fixed a bug that caused starting villages in the salt marsh and salt dunes to always be known for Butchery.
  • Fixed some bugs with hostility cessation when creatures changed allegiances.
  • Fixed ulnar stimulators remaining operational when switched off.
  • Fixed a bug that caused spontaneous combustion to only trigger outside of combat instead of during combat.
  • Fixed a bug that prevented newly sentient beings from being considered creatures in some contexts.
  • Fixed a bug that prevented psychic Ego absorption from working.
  • Fixed a bug that occasionally prevented deaths from being correctly attributed to psychic Ego absorption.
  • Fixed a bug that made creature names come up as blank in some circumstances.
  • Fixed a bug that caused UI sounds to always play at full volume.
  • Fixed a grammar error in trash rifling messages.
  • Fixed some cases where creatures' cultures were not mapped properly for naming purposes.
  • Fixed a bug that caused cloned sludges to share component liquids.
  • [modding] The Chance property in population tables now supports "n/m" format to express "n chance in m". If no denominator is specified, 100 is assumed, per the current usage.

201.104/202.64

Released May 28, 2021.

  • Added new descriptions for books and crocs.
  • Urchins now bleed ink.
  • Books are no longer breakable.
  • You now receive a popup when a non-trifling companion is sucked into a space-time vortex.
  • Dynamically-named mutants who start with the Two-Headed mutation, including you, now sometimes generate with a name for each head, such as Ishrutep/Emehiras or Famoroq/Famaar.
  • Tweaked the wording on the new companion engagement style options.
  • Tonic application no longer messages as if the entire stack of tonics had been applied.
  • Made some refinements and corrections to the iteraction between Shield Slam and Charge.
    • You now get a single Shield Slam per charge, not one per melee attack made.
    • Your Shield Slam no longer depends on any other attack made during the charge successfully hitting.
    • Shield Slamming at the end of a charge is now free of action cost rather than occasionally costing multiple additional turns.
  • A number of powered items -- including bioscanning bracelets, telemetric visors, and powered exoskeletons -- no longer consume charge on the world map. (Unless they have the nav mod, which does consumes charge.)
  • Techscanning now makes data disks show what they are for in the display name even if the player does not know Tinkering.
  • Takeable containers on the ground now respond to smart use.
  • Holographic shimscale mangrove trees and holographic dicalyptus trees no longer block movement. (This won't affect trees already generated in saved games.)
  • Severed body parts no longer inherit the colors of liquid coverings affecting the creature they were severed from.
  • Nacham's Ribbon and Vaam's Lens can now be powered via the biodynamic power plant implant or Electrical Generation. (This won't affect items already generated in saved games.)
  • Compacted bone walls are now referred to as "some compacted bone" in sentences, not "a compacted bone".
  • Made some improvements to pathfinding through friendly creatures.
  • Spontaneous Combustion on NPCs now matches its player behaivor and no longer triggers in non-combat situations.
  • You can no longer use the fill interaction to transubstantiate liquids from other dimensions.
  • Campfire remains in liquid pools that prevent them from being reignited no longer count as campfires for purposes of whether you can start a new one. (This won't affect campfire remains already generated in saved games.)
  • More types of objects now get in the way of making a campfire.
  • Turrets can no longer be deployed on stairs or open shafts.
  • Items that cannot be unequipped no longer message you about it when a process like breakage is trying to unequip them.
  • Fixed a typo in autoact interrupt messages caused by your companions fighting.
  • Fixed a bug where you could attempt taking all of your own inventory when equipping an item.
  • Fixed a bug that caused you to equip the item under your cursor when you pressed a category shortcut key.
  • Fixed a bug that caused item shortcut keys to not twiddle the item if the cursor was on a category.
  • Fixed a bug that occasionally made you spend a turn while prone instead of standing up.
  • Fixed a bug that made it impossible to talk to mayors of villages with complex signature liquids.
  • Fixed a bug when you used ganglionic teleprojector from the equipment menu that let you continue to navigate the equipment menu.
  • Fixed a bug that caused clones of creatures with proper names to also be treated as if they had proper names.
  • Fixed a bug that caused you to warp back to the zone you left if you were dominating a creature with a party leader in that zone.
  • Fixed a bug in the floating text that appeared when you were grabbed by a livid creeper.
  • Fixed a typo in the messaging for activated ability cooldown durations.
  • Fixed a bug that caused trailing commas to be included in some creatures' shortened names.
  • Fixed a bug with dynamic tiles on some objects, like tombstones.

201.103/202.63

Released May 21, 2021.

  • Added the ability to direct companions to engage with enemies aggressively or only engage defensively. When only engaging defensively, your companion will not look for hostile targets to attack on its own initiative, only attacking targets in reaction to aggression against itself or another party member.
  • If you and your companion both have Trash Divining, you now receive any secrets they discover by rifling through trash.
  • The Lacquered item mod can now be applied to a wider range of items with hard surfaces and not just rustable metal items.
  • Cloaks are now eligible for more item mods.
  • Hookahs can now have common item mods like painted and engraved.
  • Basic toolkits are now a bit more valuable.
  • Extradimensional robots no longer leave behind non-extradimensional scrap when killed.
  • Extradimensional glittermensch no longer drop non-extradimensional gemstones when damaged.
  • Robots no longer leave behind ashes when killed by fire and lasers.
  • The Love and Fear quest now has an additional step, more dialogue, and can now be completed after Kith and Kin.
  • Neelahind now has her new dialog if you return Kindrish.
  • Severed body parts now use shorter versions of the names of the creatures they were severed from..
  • You can now swap positions with neutral, immobile creatures that have become mobile due to uplifted status (e.g., a turret that's a village warden).
  • The AV and DV values of equipment are no longer averaged across multiple Floating Nearby slots.
  • If you autoexplore while you have the capacity to dig, you now dig through walls to get to new locations rather than striking a wall once then stopping.
  • Clarified that Wings gives 300 reputation with birds and winged mammals, not 400.
  • Primordial soup sludges catalyzed by brain brine now spit dilute brain brine rather than the pure stuff.
  • Messages about damage you've dealt now only ignore visibility if you are adjacent to what's being damaged.
  • The Cybernetics tab of the Equipment screen now displays body parts using simpler language (e.g., "Hands" instead of "Worn on Hands").
  • Improved generated text for "living as a nomad" snippet.
  • Tweaked the stats of umber frock.
  • Point-defense drones no longer consume charge when traveling on the world map.
  • Added more safeguards against members of the same party deciding they should kill each other.
  • Made companions joining party leaders in other zones more reliably immediate.
  • Made companions joining party leaders able to overcome Stuck and Overburdened effects.
  • Fixed a sequence break where you could asked your dynamic starting village about the Barathrumites after you started More Than a Willing Spirit.
  • Fixed a bug that let you encode the psionic bits of an esper's psyche onto your own multiple times if you repeatedly dealt killing damage with one action.
  • Fixed a bug that caused creatures to stand still when their next step would take them over a hostile plant.
  • Fixed a bug that caused the position of the cursor to become unclear if you modded an item on the Tinkering screen with the last mod in the list.
  • Fixed a bug that caused you to get equip failure messages when other creatures with complex equipment setups used temporal fugue.
  • Fixed a bug that made some mopango burrow through walls when they were not intended to.
  • Fixed a bug with gas-breathing mutations that caused their damage not to get attributed to the breather.
  • Fixed a bug that caused some items not to stack after they had been repaired.
  • Fixed a rare build error when a village was generated in a biome, such as slimy or tarry terrain.
  • Fixed a bug in village farm and garden placement.
  • Fixed a bug that caused hyperbiotic chairs owned by the Barathrumites to show up in Bethesda Susa.
  • Fixed a bug that caused hyperbiotic chairs owned by the Barathrumites to be treated as a different item type from other hyperbiotic chairs.
  • Fixed a bug that caused hyperbiotic chairs owned by the Barathrumites to not be automatically identified when you were promoted to Journeyfriend.
  • Fixed unwanted asterisks appearing in tomb mural text.
  • Fixed a typo in the Wings mutation description.
  • Fixed a color issue in some dynamic quest dialog.
  • Fixed color bleeding in the names of Templar phylacteries.
  • Fixed a bug in Ereshkigal's dialog.
  • Fixed a bug that caused two versions of the [redacted] secret to exist.
  • Fixed a bug that caused various text-based indicators to be flipped on followers.
  • Fixed a bug that caused Charge rendering to not respect flipped tiles.
  • Fixed a bug that caused flower fields creatures to spawn in Bey Lah.
  • Fixed a bug that caused some artifacts to retain their unidentified tile appearance after being identified.
  • Fixed a bug that caused [redacted] to be rendered inert when the player was blocked from entering.

201.102/202.62

Released May 14, 2021.

  • Added a new movement command: Move to Point of Interest (default mapping: backspace). The command prompts you with a list of points of interest that you've discovered on the local map, then it autowalks you to the one you choose.
  • Your companions' tiles now face the same direction as you do.
  • Akimbo and Decapitate are now toggleable.
  • Added better messaging when autoact is interrupted for reasons that may not be obvious, such as when one of your companion starts fighting something.
  • NPC evaluation of which items to equip now takes move speed bonuses and energy-supply-dependent stat bonuses into account.
  • Autoact is interrupted less frequently due to trifling companions such as burgeoned plants.
  • Autoact is now interrupted by returning to the beginning of a sphynx-salt-induced precognitive vision.
  • Mayor Haddas no longer generates as hated by pariahs or the Farmer's Guild.
  • Default attacks such as fists no longer show up as physical features.
  • Dynamically named items and extradimensional items are now marked as important by default.
  • Bridges are visible again.
  • Improved hostile creature AI to be better at advancing toward you when other creatures are in the way.
  • Implants that are unidentified but installed on your body now have their real names displayed in becoming nook terminals.
  • Attempting to create a campfire when there's already a campfire nearby now prompts you to move to the existing one if you aren't already next to it.
  • Otho no longer has precognitive visions of the [redacted].
  • Changed the tile and ASCII character color of oilskins to light black.
  • Items offered as quest rewards by Warden Indrix are now always identified.
  • Activating Stopsvalinn now works when it is equipped in a hand.
  • You now see combat messages you are involved in even if the other creature involved is invisible.
  • Liquid pools now conduct electricity.
  • Fixed a bug that caused some adverse tonic reactions to lock up the game.
  • Fixed creatures not being dragged when successfully hooked by Hook & Drag.
  • Fixed Time Dilation not activating.
  • Fixed some buggy behavior when using multiple sphynx salt tonics.
  • Fixed a bug that caused you to not get the reputation bonus with highly entropic beings from the Space-Time Vortex mutation.
  • Fixed a bug that caused liquid coverings to incorrectly flash color.
  • Fixed a bug that caused Zothom the Penitent, Doyoba, Dadogom, Gyamyo, and Yona to be treated as if they didn't have proper names.
  • Fixed some rogue punctuation in Barathrumite dialogue.
  • Fixed typo in Q Girl's dialog.
  • Fixed a persistent case of double-pariah naming.
  • Fixed a grammar error in the death messages of companions with pseudo-plural pronouns.
  • Fixed a bug that caused creatures to attempt to attack gas clouds they had been injured by.
  • Fixed a bug that generated error messages in some liquid behavior, mostly in Golgotha.
  • Fixed a bug that made some uniquely named recoilers have odd names.

201.99

Released May 7, 2021.

  • Added two new tracks for the [redacted].
  • Improved creatures AI for movement and use of activated abilities. As a result, Companions are now less prone to inexplicable states of inactivity.
  • When joining their party leader in a new zone, creatures now enter the zone closer to the party leader.
  • Your own fungal spores no longer interrupt automovement.
  • Compute power now improves the performance of ganglionic teleprojectors.
  • Compute power now improves the range of electromagnetic sensors.
  • Smart use now triggers interaction on unsealed liquid containers like vases.
  • The fill interaction no longer appears on liquid pools.
  • Renamed goatfolk savage to goatfolk bully.
  • Warden 1-FF no longer generates as being hated by pariahs or the Daughters of Exile.
  • Yla Haj no longer generates as being hated by the villagers of Ezra, the Consortium of Phyta, or pariahs.
  • The currently selected item in the trade UI now displays the name and weight for a single item and not the entire stack.
  • Barathrumites now more consistently use your current guild rank in conversation.
  • Clones of molting basilisks now behave more like normal molting basilisks.
  • If you talk to Otho in person before using the communications panel after completing More Than a Willing Spirit, the Grit Gate doors that should open for you now do.
  • Fixed a bug that let you trade over long distances using telepathy.
  • Fixed a bug that caused brain brine to fail to give mental defects.
  • Fixed a bug that caused items meant to grant telepathy fail to do so.
  • Fixed a bug causing non-crossfaded music to not play properly.
  • Fixed a bug that caused robots detected by an electromagnetic sensor implant to continue to be tracked after the implant was removed.
  • Fixed a bug that caused some uppercase 'E' letters to disappear from weirdified text.

202.59 'beta' branch

Released May 7, 2021.

  • We added new game modes.
    • Classic
      • This is the standard Qud experience with permadeath. Nothing has changed.
    • Roleplay
      • Checking pointing at settlements. When you die, you have the option to reload from the last checkpoint. Your checkpoint is automatically set whenever you enter or leave a settlement. You can also set your checkpoint manually while at a settlement by hitting Esc and then 'c'.
    • Wander
      • Checking pointing at settlements.
      • Your reputation with every faction starts at 0 (or higher), meaning most creatures start neutral to you. Aggressive creatures of neutral factions will still attack you.
      • You get no XP for kills.
      • You get more XP for discoveries, completing quests, and performing the water ritual. This amount scales with your level.
    • You can't change your game mode once you start a game.
    • You can now check your game mode, turn counter, and world seed in game by hitting Esc and selecting Game Info.
  • We reworded the debug options around disabling permadeath to make them clearer.

201.98/202.58

Released April 30, 2021.

  • Villagers now indicate direction when guiding you toward quest givers in the village.
  • Carapaces and quills now appear in creature descriptions as physical features.
  • True Kin who gain mutation points can now access mutation options in the character sheet.
  • Added new dialog to goatfolk.
  • Added a message for when you enter a holy place. This won't apply to existing saved games.
  • Newly sentient beings now properly offer to teach you to think like a child during the water ritual.
  • Individual animated artifacts are now always identified.
  • Grenades now detonate when damaged.
  • Force fields are now 100% resistant to heat, cold, and acid, and 50% resistant to electricity.
  • Stasis fields are now immune to damage.
  • Creatures now avoid activating Phasing if it's already active.
  • Creatures now use Phasing defensively.
  • Normality gas now damages highly entropic beings.
  • You can no longer ask the mopango about the repulsive device before speaking to Lebah about it.
  • Default [Scrap] objects no longer appear in the moango hideout.
  • For the Kith and Kin quest, you can no longer question Eskhind's sisters until you're deputized by Neelahind.
  • The death of clones and duplicates of NPCs critical to the Kith and Kin quest no longer forces the quest to fail.
  • Added a period to the end of fractus damage messages.
  • Improved the grammar in Berserk's remaining duration message.
  • Improved some grammar in the assessment after A Call to Arms.
  • When you [redacted], you are now more consistently treated according to your reputation.
  • The beginning of A Call to Arms now interrupts autoact.
  • Otho yelling for you now interrupts autoact.
  • Barathrumite repairs to Grit Gate after A Call to Arms now take place while you are traveling overland in addition to other forms of time passing.
  • When the Barathrumites repair destroyed doors and force projectors after A Call to Arms, they are now as accessible to the player as pre-existing versions would have been.
  • Fixed a bug that prevented things that were supposed to happen when a creature or item was destroyed from happening, which had an especial impact on the assessment after A Call to Arms.
  • Fixed a bug that prevented Barathrumite crops from being registered as such during A Call to Arms.
  • Fixed a bug that made the eastern force projector of Grit Gate fail to be disabled at the beginning of A Call to Arms when there is an attack from the east.
  • Fixed a bug that made Barathrumite repairs to Grit Gate after A Call to Arms repair a maximum of one thing each time you visited Grit Gate after enough time had passed for repairs instead of a minimum of one thing.
  • Fixed a bug that caused power to continue passing through broken portions of power grids.
  • Fixed a bug that granted the Starry Demise achievement when creatures other than the player were crushed under the weight of a thousand suns.
  • Fixed a bug that caused the Children of Mamon to request the wrong liquid while performing the water ritual.
  • Fixed a bug that caused dynamic factions with hyphens in their names to generate errors.
  • Fixed double punctuation in some melee combat messages.
  • Fixed the capitalization of names that start with a single character followed by a hyphen.
  • Fixed a bug that could occur under esoteric circumstances only known to be triggered by mods.
  • [modding] Legendary creature naming is now handled via Naming.xml.
  • [modding] Generation of gender names, person terms, immature person terms, formal address terms, offspring terms, sibling terms, and parent terms is now handled via name styles defined in Naming.xml, not via Genders.xml. Pronoun generation is still handled by Genders.xml.

201.97/202.57

Released April 23, 2021.

  • Slugs now below to the mollusk faction.
  • If you are unable to use Take All because of a nearby hostile creature, you now get a popup message.
  • Made sprinting and power skating work on the same sort of toggle mechanism, and made their effects more legible.
  • Your companions are now smarter about when they engage in combat.
  • Acquiring a mutation while dominating a creature no longer adds an entry to your chronology as if you acquired the mutation.
  • Added a death message for being bitten to death.
  • Naming creatures according to their culture, and naming items according to creatures' culture, now works more often.
  • Gamma moth mutation can grant MP to True Kin again.
  • Fixed a bug that caused the length of stacked copper wire to not be counted properly.
  • Fixed a bug that caused letters to occasionally disappear in creature names on the sidebar of the classic UI.
  • Fixed a bug that caused Sling and Run to apply to non-pistol weapons.
  • Fixed a bug that caused injuries suffered by creatures falling on something below them to be messaged as if the creature below had fallen.
  • Fixed a bug that caused your companions to tolerate being attacked by NPCs.
  • Fixed a bug that caused some creatures' hostility status to be ignored at closer distances than intended.
  • Fixed a bug that caused hologram bracelets to become disabled.
  • Fixed a typo in mural text.
  • Fixed a bug that prevented successfully pouring liquids on non-flying things while you were flying.
  • [modding] The general cultural naming patterns used in the game are now moddable via Naming.xml. (Most hero naming currently still runs via the tags in ObjectBlueprints.xml.)

201.89/202.49

Released April 16, 2021.

  • You can now talk to nests.
  • Holographic plants are no longer affected by defoliant.
  • Holograms can no longer be dismembered or decapitated.
  • Holograms can no longer be pushed around.
  • Baetyls are no longer vague about their requests for corpses.
  • Baboons are no longer frightened by blood-stained neck-rings unless you have them equipped.
  • Linear cannons can now be drum-loaded.
  • Clarified in Unstable Genome's description that you get one mutation per instance of Unstable Genome.
  • You can no longer use Menacing Stare on yourself unless you have two or more heads.
  • While digging, you no longer autoattack walls if they are considered owned by someone else.
  • Drum-loaded missile weapons that use multiple ammo per shot now round the increased ammo capacity to a multiple of the ammo used per shot. For example, drum-loaded carbines now hold 30 slugs and drum-loaded chainguns now hold 48 slugs.
  • You now can't use Proselytize in most of the same situations you can't talk to someone. For example, you can no longer proselytize someone who is asleep.
  • You can no longer pour liquids on flying creatures if you aren't flying.
  • You can no longer pour liquids on creatures that you aren't in phase with.
  • You can now see what's happening around you while resting.
  • Webs no longer "break", they just get destroyed.
  • The result of detonating a grenade by direct interaction now has your phase characteristics, the same as the result of throwing the grenade.
  • If defensive lunge results in hitting a wall, this no longer results in oddly repeated messages about it.
  • Making a campfire is no longer blocked by most things you could move through.
  • Yurl, Sixshrew, Asphodel, and the oddly-hued glowpad can now give directions.
  • The tinkering screen no longer case-sensitively sorts recipes beginning with capital letters to the start of the recipe list.
  • Pathfinding now avoids lava and acid more if you have equipment or inventory that may be affected by them, even if you are personally resistant to heat and acid, respectively.
  • Pathfinding now avoids the [redacted] in [redacted].
  • Elcatl no longer asks you to confirm harvesting it because of its importance.
  • Updated the game's copyright date.
  • Fixed a bug that caused creatures to frequently attack dreadroot.
  • Fixed a bug that caused Light Maniuplation charges not to be consumed if you used Lase but the beam was refracted or reflected.
  • Fixed a bug that caused the bonuses from Weathered to be retained indefinitely and to stack on top of each other when you gained the skill via a skillsoft implant.
  • Fixed a bug that caused liquids to pour through creatures and onto the ground without wetting them.
  • Fixed a bug that caused abilities and natural equipment from temporarily-granted mutations to remain after the mutation was gone.
  • Fixed a bug that caused buggy gray band visuals and spammed error messages when the visual effect of Time Dilation hit unexplored map tiles.
  • Fixed a bug that caused glowpad corpses to be colored red.
  • Fixed a bug that caused unidentified liquid containers to appear as cooking ingredients.
  • Fixed a bug when equipping or auto-equipping from outside your inventory where item stacks would be pulled into your inventory.
  • Fixed a bug that caused some prospective evaluations of saving throw chances to be processed as if the save were actually taking place.
  • Fixed a bug that made waveform worms' attacks visible offscreen.
  • Fixed a bug causing multiple elevator platforms to stack up in a single square in Bethesda Susa.
  • Fixed most zone generation issues where solid things would spawn on stairs.
  • [modding] Fixed the position of the mod visibility selector in the Workshop Uploader.
  • [modding] Fixed binary serialized mod types not using their own type code.
  • [modding] Fixed a bug that caused AddMutation(Mutation, Level) to not set levels above 1 correctly for some mutations.
  • [modding] ModifyAttackingSave and ModifyDefendingSave events now have a Source field that tracks an "originating" GameObject for the save, such as a weapon or cloud of gas. These objects aren't considered to have the role of "attacker" if one is relevant. A new event, ModifyOriginatingSave, is now called on such objects as part of saving throw resolution.
  • [modding] There is now a CanTrade event that is dispatched to both parties in a conversation and can be used to revise whether trading is possible in the conversation.
  • [modding] ConsoleChar now has a SetDetail(Color color) method.
  • [modding] We tuned mod compilation and loading.
    • Compilation now continues even if a mod fails.
    • Mods that failed to compile now display a failed status in the Mod Manager.
    • Clicking on a failed mod now displays a truncated list of its errors and copys them to the clipboard.
    • Failed mods are now temporarily disabled and do not load their data, such as XML data, sounds, and textures.
    • All mods now get their own assembly and Harmony instance.
    • The keys (ID, Title) in configuration files, such as manifest.json, workshop.json, etc, are no longer case-sensitive.
    • Mods with duplicate IDs are no longer loaded. If there are duplicates, the mod in the local mod directory has preferred loading status.
    • Mod-enabled state and approval hashes are now persisted to ModSettings.json instead of separate modcheck-{ID}.json files, which could fail to write.

201.88/202.48

Released April 9, 2021.

  • When furniture with integrated power transmission systems becomes animated, the resulting newly sentient being no longer breaks every time it moves.
  • You can no longer do the following while confused: perform interactions related to note taking, mark things important or unimportant, or mod items with tinkering.
  • Auto-disassemble no longer attempts to disassemble artifacts owned by others.
  • Take All is now handled as an ongoing process via autoact, meaning it takes one item or stack at a time and can be interrupted by hostile creatures or damage.
  • Removed the gender restrictions on True Kin.
  • Gave chitinous puma and slumberling weapon skills appropriate for their claws.
  • Antelope cherubim now belong to the antelopes faction.
  • Nanopneumatic jackhammers are now tinkerable and disassemblable.
  • Some missile weapons now have their ammo counts colored in the console UI sidebar.
  • If, while wielding a turbow that is powered and has an arrow loaded, you use the reload command and select an arrow from inventory to reload with, you are no longer asked afterward about loading the turbow's energy cell socket.
  • Upgraded the appearance of liquid splashes.
  • Fixed a bug that caused Burrowing Claws to keep pathfinding through walls and continue to grant the Dig ability after you toggled it off.
  • You now pathfind through walls when you have a pickaxe or nanopneumatic jackhammer equipped.
  • You no longer pathfind through walls that are owned by others.
  • Changed the display text on the Wait keybind to "Wait / Pat at flames".
  • Long Blades stances are no longer visible on sleeping creatures.
  • Clarified in the Spread Klanq quest text that the faction members you puff on must be sentient.
  • Normalized Euclid's gender and pronouns.
  • Fixed a bug that caused smart use to not work on chests and bookshelves.
  • Fixed a bug that caused the permanent attribute bonuses from Triple-Jointed, Double-Muscled, and Two-Hearted to be treated as temporary under certain circumstances.
  • Fixed a bug that caused it to be possible for creatures with Wings to be flying and sitting at the same time.
  • Fixed a bug that caused you to keep your Long Blade stances when you acquired the Lond Blades skill via a skillsoft implanted that you later uninstalled.
  • Fixed a bug that caused some legendary glow-wights to generate extra copies of their entourages after you saved and loaded. This may happen one last time in existing saves.
  • Fixed a bug that caused options to occasionally get unintentionally cleared during a data hotload.
  • Fixed [redacted] as it appears in On the Origins and Nature of the Dark Calculus.

201.85/202.45

Released April 2, 2021.

  • Added a new tile for mechanical wings.
  • Aquatic creatures now dream in blub-ridden language.
  • Dirt paths, salt paths, and dirt roads are now more varied in their appearance.
  • Added a subtle visual effect when you walk on dirt paths, salt paths, and dirt roads, meant to suggest leaving tracks.
  • Reverted a change from last week that made the Light Manipulation recharge rate affected by Willpower. It no longer is.
  • Added a death message for being pricked to death by fracti.
  • Schrodinger pages now warn before use if they are in a container owned by somebody else.
  • Data disks for the co-processor mod no longer falsely indicate that the modded item will provide 0 units of compute power.
  • Item mods described using "with" now aggregate together, so for example you might have a "ganglionic teleprojector with electromagnetic shielding, filters, and suspensors" rather than a "ganglionic teleprojector with electromagnetic shielding with filters with suspensors".
  • Visible mines are now highlighted in the alt overlay in red or green according to whether they belong to a creature hostile to the player.
  • Visible bombs are now highlighted in the alt overlay in red.
  • Baboons becoming terrified of blood-stained neck-rings no longer leaves messages in the message log.
  • Strip flies are now better at avoiding trying to steal equipment that they will not be able to remove from your body.
  • Fixed that bug that caused Long Blade powers like Swipe and Lunge to not work if you learned them without learning the base skill first.
  • Fixed a bug that caused the effect of the Mark of Death to persist even if the mark was removed from your body.
  • Fixed a bug that caused attribute shifts from certain sources such as skulk injectors to not work properly.
  • Fixed a bug that caused key bindings to display improperly.
  • Fixed a bug that caused transparent liquid containers to retain the appearance of the liquid they previously contained.
  • Fixed a pair of bugs that caused salt dunes to turn into white squares when you revisited their zones after having left for a while.
  • Fixed a bug that caused NPC mines to be considered hostile to the player less often than they should have been.
  • Fixed a bug that made Hook and Drag not work.
  • Fixed a bug allowing legendary crafters to choose a newline character as a craftmark, leading to odd name displays.
  • Fixed a bug that made display name modifiers like slimy or [flying] commute to your sultan murals.
  • [modding] Conversations support some new attributes.
    • SetStringState="name,value" sets the global string state labeled 'name' to 'value' (if 'value' is empty, it unsets the state)
    • SetIntState="name,value" sets the global integer state labeled 'name' to 'value' (if 'value' is empty, it unsets the state)
    • AddIntState="name,value" adds 'value' to the global integer state labeled 'name'
    • SetBooleanState="name,value" sets the global boolean state labeled 'name' to 'value', which should be true or false (if 'value' is empty, it unsets the state)
    • ToggleBooleanState="name" toggles the global boolean state labeled 'name'
    • IfTestState="test" makes the conversation element conditional on a test of game state (see
  • [debug] Enabling "Show debug information on object and system internals" now lets you interact with flooring objects that you otherwise couldn't interact with.

201.81/202.40

Released March 26, 201.

  • You can now disassemble unidentified artifacts.
  • Willpower now affects the recharge rate of Light Manipulation.
  • The dispersion rate of gases is now somewhat higher.
  • Rocket skates no longer burn oil on the world map.
  • You can now clean items using liquids from sources in the same tile as you or in an adjacent tile.
  • When using the "clean" interaction, you now see the locations of possible cleaning liquids in your inventory and around your person.
  • You can now use liquid inside an item to clean the item.
  • You can no longer perform the water ritual with duplicates of creatures created by shade oil, gelatinous prisms, and gelatinous antiprisms.
  • Cloned items no longer inherit the notes of the original.
  • Autoact and other hostility-checking functionality is now better at ignoring hostile aquatic creatures that cannot reach you.
  • Creatures are now better at problem solving to extinguish themselves when they're on fire.
  • Thick Fur now appears in creatures' descriptions as a physical feature rather than a separate descriptive sentence.
  • It is now possible for players who have intrinsic AV to have that AV reduced by Cleave.
  • The [redacted] masks can no longer be replicated with metamorphic polygel.
  • Made some pain-related messaging inaccessible to you if you cannot feel pain.
  • Added variant death messaging for dying of illusory damage.
  • Made recharge interactions prefer to use capital R as their hotkey.
  • Creatures that are shielded from mental attacks no longer get nosebleeds from Sunder Mind.
  • Creatures that don't bleed or breathe no longer get nosebleeds, though they still hemorrhage.
  • When penetrating radar illuminates objects that block it, those objects now flash red.
  • Cooking now works harder to give you a sensible option for the source of a given cooking liquid. For instances, it'll prefer to use the acid in a canteen vs. the acid in a lead-acid cell.
  • Improved the appearance of some ground, liquid, fence, and tent tiles when using night vision or penetrating radar. These tiles may look odd in current saved games.
  • Removed color-coding as good or bad from some messages that are unsurprising or inconsequential or ambiguous as to whether they are good or bad.
  • Painted and engraved village walls should look a bit nicer.
  • Made the descriptions of several save bonuses more readable.
  • Armor with to-hit bonuses or penalties no longer applies these when equipped as weapons or thrown weapons.
  • Evil twins are now more reliably hostile.
  • Fixed a bug that caused a certain phase spider to free itself from its cryotube.
  • Fixed a bug that prevented any screen updates while you were asleep.
  • Fixed a bug that caused night vision to not work and Clairvoyance to mostly not work.
  • Fixed a bug that caused sleep, EMP, and cracked status effects to not wear off.
  • Fixed a bug that caused the "disassemble" and "disassemble all" interactions to sometimes swap hotkeys.
  • Fixed a bug that caused slumberlings to able to move and attack while asleep.
  • Fixed a bug that caused organic creatures to be subject to techscanning rather than bioscanning when they had artifacts equipped.
  • Fixed a bug that caused you you to become momentarily overburdened when you ranked up Double-Muscled.
  • Fixed an exception when creatures overdosed on sphynx salt tonics.
  • Fixed a bug that caused the effects of padded helmets to continue to apply after they were removed.
  • Fixed a bug that caused some items in your starting inventory to fail to stack until interacted with.
  • Fixed a bug that caused rubbergum tonics to give +5 to saves vs. bleeding instead of a -5.
  • Fixed a bug that let you use telepathy on the Grit Gate communications panel.
  • Fixed a bug where spiral borer would place a single up staircase one level before it stopped boring.
  • Fixed a graphical bug with the center-south tile in large liquid pools.
  • Fixed a bug that caused Evil Twins, and occasionally other hostile creatures, show up as green in the alt display.
  • Fixed a bug that caused some inappropriate colors to show up while using night vision or penetrating radar.
  • Fixed a bug that caused some liquids and color-changing objects to retain their natural color under night vision and penetrating radar.
  • Fixed a bug that allowed Hook and Drag to sometimes continue to restrain a target from far away.
  • Fixed a bug that caused unidentified injectors to be known as *med.
  • Fixed a bug that caused hired guards, psychic thralls, and domesticants to not follow their leader.
  • Fixed a bug that prevented precinct navigators from granting their bonus to encounter ruins outside of ruins terrain.
  • Fixed a bug that allowed Schrodinger pages from temporal fugue clones to be used.
  • Fixed a bug that made persistent duplication of some items possible via evil twins.
  • Fixed a bug that made Phinae Hoshaiah spawn with only one overloaded laser pistol rather than two.
  • Fixed a bug that would sometimes make geomagnetic disks thrown by NPCs fail to activate.
  • Fixed a bug that caused Pax Klanq to request you puff in Joppa when it lay in ruins.
  • Fixed a bug that prevented kills caused by the damage from freezing and flaming mods from being attributed to the attacker.
  • Fixed a bug that made pouring cloning draught not work for cloning purposes.
  • [debug] The testhero wish now adds the creature to the action queue if they have a brain.
  • [modding] There is now a method UpdateStatShifts() on the Armor part that can be used to resynchronize armor's effects on stats after any updates made while it is worn. CarryBonus on Armor also now updates the armor's wearer immediately upon being changed.

201.77/202.36

Released March 19, 2021.

  • Magazine-loaded heavy weapons can now be drum-loaded.
  • Force fields, stasis fields, and normality fields can no longer be frozen.
  • You no longer get to confirm whether you want to jump down a deep shaft while you are confused.
  • You no longer get to confirm whether you want to move into a dangerous liquid pool while you are confused.
  • When you aim and fire a missile weapon directly at a creature, your target is now set to that creature.
  • When you aim and fire a missile weapon directly at a non-creature object, your target is now set to that object if you have no current target.
  • Suppressive Fire no longer stops teleportation or externally-forced movement.
  • Suppressive Fire no longer bothers applying to immobile creatures.
  • Digging tools now only bestow the Dig activated ability when they're equipped in the right slots.
  • The "Wait a number of turns" command now defaults to either the highest current cooldown of your activated abilities or the last number of turns you manually entered to wait, whichever is higher.
  • Carnivorous creatures are no longer able to eat the severed limbs of plant creatures without getting sick.
  • Defensive Swipe can no longer push liquids and gases.
  • Taking 0 damage no longer interrupts autoact.
  • When an NPC is attacked for 0 damage, their friends now ignore the threat like they do.
  • The Recharge activated ability can now recharge items at any depth in your inventory (for example, energy cells slotted in weapons or stored in chests).
  • You can now recharge a rechargeable energy cell that's slotted in an artifact by interacting with the artifact, provided you know how to recharge.
  • You can now fill a liquid-fueled energy cell that's slotted in an artifact by interacting with the artifact.
  • Partially recharging an artifact now has a sound effect, a quieter version of the capacitor whine.
  • The Fill interaction is now usable on liquid containers even when the container is full.
  • When modding a stack of items using the "mod with tinkering" interaction, the other items in the stack are now visible on the Tinkering screen.
  • Force Bubble, Force Wall, force bracelets, force projectors, and Stopsvalinn now produce fields with the same phase characteristics as their source or their source's user.
  • Waveform worms can no longer use Waveform on the world map.
  • Creatures that fall down deep shafts can no longer rejoin their party leaders until the party leader enters the zone they're in.
  • Fixed a bug where forced movement while you were stuck would make a check as if you yourself were trying to break free.
  • Being stuck now gives resistance to forced movement.
  • Teleporting or otherwise moving away a creature that's grabbing you now breaks the grab.
  • Creatures made of liquid, gas, or energy can no longer become stuck.
  • Destroying or moving a web you are stuck in now releases you.
  • Generalized some language in skulk tonic messaging.
  • Fixed a bug that caused "mark as important" and "mark as unimportant" to not work.
  • Fixed a bug that caused your level to appear as "True" your the character sheet.
  • Fixed a bug that broke sultan history text generation and produced nonsense like 'cliff cliff'.
  • Fixed a bug that broke the autocollection of liquids.
  • Fixed a bug that occasionally caused your inventory or chest inventories to bug out on opening.
  • Fixed a bug that caused some items to never become wet when dropped in liquid, which meant dropping them in liquid did not extinguish them when they were on fire.
  • Fixed a bug that sometimes caused creatures, including the player, to be unable to pathfind through gases they were immune to.
  • Fixed a bug that caused some pathfinding creatures to avoid other hostiles based on how dangerous they were to those hostiles instead of vice versa.
  • Fixed a bug that caused swimming-depth liquid pools not to be avoided while pathfinding.
  • Fixed some bugs in creature pathfinding between zones.
  • Fixed a bug that prevented Suppressive Fire from taking effect.
  • Fixed a bug that deprived slumberlings of their claws and made them unable to attack.
  • Fixed a bug that caused clones of you spawned while you were under the effect of Eater's flesh to have permanent Quickness penalties.
  • Fixed a bug that made it possible to learn how to craft an artifact via Psychometry and have that artifact remained unidentified.
  • Fixed a bug that caused light sources to occasionally override night vision, depending on the order items were equipped.
  • Fixed some hotkey collisions in the new interactions.
  • Fixed a bug that caused the nearby campfire indicator to float away.
  • Fixed a bug that made the "load" interaction on magazine-loaded missile weapons not work unless they were equipped.
  • Fixed the placement of the classic UI 'look' interface actions when they appeared on the right side of the screen.
  • Fixed the coloration of the right angle brackets in the keybind indicators on the Manage Abilities screen.
  • Fixed some cases where the hotkey for an interaction was highlighted on an insignificant word.
  • [debug] The "Show debug information on object and system internals" option now adds an action to the classic UI 'look' interface that displays the navigation weight of the square you're looking at.

201.74/202.33

Released March 12, 2021.

  • We changed how robots and mutations interact.
    • Robots now have modules rather than mutations.
    • Robots no longer receive mutation points nor do they rapidly mutate.
    • Robots can no longer buy mutations.
  • You can now mark items in your inventory as important.
    • You no longer automatically butcher, harvest, or disassemble important items.
    • You're now asked for confirmation before manually butchering, harvesting, or disassembling important items.
    • You're now asked for confirmation before applying important tonics.
    • Important tonics and applicators now have a low priority for apply being their default interaction.
    • While cooking, the "Preserve your fresh foods" option ignores important items and "Preserve your exotic foods" asks for confirmation on important items.
    • While trading, you're asked for confirmation when you select important items, and important items are ignored when you select all.
    • Quest items are important by default.
  • If you have Disassemble, you can now choose to treat a type of item as scrap. If you do, it'll be considered scrap for the purposes of autoget and autodisassemble.
  • Disassembling items things now puts a message in the message log.
  • Auto-disassemble during autoexplore now directly disassembles items in the environment rather than needing autoget to pick them up first.
  • You now autoget zero-weight artifacts if "Auto-pickup artifacts" is off but "Auto-pickup 0 weight items" is on.
  • Electrical charge consumption now prefers to draw per-turn charge first. For example, when using a jacked phase cannon with a biodynamic power plant, firing now draws the 5000 charge from the biodynamic power plant before consuming charge from the phase cannon's energy cell.
  • Stasis is now a status effect.
  • Force modulators now make you immune to stasis.
  • The lair of Oboroquru is now a holy place to apes.
  • Compute power now reduces the ammo regeneration time for blood-gradient hand vacuums.
  • Sparking baetyl demands and rewards are now less subject to manipulation via Precognition.
  • Special items for village quests are now worth more than normal items of their type.
  • Special items for village quests are no longer categorized as Quest Items once you have completed the quest.
  • Your game score is now calculated using each item in a stack rather than treating the stack as a single item.
  • Preserved cooking ingredients and empty injectors are no longer factored into your game score.
  • When you're cleaved the message log now indicates what part of you was cleaved.
  • Strip flies now have the Wings module.
  • You no longer attack yourself while swooping.
  • Defensive Swipe now respects phase and flight.
  • Applying a tonic to another creature else now takes a turn.
  • Dying by cooling into a block of shale when you're a magmatic sludge now results in a proper death message.
  • Unctuous sludges now properly have unctuous pseudopods.
  • Holograms now have their status revealed by techscanning rather than bioscanning or structural scanning.
  • Holographic ivory and holographic beth are now excluded from consideration as hostiles -- like young ivory and lurking beth -- and are no longer inaccurately considered organic.
  • Convalessence pools now only heals living things.
  • Hypertractors, normality gas pumps, defoliant pumps, and fungicide pumps no longer put 0-damage hit messages in the message log. Hypertractors still message about their effect taking place.
  • Move-into-liquid confirmations are no longer requested during autoact.
  • Immobile creatures now fall through space-time vortices rather than climbing through them.
  • Decarbonizers' decarbonizer module no longer appears with a blank name in the character sheet.
  • The repair, add notes, remove notes, load ammo, unload ammo, and desecrate interactions now have hotkeys.
  • Tweaked the blaze injector item and effect descriptions.
  • Improved the grammar of generated text around items with qualifiers in their names.
  • Fixed a bug that doubled the action cost of modding items when you had them equipped.
  • Fixed a bug that occasionally caused exceptions when creatures with luminous fungal infections temporally fugued.
  • Fixed an exception when tarry sludges spit.
  • Fixed a bug that caused creatures at the Six Day Stilt to shop when they shouldn't and to not shop when they should.
  • Fixed some bugs that caused gaslight weapons to lose proper names and some relic enhancements when they were activated or deactivated.
  • Fixed a bug that caused gentling masks and cones to corrupt the faction alignments of dynamically generated villagers.
  • Fixed a bug where failing to drag an opponent using a latching weapon did not take a turn.
  • Fixed a bug that caused stasis field to fail to put things in stasis.
  • Fixed a bug that caused your companions to hit your when you were in the same tile as a creature they were attacking.
  • Fixed a bug when you tried to disassemble an owned item where the owners would get mad but the disassembly would fail to happen.
  • Fixed a bug that caused physical clones to get permanent versions of mutations their parent organism had granted by relics or cooking.
  • Fixed a bug that caused lava not to heat up containers carried in your inventory.
  • Fixed a bug allowed you to preserve exotic foods dropped from temporary creatures.
  • Fixed a bug with the Brightness & Contrast sliders in the classic options menu when you assigned a value below 0.
  • Fixed a bug that caused some damage messages to be visible when the target wasn't visible.
  • Fixed a bug that caused blaze injectors to increase cold resistance instead of decreasing it.
  • Fixed a bug that caused the classic UI sidebar to handle some target names poorly, especially ones with complex color patterns.
  • Fixed a bug that caused item qualifiers like '[implant]' or 'illuminated' to show up twice in the names of village quest items.
  • Fixed some extra spaces and incorrect a/an cases in village quest text.
  • Fixed a bug with the conjugation of 'catch'.
  • Fixed a typo in the glotrot tomb inscription.
  • Fixed a bug that made electrical arcs and some other visual effects sometimes display strange floating Unicode characters instead of the desired effect.

201.73/202.32

Released March 5, 2021.

  • Tweaked the layout of the Tinkering screen.
  • Improved the display of very large numbers of bits on the Tinkering screen.
  • Removed some extraneous information from the display names and descriptions shown for tinkering blueprints.
  • Cherubim you find out in the wild now belong to the faction of the creatures they are modelled after.
  • Electromagnetic sensors now detect mechanical cherubim.
  • Jump now respects phase and other physical interactivity conditions to determine what you can jump through and into.
  • You can no longer jump through or into closed doors.
  • Juke now respects phase and flight.
  • Juke can no longer move holograms or creatures that are rooted in place.
  • Disabling the "Color player's @ based on HP level" option no longer stops mutations from changing your @ color.
  • Reputation gains and losses with hidden factions are no longer displayed.
  • Fork-horned helm now displays its melee performance characteristics in its display name and description.
  • Horns and fork-horned helms now indicate their bleeding damage in their descriptions.
  • The "collect liquid" action now requests confirmation if collecting more than 128 drams of liquid.
  • Klanq now gives you more puff attempts if the infection didn't take on the limb you chose.
  • Ultra Fire now correctly applies Suppressing Fire and Flattening Fire.
  • Made some improvements to how reloading chooses which missile weapons to reload with in complex equipment setups.
  • Reloading no longer reloads missile weapons that aren't equipped in your missile slots.
  • Fixed some bugs that made missile weapons fail to fire and equip to inconsistent slots when magnetized.
  • Sewage eels no longer trip you if they are not hostile to you.
  • Liquid cooking effects are no longer described on objects other than purpose-specific liquid containers and pools of liquid.
  • Changed Berate's description to indicate that the Quickness penalty of Shamed is percentage-based.
  • Added Shamed's to-hit penalty to its description.
  • Extradimensional psychic hunters no longer spawn as broken, double-legendary creatures.
  • Improved creature AI for getting away from objects that are setting them on fire.
  • The "Show debug information on object and system internals" option now adds a "show internals" interaction to objects rather than appending the info to their descriptions.
  • Decarbonizer beams no longer cause excessive zone builds.
  • The smart use action on enterable furniture is now interact, not enter.
  • The enter action on enterable furniture now has a higher priority for being the default interaction.
  • Liquid collection now prefers not to collect into items that produce the liquid being collected.
  • Relic-granted mutations and skill enhancements are now only granted if the relic is equipped as designed.
  • Fixed the color pattern on the frowning moon mask.
  • Fixed a bug that caused NPCs to occasionally lose their base hit points when they leveled up.
  • Fixed a bug that caused some cherubim to appear as weird artifacts.
  • Fixed a bug in missile weapons' PV values.
  • Fixed a bug that caused mental mutations gained from cooking effects to not count toward [redacted].
  • Fixed a bug that caused the overburdened status effect to occasionally fail to apply or be removed.
  • Fixed a bug that occasionally caused missile firing sounds and "Your shot goes wild!" messages to trigger even if the weapon was out of ammo.
  • Fixed a bug that prevented the schematics for lead slugs and shotgun shells from being learned via Psychometry.
  • Fixed a bug that caused creatures to stand in acid indefinitely rather than move through it.
  • Fixed a bug that prevented flight from letting you fly over ground obstacles in some circumstances.
  • Fixed a bug that prevented death sounds generated by creatures being killed by Juke + Pointed Circle from being audible.
  • Fixed a bug that occasionally caused a crash when you interacted with a tile containing multiple liquid containers.
  • Fixed a bug that caused examining certain relics to produce incorrect messages.
  • Fixed a bug that made the performance characteristics of fork-horned helms fail to persist across save/load.
  • Fixed a bug that prevented gelatinous frustrums from wandering while they have a creature engulfed.
  • [modding] Mods' Steam Workshop names no longer dictate their internal IDs and thus won't prevent approval if they contain invalid characters.
  • [modding] Genotypes now have an IsTrueKin flag, separate from IsMutant. GameObject.IsTrueKin() now looks for this flag being true on the creature's property-defined genotype, with creatures with no genotype presumed to not be true kin. GameObject.IsMutant() now looks for IsMutant being true on the creature's property-defined genotype, with creature with no genotype presumed to be mutants.

201.71/202.30

Released February 26, 2021.

  • Renamed miasmatic ash to osseous ash.
  • Added a new gas type: miasma.
  • Black ooze now vaporizes into miasma.
  • Green goo now vaporize into poison gas.
  • Brain brine now vaporizes (at very high temperatures) into confusion gas.
  • When your Toughness changes while you are wounded, your HP now maintains the same proportion to your max HP.
  • NPCs are now more urgent about extinguishing themselves when on fire.
  • Grenades no longer display their thrown weapon penetration and damage stats.
  • Ubernostrum tonics now properly cure both major and minor biological debuffs.
  • Hyperbiotic beds and regeneration tanks now cure minor biological debuffs.
  • The Broken status effect no longer applies to things that cannot reasonably break.
  • Penetrating radar no longer recolors your non-radar field of vision.
  • Ice humors now correctly lower your temperature on hit instead of raising it.
  • BaseSludges no longer appear in dynamic encounters.
  • Made the description of long blades' critical hit effect more accurate.
  • Passing by a walkway no longer generates a message in the message log.
  • Creatures and plants expected to inhabit water are no longer subject to the flashing blue visual effect for 'wet'.
  • Sheba Hagadias's name appears correctly now when she spawns as a miner.
  • The message from autodrink now tells you the source of the water you drank.
  • When consuming liquids from a nonspecific source, as with autodrink for example, you will now prefer to drink from renewable sources
  • Fixed a bug that prevented NPCs from wandering around the Six Day Stilt.
  • Fixed a bug that prevented Clairvoyance from seeing through vantabud and blood darkness when you had direct line of sight to the area.
  • Fixed a typo in the description of Psionic Migraines.
  • Fixed some capitalization inconsistency with 'Sightless Way'.
  • [beta] Fixed a bug that caused Sheba Hagadias to always spawn as a breathbeard.

201.70/202.29

Released February 19, 2021.

  • Added all new tiles for melee weapons, over 50 in total.
  • Added basic mouse support to field placement for force wall, force projectors, and portable walls.
  • The activated abilities menu now supports page up and page down.
  • You no longer attack yourself if you slip while charging, but you are sent careening in a random direction and may charge a different target than intended.
  • NPCs no longer charge when there's a wall or non-hostile creature between them and their target.
  • NPCs are now less willing to charge through hazards between them and their target, especially where hazards are in the tile they would wind up in.
  • Critical hits are now noted in the message log.
  • Reworked and rephrased the critical hit bonus from the masterwork item mod and the Weak Spotter skill.
  • Trees that are rooted in place can no longer be knocked prone.
  • Disassemble is now only the default interaction for scrap and empty injectors.
  • Reordered the pour options: the first option is now to pour into another container and the third option is now to pour on yourself.
  • The lighting status of torches no longer appear in the short versions of their display names.
  • Drastically reduced the chance to spawn vantabuds and vantablooms with high-level Burgeoning.
  • Made reload messaging with a single projectile have better grammar.
  • Made pulse field magnet's Pulse cooldown 5x as long.
  • Made the description of the Sturdy item mod clearer.
  • Sturdy objects now have their hit points increased by 25%.
  • Inanimate objects that are reduced to 25% of their hit points now become broken if they are not sturdy.
  • Clarified in the description of Strapping Shoulders that it only affects heavy weapons.
  • Village colonists can now properly engage in dialog.
  • Removed some unnecessary error condition reports from sultan relics.
  • Fixed a bug that made NPCs sometimes wind up inside walls when teleporting.
  • Fixed a bug preventing some goatfolk shamans from having the mutations appropriate to their epithets.
  • Fixed a bug that disabled long blades' critical bonus.
  • Fixed a bug that made strength-based penetration on arrows from compound bows and turbows not work properly.
  • Fixed a bug that caused some equipment effects to persist after the equipment was unequipped.
  • Fixed a bug that caused the village intro message to display multiple times at the start of the game if you spawned on top of aloe fugues.
  • Fixed a bug that caused a slight misreporting of bits received in large Disassemble All batches.
  • Fixed a bug with pack-spawning creatures (like segmented mirthworm) when they were generated as hired guard, psychic thralls, or domesticants: their packs would not be properly affiliated with them.
  • Fixed a bug that caused extradimensional psychic hunters to often fail to materialize.
  • Fixed some cases where the energy pulses from blast cannons could become interactable objects.
  • Fixed a bug that broke an intervention to prevent young ivories and lurking beths from stacking.
  • Fixed a zone generation error in the banana grove worldmap tile directly above the Spindle.
  • Fixed an unintentionally incongruous mismatch between the historical record and tomb inscriptions for certain historical events.
  • Fixed a bug that added extra caste descriptions to the ornately filigreed walls in the Tomb of the Eaters crypts.
  • Fixed verb conjugation in the description of phylactery squire.
  • [debug] Added a new wish, "allskills", that gives you every skill.

201.69/202.28

Released February 12, 2021.

  • Gave agolflies wings.
  • Euclid now wanders around Barathrum's study but no longer attacks the mushrooms there.
  • Dynamic quests that instruct you to find a location 3-7 parasangs in a direction from a landmark no longer use underground landmarks.
  • Yuckwheat is no longer destroyed when harvested.
  • Quartziferous mirrors now refract light.
  • The following actions now have energy costs and exit menu interfaces: eating, drinking, and opening & closing doors you aren't moving through.
  • We moved some Autoget options around.
    • Moved "Maximum auto-move squares/sec and auto-attack actions/sec" from Autoget to Automation.
    • Moved "Ignore enemies less than <difficulty>" from Autoget to Automation.
    • Moved "Ignore enemies farther away than <tile number>" from Autoget to Automation.
    • Moved "Take corpses when using Tab to take all" from Autoget to User Interface.
  • Removed Q Girl's plastifer jerkin.
  • Jump no longer snaps to your current target.
  • Items that use a particular liquid can now be set to autocollect that liquid when they're empty.
  • Ogre ape pelts are no longer considered food.
  • Arch dervishes no longer spawn with weak psionic weapons.
  • Creatures on walls can be looked at again.
  • Mines are now triggered only by creatures hostile to the minelayer.
  • Mines now function as hidden in pathfinding only to creatures hostile to the minelayer.
  • Creatures now do at least a little work to avoid mines they can detect, even if they aren't a threat.
  • Spray bottles can no longer be used to spray themselves.
  • Most objects in your tile or adjacent tiles now have an "attack" action available from the interaction menu, enabling you to be more specific in your attacks when there are multiple targets.
  • NPCs no longer irrationally prefer armor that is a light source over armor that is not.
  • You are no longer asked to spread Pax Klanq in Joppa in games where you did not start in Joppa.
  • Hitting escape when asked for a target for Spray-a-Brain or nano-neuro animator no longer generates an error.
  • Temporary and existence-support objects are now never animatable; the same is true of objects whose phase of matter is something other than solid.
  • Hoarshrooms sprouted from luminous fungal infections no longer bond to body parts they are equipped in once they are separated from the body part they initially sprout on.
  • Multiple applications of hulk honey, when not causing overdose, now refresh the duration of the effect rather than stacking.
  • Lunge now respects phase and flight with regard to whether objects between you and your target obstruct you.
  • Tattooed detail color no longer persists across player characters and save games.
  • You no longer receive popups when other creatures' irritable genomes act up.
  • Removed the blank Garden of Geth tile from the worldmap.
  • Fixed a bug that made pools of water strangely resistant to being evaporated once somebody walked through them. This change may introduce new liquid temperature behavior, some of which is unintended.
  • Fixed a bug that caused the Reputation screen to display the text for a faction hating you when they merely just dislike you.
  • Fixed a bug that caused freshly animated objects not to become active until odd conditions were met.
  • Fixed an exception when blast cannons were disarmed, e.g. from leering stalkers.
  • Fixed some bugs with the interaction between snap-to-hostile-target behavior and wall-dwelling creatures in corners.
  • Fixed the tile color of zetachrome warhammer.
  • Fixed elastyne skin suit appearing in certain encounter tables twice.
  • [modding] Several messages pertaining to curable fungal infections now emit & conjugate properly for NPCs.

201.68/202.27

Released February 5, 2021.

  • Cans of Spray-a-Brain and nano-neuro animators now let you animate more types of inanimate objects (anything with the animatable tag) instead of just walls, doors, and tables.
  • Added more variety to relic names.
  • Added makers' marks to item names.
  • Added new descriptions for the following objects: sacred well, marble dais, and fungal spores.
  • Changed the cleated mod name to "fitted with cleats".
  • Changed the name of exit teleporter to "stairwell teleporter".
  • Fixed some issues with The Earl of Omonporch quest.
    • The Council is no longer convened if you don't have the required reputation with four factions.
    • The delegates that show up now better match the factions they're supposed to represent.
    • Faction delegates now disperse once you complete the quest.
  • The Spiked item mod can now be applied to gauntlets.
  • The old item "spiked gauntlets" is now a pair of steel gauntlets with the Spiked mod added. Spiked gauntlets already generated in existing saved games are unaffected.
  • You no longer get messages about nosebleed for creatures you can't see.
  • Dynamic villages no longer have the chance to teach you the intro power of a skill rather than the skill itself that was advertised.
  • Witchwood bark now gives some clue as to its eat effect in its description.
  • Added a death message for dying via Syphon Vim.
  • Added some more missing death messages.
  • Ongoing damage from poison and Syphon Vim no longer sets your target.
  • Autoact is now interrupted when an enemy initiates Syphon Vim on you on a visible or audible.
  • You can now cancel the life drain effect of Syphon Vim via the interaction menu on its target, including at a distance via look + interact.
  • Dynamic quest items names no longer include qualifiers like [empty].
  • Refined some of the edge case uses of domination.
  • Fixed a bug with biological clones inheriting their progenitor's cybernetic implants.
  • Fixed a bug that made some cybernetic implantees immortal.
  • Fixed a bug that caused Albino's regeneration penalty to be applied while inside rather than outside.
  • Fixed an exception when there was no space for air wells and solar stills to deploy their catch basins.
  • Fixed the cone picker occasionally being unresponsive to keyboard input.
  • Fixed a bug with cone-shaped breath weapons.
  • Fixed an exception when using very high level breath weapons.
  • Fixed a bug that caused some templated text, such as "*it*", not to be dynamically replaced.
  • Fixed some empty text in some sultan histories.
  • Fixed some empty text in recipes and cooked meal descriptions.
  • Fixed a typo in the error log.

201.67/202.26

Released January 29, 2021.

  • Fear is now implemented as a status effect called Terrified. This means it now appears in creatures' descriptions, can be removed by phenomena that remove status effects, counts as a debuff for Shank's purposes, and interrupts Sunder Mind.
  • The energy cost of a move action now uses the move speed you had at the start of the action. This fixes a bug where if you went prone while wading through water, enemies would get dozens of free attacks on you.
  • Move speed now has a minimum value of 5.
  • Missile combat messages now give more information about the direction of projectiles and missile attacks and less information about creatures you cannot see.
  • You no longer have a chance to use random ingredients from your equipment or inventory when you whip up a meal.
  • Baetyls and baetyl cherubim now gently repel gases.
  • Reduced the speed of projectiles to make their directions more legible.
  • Engraved and Painted no longer increase the tinker cost of adding additional item mods to the items they are on.
  • Mines laid by miner robots are now hidden.
  • Miner robots are now better at avoiding their enemies.
  • Sower's seeds can no longer be used as mines or bombs.
  • Miner robots can no longer generate as sower's seed miners.
  • Klanq no longer asks you to puff on [Object]s.
  • Changed the text of Corpus Choliys to no longer imply that the Flaming Ick has to be quaffed from a particular type of container.
  • Gorged growths now belong to the root faction.
  • When Camp looks for existing campfires or campfire remains, it no longer counts campfires in unexplored areas.
  • Camp now better indicates where the existing campfire is if there is one.
  • You can no longer use Sting if you cannot move your extremities.
  • Nests are no longer hidden under light sources when they generate in the same tile.
  • Tortoise cherubim now correctly belong to the tortoise faction.
  • Removed the possibility of faction encounters in the middle of the stilt cathedral.
  • Recoilers now give a clearer message when they drain the last charge in their energy cells while failing to recoil.
  • Named snapjaws in villages now have snapjaw-like names. We also expanded the snapjaw name generator.
  • Added better messaging for young ivory and lurking beth attacks.
  • Young ivory and lurking beth are no longer revealed when they attacked victims you cannot see.
  • You can no longer autowalk to stairs while confused.
  • Falling asleep now interrupts autoact.
  • Explosions produced by mines now better inherit the phase characteristics of the mines themselves.
  • Added a death message for metabolic collapse due to hulk honey abuse.
  • Dynamic quest item names no longer occasionally have punctuation in them.
  • Made the duration in Paralyzing Stinger's level text more consistent across levels.
  • These abilities now snap to hostile targets: Lase, Sunder Mind, Flaming Ray, Freezing Ray, Berate, Menacing Stare, Mark Target, and Charge.
  • Fixed some cases where message log entries would begin with a lower-case letter.
  • Fixed a bug that occasionally caused Syzygyriors to start the game without any weapons.
  • Fixed a bug that occurred when you spoke to Neelahind or Eskhind while carrying Kindrish after completing Kith and Kin.
  • Fixed a typo in Elder Irudad's conversation.
  • Fixed unprocessed dynamic text from appearing in cookbooks generated during world generation.
  • Fixed an XP bug with companions.
  • Fixed a typo in square cap.
  • Fixed some grammar errors with relic boots.

201.62/202.22

Released January 22, 2021.

  • Warden Ualraig no longer carries glowspheres.
  • Glowspheres are now more expensive.
  • Lase now acts as a projectile for the purposes of passing through forcefields, fences, and low walls.
  • The location secret for Mamon Souldrinker's village lair is now logged in your journal when you find the village.
  • Birds now have the Beak and Wings mutations by default.
  • Acid humors are now immune to acid.
  • Canned mystery meat is now properly considered meat.
  • Ink weeps now properly weep ink.
  • Tactful no longer gives bonus reputation with hidden factions.
  • Made brooding jadepuff's spores a darker shade of green.
  • Made parts of Otho's dialog slightly less repetitive.
  • Made poison-tipped spears a little more expensive.
  • Quantum ripplers must now be identified.
  • Urn duster villagers no longer leave to look for urns in the Tomb of the Eaters.
  • Urn dusters are now able to dust urns outside the Tomb of the Eaters, should they find some.
  • Village colonists no longer have a chance to spawn as previously named legendary creatures.
  • Sheba Hagadias no longer has a chance to spawn as a named Knight Commander of the Holy Temple.
  • Troll foals can no longer spawn on the world map.
  • You can no longer compliment Q Girl's hair if you have monochrome.
  • Dynamic quests to find items now respect item plurality in their quest text.
  • You can no longer roll on the ground to put out a fire if you're out of phase with the ground.
  • Temperature changes performed by firefighting are now phase insensitive.
  • The option "Take corpses when using Tab to take all" now defaults to off.
  • XP gained by companions of companions is now shared up the leadership chain.
  • There's now a specific death message for bleeding to death.
  • Scans of local environments do a better job of checking the visibility of individual creatures and items, rather than merely that of the squares they are in. This means that Attack Nearest no longer moves you toward hidden young ivories and lurking beths.
  • Flaming Ray and Freezing Ray now more consistently message the names of the limbs they're on.
  • Molting basilisk husk no longer includes its thrown weapon stats in its display name.
  • Psychometry can no longer be used to switch off turrets created by turret tinkers.
  • Empty waterskins you are selling no longer count toward your liquid carrying capacity, while empty waterskins you are buying do.
  • Certain indirect forms of damage, such as gases, mines, and fires, no longer incorrectly set your target.
  • If a dialog option results in you getting in a fight with one of your companions, they now become hostile to you after you exit the conversation.
  • Added a more descriptive message for trying to move through movement-blocking terrain on the worldmap.
  • Made the hyphenation of Two-Headed, Two-Hearted, and Cold-Blooded consistent.
  • The word "apex" is now procedurally pluralized to "apices".
  • Attack Nearby and autoattack will no longer attack creatures who are not hostile to you.
  • Cooking effects on NPCs no longer go on forever.
  • Fixed a generative text error in some sultan tomb inscriptions.
  • Fixed a character creation display bug with Ibul cybernetic implants.
  • Fixed a bug that caused the game to occasionally freeze when you were targeted by a lithofex's gaze.
  • Fixed a typo in barkbiter jerky.
  • Fixed a typo in damage reflection cooking effect text.
  • Fixed plurality issues in some dynamic quest text.
  • [Patreon] Fixed a bug in E-Ros's speech patterns.

201.61

Released January 15, 2021.

  • Added ink, sap, and wax weeps.
  • Made ink a little more common across the world.
  • Recipes based on meals cooked with Canned Have-It-All now require a random ingredient from the Canned Have-It-All effect rather than a serving of Canned Have-It-All. For example, if you're inspired via Carbide Chef, cook a meal with a serving of Canned Have-It-All, and choose "Grants slime spitting" as the effect, the recipe will now require 1 dram of slime.
  • Completing What's Eating the Watervine? now completes the quest step 'Return with a critter corpse' and awards appropriate the XP.
  • Updated which abilities work with Triple-Jointed's cooldown skipping -- Sprint and any skill power that has an Agility prerequisite -- and changed the phrasing to make this clear.
  • Rephrased the description of Wings to make it clearer you get its speed boost only while traveling on the world map.
  • Added a description for the crackling effect.
  • Rephrased the description of Spinnerets to make it clearer that the duration only ticks down when you move.
  • Moving to stairs no longer knows how to pathfind through areas you have not explored.
  • Made great magma crab corpses weigh a lot more.
  • If half of a double door is animated to life, it no longer closes other doors it passes through.
  • The Life and Death Gates now become unsealed if they are animated.
  • Fixed a bug that occasionally caused a slain character in Grit Gate to show up more than once in Otho's report.
  • Creatures can now only go prone if they have a Feet or Roots-type body part that provides mobility.
  • Urchins are now animals rather than plants, more strongly anatomically resemble sea urchins, and have Quills.
  • Campfire remains are now considered campfires for purposes of whether you can use Camp.
  • Ovens are no longer considered campfires for purposes of whether you can use Camp.
  • You can no longer create an arbitrary number of campfires in Brightsheol.
  • You can no longer generate a campfire with a red flame in Brightsheol by making a campfire, extinguishing it, and relighting it.
  • You can no longer spot notable objects while confused.
  • Losing equipment to dismemberment no longer describes you as unequipping it.
  • Changed Wilderness Lore: Salt Pans to Salt Dunes.
  • Village pets can no longer be pre-legendary snapjaws, goatfolk, or baboons.
  • Disabled idle behavior on Otho to prevent some quest-breaking behaviors.
  • Added some extra protections against the Decoding the Signal questline not advacing properly.
  • Red jells now bleed lava.
  • Lava in containers now heats them up over time proportionally to the amount and purity of the lava, rather than setting their temperature to 1000 degrees upon any amount of lava being poured into the container then doing nothing afterward.
  • Damage from drinking lava is now tracked as heat damage.
  • Sheba Hagadias can once again be a breathbeard or an elder breathbeard.
  • Phials are now immune to heat, cold, acid, and electricity.
  • Improved death messages for companions who die in explosions you caused.
  • Starting villages can no longer be disease communes.
  • Fixed the tile color of bronze battle axe.
  • Bloated pearlfrogs' sticky tongue can still pass through fences but no longer pull you through them.
  • Removed the unused acidHighTier cooking ingredient.
  • It's now possible for a certain obscure death message to be shown under more circumstances.
  • Cannibals and glow wights are no longer always male.
  • Yempuris Phi is now visible in gas.
  • Made ape pelts weight less.
  • Made spheres of negative weight more complex to identify.
  • Procgen books no longer occasionally generate with empty titles.
  • Slightly increased the render layer of liquid volumes and webs so they always appear on top of walkways like conveyors.
  • Excluded the farmed version of animals from dynamic encounters.
  • Made gaslight weapons light sources when powered.
  • Names of legendary creatures you've slain now appear magenta in the chronology.
  • You can no longer spot notable objects while confused
  • Lithofex's gaze ability is now correctly limited to line of sight
  • Fixed a bug that caused flowers to teach Swimming rather than fish. Flowers now teach Persuasion.
  • Fixed a bug that caused flaming and freezing hands to sometimes have their modifier displayed twice.
  • Removed the unused acidHighTier cooking ingredient effect type.
  • Stray line breaks in the classic dialogue interface are now trimmed.
  • Fixed a bug that made "Historic sites now reward a more appropriately tiered amount of cybernetic credits" from last week not work.
  • Fixed a bug that caused sultans to occasionally have successors name suffixes when they weren't successors.
  • Fixed the duplicate "live and drink" dialog that Mechanimist pilgrims had.
  • Fixed a bug with legendary pariah names.
  • Fixed a typo in sultan history.
  • Fixed a typo in the description of Brittle Bones.
  • Fixed a typo in mirror bug's description.
  • Fixed some grammar bugs with Agyra and Lebah.
  • Made a small grammar change to dynamic village descriptions.
  • Fixed the capitalization of Gyl in popup text.
  • Fixed tile color of bronze battle axe.
  • Fixed a broken mural tile on the outskirts of Ezra.
  • Fixed carbide folding hammer's ANSI color.
  • Made flowers teach persuasion and fish teach swimming.
  • Fixed a bug that broke attribution of the creature responsible for killing another creature in some circumstances, particularly explosions.
  • Fixed a bug causing quests to not properly give reputation awards after a save/load cycle
  • Fixed Lase passing through objects it failed to penetrate.
  • [modding] Fixed an exception in the 'makevillage' wish

202.20 - 'beta' branch

Released January 15, 2021.

  • [modding] ConsoleChar underwent a large internal refactor to simplify its data structure and provide a more flexible framework for colors.

201.60/202.19

Released January 8, 2021.

  • Creatures can now pathfind through force bubbles they are emitting.
  • Creatures now care when you damage their force bubbles.
  • Gamma moth's mutating gazes no longer have non-functional energy cell sockets.
  • Historic sites now reward a more appropriately tiered amount of cybernetic credits.
  • Legendary pilgrims no longer up and leave their lairs.
  • While socializing at the Six Day Stilt, burrowing creatures no longer burrow and restless creatures are now less restless.
  • Passing the turn to put yourself out while on fire no longer loosens your carapace or interrupts Heal or Meditate.
  • If you successfully fence a stolen object, it's no longer considered owned by someone else.
  • Attempting to cure glotrot before your tongue has completely rotted away no longer cements the disease in its first bleeding stage.
  • Changed some properties for clockwork beetles to make them more fully automaton-like.
  • Meditate is now smarter about what status effects it reduces the duration of and can now include effects added by mods.
  • The interior of the Tomb of the Eaters is now correctly treated as indoors for the purposes of Albino.
  • Once you've discovered the Mark of Death, the mark itself is now displayed in your journal.
  • The Mutating effect can now bestow multiple defects and properly mutates you after a save/load.
  • Entourages of fort snapjaws are now excluded from dynamic encounters.
  • Whipping up a meal in [redacted] now properly uses local ingredients.
  • Ovens no longer generate in liquid volumes.
  • Signs now appear on the alt overlay.
  • Mushroom walls now paint together nicely.
  • Removed some wall tiles with broken descriptions from the town square of Ezra.
  • Identified hologram bracelets now provide an activated ability that activates and deactivates them.
  • [redacted]
  • Fixed some cases where companions of companions incorrectly got angry at you.
  • Fixed some figurine grammar.
  • Fixed a bug that turned the Barathrumites against you when you damaged Barathrumite-owned furniture or equipment during A Call to Arms.
  • Fixed a bug that showed the player failure popups from NPCs' Syphon Vim usage.
  • Fixed a bug that caused NPCs with Syphon Vim to lock up when they became hostile to non-creature targets.
  • Fixed a bug that made ape pilgrims path to the Six Day Stilt instead of to [redacted].
  • Fixed the particle text color of dazed, stunned and bonded.
  • Fixed a text color bug in Blood and Fear: On the Life Cycle of Lah.

201.59

Released January 1, 2021.

  • Added several new movement-related commands:
    • Move To Square (default mapping: ctrl-enter), which prompts you for a target square and attempts to pathfind to there.
    • Move To Zone Edge (default mapping: shift-enter), which prompts you for a NSEW direction and attempts to pathfind to that edge of the screen, or as close to it as you can manage.
    • Force Attack Direction (default mapping: backslash), which prompts you for a direction and attacks in that direction.
    • Force Attack Square (default mapping: shift-backslash), which prompts you for a target square adjacent to you and attacks there.
  • Creatures becoming dazed now appears in the message log and produces floating text.
  • Creatures who are interested in occasionally going on shopping sprees at the Six Day Stilt no longer engage in this behavior when they have a party leader.
  • Ironshank can now only infect creatures with a Feet body part that is made of live tissue and provides mobility.
  • Identified force bracelets now provide an activated ability that activates and deactivates them.
  • Dig no longer works on the world map.
  • Slam will now prefer your primary cudgel.
  • Owned Schrodinger pages now warn you when you attempt to activate them.
  • If you are dominating a temporary or existence-supported creature at the time when it ceases to exist, this now ends your game once more, but now with case-specific messaging.
  • Young ivory, lurking beth, holographic ivory, and holographic beth now self-destruct if they enter a square with another object of any of these types, preventing stacks of multiple instances of these from forming. (The only exception is if the object is, due to extraordinary circumstances, a fully self-mobile creature, as for example in the case of an extradimensional psychic assassin lurking beth.)
  • Shield Slam now has an action cost of one turn.
  • Syphon Vim now does a better job of targeting the creature in its target cell that you would want it to target, when there is more than one.
  • Syphon Vim now appears in the message log any time it is initiated between creatures you can see, and produces floating text when initiated.
  • Syphon Vim now provides better failure messaging.
  • Mouse-based movement no longer knows how to pathfind through areas you have not explored.
  • The display names and descriptions of leather bracer Kith and Kin clue items is now coherent with leather bracers being single items.
  • Narcoleptics' original body no longer falls asleep outside of combat while they are Dominating another creature.
  • The ExploreZone debug command will now expand the player's sight radius.
  • The 'wait a specified number of turns' dialog now uses the last number of turns waited as the default.
  • The modern message log is now hidden when using the alt overlay.
  • Humanoid creatures no longer default to having the Night Vision mutation.
  • True Kin NPCs now have Rebuke Robot.
  • When Joppa is abandoned, the zones surrounding it are now given names as per ordinary salt marsh.
  • Fixed a bug that turned the Barathrumites against you when friendly fire hit chain laser emplacements during A Call to Arms.
  • Fixed a bug that made move speed of 100 display as move speed of 99 in the modern UI.
  • Fixed a bug causing engulfment-capable creatures to potentially freeze up when hostile to non-combat-capable objects like young ivory and dreadroots.
  • Fixed a bug that resulted in zone names of the form "some slimyorgotten ruins".
  • Fixed an issue causing machine press tiles to become nonfunctional.
  • Fixed excessive event usage during legacy explosions.
  • Fixed color bleeds in cooking messages from congealed skulk, congealed love, and dried lah petals.
  • Fixed a bug that made zero move speed exploits still possible when dominating sapient plants and fungi.
  • [modding] Erroneous population tables should no longer prevent loading of tables from other mods.

202.18 - 'beta' branch

Released January 1, 2021.

  • The Wait N Turns dialog is now a number picker
  • The default number of items to drop is now the size of the stack instead of 1
  • Modern windows are now responsive to the player position in ASCII mode
  • Added prerelease input manager keybindings for load game, save game and auto-attack-nearest
  • Fixed an issue with liquid selection when modern ui elements were enabled

201.58

Released December 25, 2020.

  • Burrowing Claws, nanopneumatic jackhammers, and pickaxes now enable an activated ability Dig. This is a form of autoact that allows you to automatically move in a straight line from your current location to somewhere else on the map, attacking walls as necessary. All events that normally interrupt autoact will interrupt autodig, as will being displaced from your planned path and failing too many times in a row to damage what you are attacking. Hazards that would be avoided by autoexplore are NOT avoided by autodig.
  • When naming an item based on its qualities and choosing to name it after a creature (most relevantly, the player naming after themself), item naming now preserves the capitalization pattern of the creature's name rather than converting it to standard title case.
  • Manual equip now reports properly on some process failures which previously failed silently, and on items unequipped in the equip process.
  • Heat resistance and cold resistance now affect the absorption of ambient temperature when absorption does not appear to be desirable (for instance, if you are on fire, it would not be desirable for your cold resistance to interfere with ambient temperature cooling you down).
  • Poisoning and asphyxiation now have specific death messages.
  • Pathfinding now avoids revealed yonderbrush.
  • The gemstone transmutation power of some relics now only works on creatures that are hostile to the relic's wielder.
  • Sparking baetyls no longer ask for items with the Sharp mod.
  • Joppa's zone is no longer treated as having a proper name, and has the display name "an abandoned village", when Joppa is abandoned.
  • The sultan gospel learned from the shrine in Joppa is no longer annotated as having been learned from the villagers of Joppa when the villagers of Joppa are not a visible faction.
  • Warden 1-FF no longer generates as hated by the Farmers' Guild.
  • The Jacked mod's description now reflects its interaction with mutants with Electrical Generation.
  • Liquids being poured out onto the ground now retain the phase characteristics of their pourers briefly, and some internal mechanics of neutron flux explosion have been adjusted, such that neutron flux explosions will generally have the phase characteristics of the individual causing them.
  • Move speed now has a floor at 1, disabling exploits involving slowing move speed down to 0 to achieve a mathematically undefined rate of motion.
  • If you are dominating a temporary or existence-supported creature at the time when it ceases to exist, this now breaks the domination rather than ending your game.
  • Being in the target area of a fulcrete catapult, or seeing that your companion is, now interrupts autoact.
  • Twinning lamprey generated twins now take on the party leader and target of the current lamprey.
  • The names of village building materials made from creature parts now preserve the case pattern of the names of the creatures they are made from.
  • Attempting to charge while overburdened now fails early and shows a relevant error message, rather than attempting to charge and failing in a fashion that costs action points and puts Charge on cooldown.
  • Disguises are no longer generated for breathbeards and elder breathbeards.
  • Sheba Hagadias no longer generates as a breathbeard or elder breathbeard.
  • Fixed a bug causing the deathlands and the Spindle's parasang to have the wrong difficulty tiering.
  • Fixed a bug causing explosions to terminate early on an exception.
  • Fixed a bug causing single leather bracers to still be treated as plural.
  • Fixed a bug that made maghammers and leather whips ignore their wielders' relevant attribute bonuses when calculating the difficulty of saves to escape from being latched onto by them.
  • Fixed a bug that caused player companions to lose their faction memberships and other attitudinal tracking when left behind in a zone which was then returned to, with this then carrying on down the leadership chain where applicable.
  • Fixed a bug that disabled the action cost benefits of plastifer chem vests and medassist modules.
  • Fixed a bug causing wraith-knights to be friendly to more phylactery users than they should have been.
  • Fixed a bug that caused flamethrowers and swarm racks equipped on the back slot provided by an equipment rack implant fail to fire.
  • Fixed a bug that could cause exceptions interacting with chests using the trade screen.
  • Fixed a bug in tomb inscriptions describing sultans' forging of relics.
  • Fixed a typo in Agyra's dialogue.
  • [modding] GetEnergyCostEvent now has its Type field set properly.
  • [modding] added support for 'populaton' zone tags in worlds.xml

202.16

Released December 25, 2020.

  • Fixed an issue with some dynamically typed NPCs appearing as generic "breathbeards"
  • Fixed an issue with overal message log toggling via legacy keybinds

201.57

Released December 18, 2020.

  • Sparking baetyls now sometimes request items modded in some way; for example, "SIX JEWEL-ENCRUSTED ITEMS" or "THREE ITEMS FITTED WITH SUSPENSORS".
  • Vaporizing pools of water and acid now produce steam and acid gas, respectively, once more.
  • Lase has unlimited range again, and this is now reflected in the UI and by AI behavior.
  • You can no longer trade with creatures who are out of phase with you.
  • Resting and waiting no longer honor the "ignore enemies easier than" option.
  • Resting and multi-turn waiting now check for hostiles before starting, rather than using a turn then checking for hostiles.
  • Autoexplore now only attempts to open doors you are in phase with.
  • Interruption messages are now only displayed for autoget (messages about "gathering") if you have autogotten at least one item.
  • Being shot at with missile weapons now interrupts autoact under more circumstances.
  • Haggabah is now invisible when lit by penetrating radar and visible to psychic observation.
  • Temporal Fugue clones can no longer use Temporal Fugue.
  • There is now a pair of protectors of the Stilt inside it.
  • Improved the visibility of explosions, particularly near walls.
  • Campfires and ovens now heat themselves up.
  • Campfires are now extinguished if they freeze.
  • North-facing and south-facing industrial fans no longer need to be identified separately.
  • Yla Haj no longer generates as hated by the Fellowship of Wardens or the Farmers' Guild.
  • Anomaly extinguishers no longer have a message about compute power in their description.
  • The description of Staunch Wounds no longer mentions the decommissioned defect Hemophilia.
  • When a creature you have performed the water ritual with is cloned, the clone's description no longer incorrectly reports that you have performed the water ritual with it.
  • Wood floor and bridges made of brinestalk no longer render as if they were on top of non-flooring objects.
  • Walltraps no longer trigger on the world map, should they find themselves there in some way, such as by being animated using a nano-neuro animator or Spray-a-Brain, then being dominated by the player.
  • Reputation change messages now correctly report reputation levels influenced by Socially Repugnant and faction attitudes toward mutations.
  • Activating flight while swimming no longer temporarily leaves you in a state of both flying and swimming.
  • Procedural grammar composition now uses the article "an" with the word "heir" rather than "a".
  • Encounter tables for generating random items of armor no longer sometimes redirect to tables for generating non-armor-specific artifacts, meaning among other things that sparking baetyls promising A SPLENDID VESTMENT will no longer occasionally give people a cybernetics credit wedge.
  • Buying skills no longer bypasses the requirements for their basic powers (the 0 SP ones included with the skill).
  • While auto-exploring you will no longer notice hostiles outside your actual vision range, i.e. when myopic.
  • Fungal infections no longer print unequip messages when cured and instead specify what body part they were cured from.
  • Removed legacy torch sconces hidden in the walls of the Stilt ground floor.
  • Creatures and companions should now have a higher preference for using vibro weapons.
  • Puffing Klanq on items and creatures now works on items and creatures that are in the same square as you.
  • Summoning curios will now normally summon a creature of a faction that existed during the Sultanate of Qud.
  • Two-handed weapons no longer fail to be equipped to the thrown weapon slot, and multi-slot armor equipped to the thrown weapon slot or in a hand as a melee weapon no longer additionally occupies body parts related to its armor functionality unless the thrown weapon or hand slot is normally part of the armor's slot usage pattern.
  • Fixed a bug causing Swimming and Wading statuses to sometimes hang around longer than appropriate, especially with high move speed and/or quickness.
  • Fixed a bug causing displacer bracelets to be more common than intended.
  • Fixed a bug that made some forms of being stuck show you, when preventing actions, a failure message of "You are!" or "You are !" rather than "You are stuck!"
  • Fixed a bug causing NPCs to use Slam on themselves in some circumstances.
  • Fixed a bug that generated an inconsequential exception when unmatched piston presses Slammed things.
  • Fixed a typo and exception in the Spread Klanq mural text.
  • Fixed exception when waiting a number of turns.
  • Fixed the hollow tree playing music of the last visited zone.
  • Fixed some bugs causing errors when soup sludges attempted to spit liquid.
  • Fixed a bug causing chromelings affected by the chrome beacon to sometimes have two Overclocked effects active.
  • Fixed a bug that made disassembling an energy cell slotted in an item fail to immediately update carried weight.
  • [modding] Physics.ExplosionDamage() now passes its WhatExploded parameter to GameObject.TakeDamage() as its Source parameter, making it available in the TakeDamage event.
  • [modding] The Source parameter from the TakeDamage event is now available in the AttackerDealtDamage, BeforeTookDamage, TookDamage, and TookEnvironmentalDamage events.
  • [modding] XRL.UI.ConversationUI.HaveConversation() now has a default of null on its Speaker parameter, and an effort has been made to make sure it and its downstream dependencies can handle a conversation without a Speaker.

202.15 - 'beta' branch

Released December 18, 2020.

  • Added prerelease keybind for toggling the message log visibility
  • Fixed an issue causing the keybinding screen to be unescapeable if prerelase input was turned on but modern ui was disabled
  • Fixed an issue causing a few non-alternate adventure keybinds to fire even when the alternate key was pressed

201.56

Released December 11, 2020.

  • Turbows now allow Strength bonuses to apply to arrow penetration.
  • Autoexplore and autowalk now open doors as a separate action before moving into the doorway.
  • Attack-nearest can no longer target adjacent enemies that you cannot see.
  • Auto-attack will now be interrupted if you cannot see your target.
  • Auto-attack and attack-nearest can no longer be used while confused.
  • Auto-attack and attack-nearest now produce movement/attacking in random directions if used while furious.
  • Smart use on an active force projector now deactivates it rather than prompting for a new deployment pattern.
  • Holographic plants no longer produce sap when attacked.
  • Rifle and pistol relics can now be part of sultans' histories.
  • You can no longer sacrifice biotech-based artifacts at the Sacred Well.
  • Lasing with Light Manipulation no longer has infinite range.
  • Mental Mirror will now properly reflect and terminate Sunder Mind on a failed penetration.
  • Sunder Mind damage now ignores phase.
  • Improved the composition of biome zone names in forgotten ruins.
  • Improved the road layout in Bey Lah.
  • Tattooing now uses the names rather than the descriptions of body parts.
  • Tinkers now properly repair certain rusted, broken, or damaged items, such as scrap.
  • Assigned tier values to various tonics, crystals of Eve, and arsplice seeds, fixing several related issues including sparking baetyls asking for them will no longer tend so much provide rewards dramatically out of keeping with their difficulty of obtainment.
  • Fixed a but where it was possible for curing glotrot to not work if you drank the Flaming Ick on the very last turn before you would have transitioned from having a sore throat to having full-on glotrot.
  • Fixed a typo in Herododicus's dialogue.
  • Fixed a typo in Frivolous Lives, Vol. I.
  • Fixed a pronoun in tomb inscriptions.
  • Fixed a bug making puffing Klanq on objects sporadically fail.
  • Fixed a bug that made resupplying clonelings with cloning draught only work if you did not have any cloning draught.
  • Fixed a bug causing color bleeding in some hero names.
  • Fixed a bug where the bonus MA of Mental Mirror was not being applied.
  • Fixed a bug causing Psionic Migraines not to unequip items on your head.
  • Fixed an exception when resisting Sunder Mind damage.
  • Fixed an exception when a creature was attempting to reload while wielding a geomagnetic disc.
  • Added "zonebuilders" wish to display the builders of the current zone & their parameters.
  • [modding] PopulationTables.xml now supports merging. <population> elements with Load="Merge" attributes now support basic merge semantics, and <group> elements now have Name attributes that can be used to either replace or, with Load="Merge", merge with the group of the same name in the base XML file.
  • [modding] The TinkerItem part no longer supports the field CanRepair; repairability is now simply a matter of the object being in a state that can be repaired.

202.14 - 'beta' branch

Released December 11, 2020.

  • Added a new number-picker popup that supports directional inputs
  • Added prerelase input manager key bindings for journal screen management

201.55

Released December 4, 2020.

  • There is a new autoget option, autoget special items, which currently causes you to autoget relics, extradimensional items, and quest items. It defaults to on.
  • Autoexplore now collects items from tables.
  • Stunning Force's target picker now better matches its area of effect.
  • Stairs now have a high render priority in the alt display.
  • Seekers of the Sightless Way are now rare instead of uncommon encounters.
  • Added an 'abandon' prompt when quitting the game using the quit keybind.
  • Penetrating Radar now reveals its entire radius again, not just the top left.
  • Giving books to Sheba Hagadias no longer makes two XP messages appear in the message log.
  • Fixed a bug that made the nocturnal apex's Prowl effect only provide its agility and move speed benefits if you were cloned during the duration of the effect.
  • Fixed bugs causing some liquid transfers to not affect containers properly or otherwise fail to cause intended effects.
  • Fixed a bug causing the entire second story of villages to immediately plummet to the ground below as soon as the player entered them.
  • Fixed Sheba Hagadias spawning as an uplifted hero creature.
  • Fixed unicomputers from the Crematory being placed in villages.
  • Fixed some grammar in the missing body parts description.
  • Fixed sparking baetyls repeating themselves.

202.13

Released December 4, 2020.

  • Added a visual indicator for the currently selected take-a-step direction when using prerelease input manager
  • Added a text indicator for the currently selected ability (will be merged into the ability bar in the future)
  • Added zoom in and zoom out bindngs to the prerelease input manager
  • Cancel now properly exits the pick direction screen when prerelease input manager is enabled

201.53/202.11

Released November 27, 2020.

  • Tonic injectors now have an interaction command available for applying them to others.
  • The fitted with filters mod now protects from critical failures on gas saves, the same as gas masks and vinewood sap masks.
  • You can no longer force-feed creatures luminous hoarshrooms by attacking them while wielding one.
  • Droid scramblers are now more reliable.
  • Several NPCs have returned to Kyakukya.
  • Various stat drain effects now cause the defender to get angry at the attacker.
  • Infiltrate can no longer be used on the world map.
  • The description of mechanical wings now refers to "corroded bronze", not "rusted bronze".
  • Improved a variety of object placement mechanisms to better account for placement hints and object types.
  • Timecubes are now colored so that they look like cubes rather than discs.
  • Added a new skill wish: "skill:name/id", e.g. "skill:Hobble", "skill:strapping shoulders", "skill:Dual_Wield_Fussilade".
  • Aquatic monsters will no longer prefer to spawn on a closed liquid volume like a waterskin.
  • Maps are now more similar when generated in the same world seed (though still not identical in all cases)
  • Fixed some minor map errors in Bey Lah, Barathrum's Study and Tomb.
  • Fixed Stinger tail remaining even were you to lose the mutation.
  • Fixed a bug causing roads and rivers to not properly remove terrain.
  • Fixed some bugs causing relic chests not to be placed.
  • Fixed some issues causing excessive memory use.
  • Fixed "you are stopped by ..." message spam.
  • Fixed some minor typos.
  • [modding] The 'options' node name in options.xml is no longer case sensitive
  • [modding] Updated the default Mods.csproj created from the mod toolkit.
  • [modding] New AddToPopulation function in PopulationManager to merge in new entries adjacent to a sibling.

201.51

Released November 20, 2020.

  • Added tiles for arrows, lead slugs, shotgun shells, missiles, and Schrodinger pages.
  • Bats now have wings.
  • Feral lah pods now respect phase.
  • Forced drinking can no longer make you vomit indefinitely and lose an infinite number of turns.
  • Autoexplore no longer requires you to leave a square with a painted or engraved item in it before looking at it.
  • Sound will now propagate through non-occuluding walls such as forcefields or fences.
  • The turn count of Long Blade's En Garde! is now cardinal as opposed to ordinal.
  • The wishes godown and goto no longer toggle calm.
  • Removed orphaned markup from crysteel arrows' description.
  • The Trolls faction is now described as being interested in the locations of "storied items" rather than "artifacts".
  • Learning a secret via non-water-ritual dialogue with a creature of a visible faction now records that faction as the secret's source.
  • Learning a secret via water ritual with a creature of a non-visible faction no longer records that faction as the secret's source.
  • Fixed a bug causing hostiles to be inappropriately ignored during autoexplore.
  • Fixed a bug that caused it to sometimes be possible to sell a secret back to someone you bought it from in the water ritual.
  • Fixed a bug that caused throwing with an accuracy bonus to consistently throw items one square further than targeted.
  • Fixed a bug causing excess stairs to generate in Grit Gate.
  • Fixed a bug causing some historic sites to have no passable area.
  • Fixed a bug causing the starting village not to be revealed on the world map due to an unfortunately placed house.
  • Fixed a bug where village mayors would sometimes not teach you their signature skill.
  • Fixed a bug causing some sultan murals to be improperly initialized.
  • Fixed a bug causing historic event corruption in murals and shrines.
  • Fixed a bug causing [redacted] to yell "DONE!" too early.
  • Fixed a bug causing feral lah pod explosions to display when off-screen.
  • Fixed a bug causing teleport effects to display when off-screen.
  • Fixed a bug causing some biome-altered tiles to not be properly colored.
  • [modding] A registration-based event ObjectExtracted is now called on objects that are harvested or butchered from other objects, with parameters of Object (the object extracted), Source (the object from which it was extracted), Actor (the object performing the harvestry or butchery), and Action ("Harvest" or "Butcher").
  • [modding] The QudHistoryFactory class is now public.
  • [modding] Improved the logging for invalid blueprints in map files and invalid terrains on the world map.

202.7 - 'beta' branch

Released November 20, 2020.

  • Improved the modern UI tooltips
  • Fixed a bug causing UI lockups with the modern UI enabled
  • Fixed a bug causing excessive log spam

201.50

Released November 13, 2020.

  • Segmented mirthworms, knollworms, plated knollworms, worms of the earth, and leeches now leave corpses more often.
  • Butchering knollworm corpses now produces knollworm skulls less often.
  • Tweaks the stats, trade value, tile colors, and descriptions of the new arrow ranks.
  • Wristcomps are now wrist calcs and have a new description.
  • Permadeath-related options now appear at top of the debug options list.
  • Entering Grit Gate via alternative routes such as recoilers/tunneling will now track for A Canticle for Barathrum/A Signal in the Noise.
  • Recoilers now give better feedback for various failure conditions when they are non-functional.
  • Elevator platforms are now more resistant to elemental damage and do not catch fire or vaporize readily.
  • Being stuck because of being grabbed by a mimic now goes away when the mimic does.
  • The word "chitin", should pluralization be applied to it even though it is a mass noun rather than a singular noun, no longer pluralizes as "chitins".
  • The previously announced new mod, fitted with filters, now actually appears in the game.
  • All build codes are now uppercase.
  • Added an annotation to the prerelease content option to clarify that it requires a restart.
  • Added a journal entry for the discovery of the flattened remains.
  • You can now compliment Sparafucile on his masterwork carbine while wielding it.
  • Increased the maximum player name length.
  • Removed the display of trader trade drams remaining.
  • Feral lah pods now respect the "calm" wish.
  • Your throwing aim can no longer be overcorrected by your Agility bonus.
  • Vomiting now has an action cost.
  • Items that are on fire, covered in lava, or being dissolved by acid can no longer be traded.
  • Fixed some bugs that resulted in inexplicably being held responsible for companions' deaths.
  • Fixed a bug causing turrets to attack autoexploring players without a chirp warning.
  • Fixed a bug causing multiple sessile creatures (ex. lurking beth) to stack in a single square.
  • Fixed a bug causing multiple pieces of furniture to stack in a single square.
  • Fixed a bug causing relic chests to spawn on top of other furniture and statues.
  • Fixed a bug causing too many crematory levels to be generated when urn dusters are active.
  • Fixed a bug causing some saves in [redacted] to fail to load
  • Fixed a bug causing conservators to attack one another.
  • Fixed a bug causing random cookbooks to be targets of Klanq's quest.
  • Fixed a crash when using Stopsvalinn on your own cell.
  • Fixed a bug causing some teleport vfx to play in non-active zones.
  • Fixed a bug causing some saves in [redacted] to fail to load.
  • Fixed a bug causing crashes in the Tomb of the Eaters.
  • Fixed a bug causing pets to disappear when wishing "rebuild".
  • Fixed a bug with cloneling clone names.
  • Fixed a bug causing an error when attacking creatures with brackets in their name.

202.6 - 'beta' branch

Released November 13, 2020.

  • Added the minimap to the modern ui
  • Added the nearby items list to the modern ui
  • Added tooltips to the modern ui
  • Cooking with acid-based effects now grant the proper gas generation mutation.

201.49

Released November 7, 2020.

  • New items: wristcomp, turbow, a variety of arrows.
  • New implant: palladium electrodeposits.
  • New helmet and mask mod: fitted with filters.
  • NPCs no longer choose to use most tonic injectors as thrown weapons.
  • Many liquid vessels now leak if broken.
  • Waterbeds now break if someone with Quills sleeps in them.
  • Some biotechnological items and components are now identified or displayed via bioscanning rather than techscanning.
  • Stun gas stunning now appears in the message log.
  • Floating text for critical hits will now only be displayed if the hit results in damage or a special effect.
  • Lunging while in aggressive or dueling stances will now correctly trigger a Stinger strike.
  • Socially Repugnant no longer affects trade prices.
  • Compound bows now correctly enable Strength bonuses to penetration.
  • Kickback now respects phase and flight, and does not affect inanimate objects, sessile creatures, or creatures a kick would not affect such as holograms.
  • Baetyls no longer ask for portions of steel boots.
  • Point-defense drones now always return to your inventory when they become inoperative.
  • Sheba Hagadias is now able to provide you with directions if you are lost.
  • Charging no longer gives the player a warning when charging through liquid hazards.
  • Dismember can no longer be used when stuck or frozen.
  • Wrecking Charge can no longer be activated on the world map.
  • The Regeneration mutation can now regrow your tongue if you have drunk the Flaming Ick, but will not regenerate your tongue otherwise.
  • Using an ubernostrum tonic or other regenerative intervention while infected with an early stage of glotrot will no longer tell you your tongue regrew if you have not yet lost your tongue.
  • The [redacted] no longer spawns in every map surrounding [redacted].
  • The lair of Oboroquru no longer has odd dot-like tiles under some terrain features.
  • Trying to trade items with a creature that has no inventory now gives a message rather than failing silently.
  • Spinnerets no longer starts a cooldown when toggling the ability off.
  • Fixed an issue causing NPCs to improperly evaluate shields during auto-equip.
  • Fixed an issue causing textures to load from disabled mods.
  • Fixed an issue causing textures to not properly hotload when changing mod configuration.
  • Fixed a crash in the secret ascii editor.
  • Fixed an issue that made flaming and freezing ray fail to affect the most distant square of their range.
  • Fixed biodynamic power plant displaying debug internals information regardless of whether debug internals was on.
  • Fixed some bugs in Stunning Force, in particular an action cost being assessed when it pushed you against a solid object.
  • Fixed some issues with creatures being unable to act for several turns after spawning because they were assessed an action cost to equip their initial gear.
  • Fixed a typo in the manual.
  • Fixed an issue that would cause an error trying to continue a game after having deleted a different save file.
  • Fixed an issue where various walkways had a higher rendering priority than appropriate, which made some items get hidden by them and made the squares they were in not be considered "empty" for purposes such as companions joining you in a zone.
  • Fixed an issue that made it possible to give energy weapon relics the Jacked mod by deploying turrets using them.

202.5 - 'beta' branch

Released November 7, 2020.

  • The modern message log window will now remember it's position and other settings
  • The modern message log window will now be properly clamped to the screen area
  • The modern message log window will now properly clear only the old messages when starting a new game with the message log hidden
  • Collapsed categories in the inventory will now persist on save load & won't be forgotten when afflicted with confusion.
  • [modding] On case-sensitive platforms, manifest.json is no longer required to be lower-case.
  • [modding] Worlds.xml now supports self-closing tags.

201.48

Released October 30, 2020.

  • The "Prerelease Stage Screen" option was renamed "Enable modern UI elements." and moved to the top of the Overlay options. It's now enabled by default.
  • The options for prerelease stage scale and overlay UI scale were merged.
  • Extradimensional items are no longer excslusively unmoddable.
  • Sitting in chairs now respects phase and flight.
  • Item naming events are now more likely to appear in the [redacted] made about your [redacted].
  • NPCs no longer use quest item tonic injectors.
  • Updated the love tonic success logic.
  • Killing a jilted lover now ends any Stuck effects caused by it.
  • Becoming out of phase with a jilted lover that's grabbing you now releases you.
  • You can now throw tonic injectors at creatures to inject them.
  • Made improvised thrown weapons perform slightly better.
  • The depth limit at which radio-powered energy cells can receive satellite power is once again functional.
  • Smart use on a sleeping NPC now brings you to their interaction menu instead of attempting to initiate a conversation with them.
  • NPCs now terminate Sunder Mind if they become allied toward the creature whose mind they are sundering.
  • When trading with Sheba Hagadias, non-book items no longer have a non-functional Read action available.
  • Thirst thistles can no longer impose an unlimited degree of negative hydration on you.
  • Gyrocopter backpacks now repel nearby gases while engaged, similar to wrist fans.
  • Only one corrected vision effect is now visible on a given creature regardless of how many vision-corrective devices they are wearing.
  • Angry baetyls no longer explode at will. They do still explode after taking enough damage.
  • Stairs now have ascend/descend interaction commands that tell you to use < and > if you haven't remapped them, as a new player UI discovery backstop.
  • Improved some techscanning-viewable item component names in Stopsvalinn and anti-gravity boots.
  • Damage taken by a clone made of your original body while using Domination no longer breaks your Domination.
  • Domination is now interrupted by any negative effect on your original body, no longer excluding "minor" effects.
  • Being Phased now ends immediately upon moving to the world map.
  • Phasing can no longer be activated on the world map.
  • Phasing in within a solid object on the world map no longer has any effect.
  • When a tonic injector is applied to a creature involuntarily, it's no longer described as if the creature applied it voluntarily.
  • When an equipped tonic injector is applied, you no longer get a message about it being unequipped.
  • Cooking effects and shade oil tonic used by mutants no longer randomly phase you while you're on the world map.
  • The "auto-collect liquid" interaction command is now displayed as "stop auto-collecting liquid" when you are currently auto-collecting and using the command to turn it off.
  • Pressing "o" in the trade screen with no items selected to trade now displays "Nothing to trade." rather than "Trade complete!"
  • Trash is now highlighted in the alt display if you have Scavenger or Trash Divining.
  • You no longer have to unequip and reequip equipment that grants flight after you identify it in order to use its flying ability.
  • You can now start and stop flying with flight-granting equipment by using the appropriate activate interaction command.
  • Improved the language used when baetyls demand quantities of items described using mass nouns.
  • Tweaked internal conveyor logic to reduce unneccessary zone construction.
  • Fixed a bug that caused aquatic creatures to sometimes spawn on bridges.
  • Fixed a stat change bug with temporary stat modifiers that resulted in ever increasing HP.
  • Fixed thrown weapon damage appearing twice in the message log.
  • Fixed a bug that occasionally crashed the game on some zone loads in the Tomb of the Eaters.
  • Fixed a bug caused some tar pool zones to generate without their zone name.
  • Fixed a bug that caused some lair zone names to include their "surface" designation twice.
  • Fixed a bug that caused liquid-covered and liquid-stained items to lose track of the liquids covering them after a save/load.
  • Fixed some scenarios where your original body could begin acting under AI control while using Domination.
  • Fixed a bug that could make the equipment screen inaccessible under certain circumstances.
  • Fixed a bug that caused Amnesia to try and fail to forget unforgettable events.
  • Fixed several issues with clones and mutation-granting equipment.
  • Fixed some scattered prerelease UI scaling issues.
  • Fixed stinger printing unequip messages when its mutation rank changed.
  • Fixed minor bug in Agyra's dialog.
  • Fixed a typo in Vivira's conversation.
  • Fixed a village history typo.
  • Fixed a typo in low wall description.
  • Fixed cannibal cherub's display name.
  • Fixed the color of frog cherub.
  • Fixed a typo in shade oil tonic's effect description for true kin.
  • Fixed a misconfiguration that caused mashed lag and sun-dried banana to be treated as grammatically plural.
  • Fixed some message formatting issues when equipped items are lost to dismemberment.
  • [modding] Fixed an exception in character creation when the player's body blueprint had the Genotype property set.

202.3 - 'beta' branch

Released October 30, 2020.

  • Collapsed categories in the inventory will now persist on save load & won't be forgotten when afflicted with confusion.
  • [modding] On case-sensitive platforms, manifest.json is no longer required to be lower-case.
  • [modding] Worlds.xml now supports self-closing tags.

201.47

Released October 16, 2020.

  • Rejoinder is now toggleable.
  • Fixed some cases where stack counts could appear in item repair messages.
  • Made chest inventory generation, and village generation that depends on it, more resilient.
  • Improved the composition of possessive markers onto nouns when those nouns have color formatting attached.
  • Your perception of madpoles becoming frenzied by the scent of blood now depends on those madpoles' visibility.
  • Point-defense lasers can no longer be salvaged from normality bots.
  • Madpole detection of the scent of blood is now more reliable; for example, it will not be triggered by an item that merely has the word "blood" in its name, nor will it fail to detect blood covering a historical relic.
  • The Spread Klanq quest will no longer ever ask you to puff Klanq onto an abstract concept of a projectile.
  • Fixed a bug that prevented chimerae from performing the water ritual with Seeker heroes.
  • Fixed an issue that caused companions' cause of death to be misidentified.
  • Made some improvements to the identification of companions' cause of death when the player is responsible.
  • Teleportation and being moved by an external force no longer loosen your carapace.
  • Sunder Mind now prefers to target hostile creatures when there are multiple possible targets in a square.
  • Creatures without faces now are not described as having nosebleeds in more circumstances.
  • Fixed an issue causing the last serving of canned-have-it-all to not be properly consumed when cooking from a recipe
  • Sprinting now directly modifies your movespeed. For example, with 100 movespeed and the default 2X sprint effect, your movespeed is 200 and will be displayed as such.
  • Combat animations and floating text are now properly cancelled when you move to a different zone.
  • Gas masks and vinewood sap masks now protect you from critical failures on your gas saves.
  • Being confused now makes you immune to confusion.
  • Arconauts now refrain from picking up items that would overburden them.
  • Autoact is now interrupted when your night-vision goggles cease to operate.
  • When your autoact is interrupted, certain actions that were incorrectly described as "gathering" are no longer described that way.
  • There's now a limit to how many troll foals will bud from a troll in a single zone.
  • Pits in the ground no longer spawn in the same tile as stairs.
  • The rainboweave cloak description now mentions its light refraction behavior. This won't apply to cloaks generated before this patch.
  • Aquatic creatures can no longer cross bridges.
  • Rhinoxen now have a face on each of their heads.
  • Urchin belchers are now immune to sleep gas and confusion gas.
  • Addling urchins are now only immune to confusion gas rather than all sources of confusion.
  • Drowing urchins are now immune to sleep gas rather than being unable to sleep.
  • Added detail colors for the following: smoldering mushroom, lover's blossom, portable beehive and taco suprema.
  • Energy cell selection now sorts in descending order by available charge.
  • Energy cell selection no longer assigns hotkeys outside the alphabet.
  • Fixed a bug that caused you to fail to disarm your target when your duelist swipe attack killed them.
  • Fixed a rare bug where the underground entrance to the Tomb of the Eaters wasn't fully connected to the rest of the Tomb.
  • Fixed a bug with the crematory level builder that caused multiple machine arms and pits to generate in a single tile.
  • Fixed a bug that caused the cybernetics terminal to sometimes lock up during implant installation.
  • Fixed a bug that turned some descriptions into System.String[]s.
  • Fixed a bug that caused the first mouse input to be ignored on Linux.
  • Fixed a bug that caused a CPU core to run in an unbounded way when background music was disabled on Linux.

202.2

Released October 16, 2020.

  • Added a directional indicator for click-to-step direction in the bottom-left corner of the prerelease stage screen (used for controllers).
  • We made some more enhancements to the prerelease input manager.
    • Added a 'Highlight Important Objects' binding to the Adventure/AltAdventure categories that functions as the "Alt overlay". Defaults to left + right triggers.
    • Added 'Take All' and 'Store Items' bindings to a new Container category. Defaults to right trigger and right shoulder, respectively.
    • Added a 'Set Primary Limb' binding to the Character Sheet category. Defaults to right trigger.

201.46

Released October 9, 2020.

  • Clonelings' cloning ability now respects phase and flight.
  • Magnetized items are now disabled by EMP.
  • Magnetized containers can now carry a maximum of 25 lbs before they are too heavy to float.
  • When you miss or fail to penetrate with a weapon, the weapon name now appears in the message log message.
  • Glowcrust now causes you to grow an icy outcrop instead of a fungal outcrop.
  • Fungal infections now prefer to colonize fungal outcrops grown on your body (such as via chimera limb growth).
  • NPCs no longer automatically use Eater's nectar injectors. (This change won't apply to injectors in current saved games.)
  • Removed the rubber tree.
  • Excluded a base sultan wall object from dynamic encounters.
  • Updated the credits.
  • Fixed a bug where talking to NPCs who had glotrot altered your conversation options as if you had glotrot.
  • Fixed some bugs that caused inconsistent faction attitudes when your reputation was exactly at an attitude boundary.
  • Fixed an issue that made uniquely named stat saps lose their names.
  • Fixed some cases where duplicate messages appeared in the message log for XP awarded via quest steps.
  • Fixed a bug that caused odd behavior and occasional game freezes on the Skills and Powers screen.
  • Fixed a bug that caused you to _always_ be left-handed.
  • Fixed a bug that caused signature dish names to not have certain text variables replaced with real text.
  • Fixed a bug with the prerelease input manager not accepting enter in text-entry fields.
  • Made some memory use improvements in the renderer.

202.1 - 'beta' branch

Released October 9, 2020.

  • We made some enhancements to the prerelease input manager and fixed some of its bugs.
    • Actions that are performed when the 'Alternate' button is pressed are now bindable here: Options > Control Mapping > Categories > AltAdventure
    • Fixed a bug that prevented the cancel button from being rebound.

201.45

Released October 2nd, 2020.

  • Village quests no longer have the chance to ask you to find a location "with a parasang" of another location. Instead, they may ask you to find a location "next to" another location, in which case the two locations will be in adjacent maps.
  • Two-Headed no longer wakes you up from voluntary sleep.
  • You no longer see troll budding messages when you cannot see the troll.
  • Nerve Poppy is no longer called Numb on the character sheet.
  • Creatures without faces no longer get bloody noses.
  • Relic and extradimensional books now provide skill training on read.
  • While performing the water ritual, you're no longer offered to learn a skill's introductory power without being offered to learn the skill itself.
  • We made some changes to clonelings and clones.
    • Clonelings now have a cap on how many creatures they can clone. If you're friendly with a cloneling, you can refresh their cloning capability by supplying a dram of cloning draught.
    • Clonelings can now clone you.
    • If a cloneling is in your party, you can now direct them to clone creatures.
    • Clonelings in your party no longer wander around randomly.
    • Clones created by clonelings are now worth half the base creature's XP rather than no XP.
    • Clonelings now rarely cloning draught on death.
    • Freshly grown clones are now uninjured.
  • We added new support to the prerelease input manager and fixed some bugs.
    • Added a wait command.
    • Accept now interacts with the selected object in the looker.
    • Fixed interact nearby not working.
    • Vendor actions in trade now work properly.
    • Accept now interacts with the selected object in the looker
    • Added Take All and Store Items keybinds for containers
  • Armor AV/DV averaging across body parts now rounds down.
  • Leather bracers have been singularized into a 1 AV single-arm slot "leather bracer".
  • Autoexplore now interacts with interesting objects before taking them. Example: you'll now read engraved items before taking them.
  • The attack nearest enemy command now counts enemies that are currently engulfing you.
  • The item picker dialog for spray bottles now shows any context for the listed items, like the body part they're equipped on, for example.
  • Lit torch tiles now display color variation in their flame part instead of their wood part.
  • Kindled flames and luminous motes now have tiles.
  • Reduced the number of novices of the sightless way that appear in various regions.
  • Panhumors now use their own correct tile instead of using the gelatinous frustrum tile.
  • Changed the appearance of putrescence to be distinguishable from slime.
  • Made some improvements to the behavior of pathfinding around potentially damaging gases.
  • Pathfinding now strenuously avoids aloe pyra and aloe volta.
  • You can no longer get unlimited data disks by repeatedly installing and uninstalling SkillSoft Tinker implants.
  • Made plurally gendered players correctly addressed in the second person in a number of contexts.
  • Made the popup to confirm switching a hotkey to a new ability show the old ability's display name, not its internal command name.
  • Improved ganglionic teleprojector's messaging when used on a square with no robots in it.
  • Fixed a bug that prevented Two-Headed's chance to remove negative mental status effects from working.
  • Fixed a bug where evil twins arrived without a popup message.
  • Fixed a bug that caused unpowered items with boot sequences to have their operational status treated as "booting" rather than unpowered.
  • Fixed a bug that disabled the floating text that appears when an item rusts.
  • Fixed some color formatting errors.
  • Fixed a formatting issue in the level descriptions of Sleep Gas Generation and Corrosive Gas Generation.
  • Fixed some typos in Sleep Gas Generation and Spontaneous Combustion.
  • Fixed a rare exception during world generation.

200.97

Released September 18, 2020.

  • You can no longer be flying and wading at the same time.
  • Lasers are no longer considered heat/fire damage or resisted by heat resistance.
  • Boxes of crayons now have their own tile.
  • The "clean" action on liquid-covered objects now yields hotkey assignment priority to other actions, such as the "direct to attack target" action on companions.
  • Fixed a bug that made armor that occupies more than one body part unable to receive the Jacked mod.
  • Corpses left by temporal fugue clones now disappear at the expiration of Temporal Fugue.
  • Cybernetics from temporal fugue clones can no longer be implanted.
  • Unlit torches no longer set things on fire.
  • Autoexplore no longer attempts to open chests or bookshelves that are on imperceptible alternate vibrational planes of existence.
  • Robots no longer go prone when entering sleep mode.
  • The Billowing Conch of the Aji no longer produces non-functional blinding gas and stinking gas.
  • The player's torch burning out now interrupts autoact.
  • Baetyls now habitually reality-stabilize themselves.
  • Baetyls now get angry at 20% of their HP, not 80%.
  • Fixed a bug that made NPCs with Cleaved effects active repairable.
  • Fixed some color formatting in village quest giver referral messages.
  • Fixed a bug that made reality-stabilized objects coming into contact with a space-time vortex get sucked through the vortex after it was destroyed by the reality stabilization.

201.30 - 'beta' branch

Released September 18, 2020.

  • Reduced the offhand attack chance for horns from 25% to 20%.
  • Reduced the value of the Carnivorous defect from 3 points to 2 points.
  • The Hands equipment slot is now Worn on Hands.
  • Phase is now a toggleable ability.
  • Sunder Mind is now correctly reflected by mental mirror.
  • Reduced the memory load for several types of zone generation.
  • The augmentation-based coloring of mutation ranks on the character screen is now more accurate.
  • Mutations now show more information about their rank calculation when you select them on the character screen.
  • With Chimera, you're now a little less likely to grow body parts that have few or no equippable items.
  • Trade prices are now somewhat affected by your reputation with the trader's primary faction.
  • Removed Pack Rat and Unstable Germination from the game.
  • Tapping the Mass Mind now refreshes your Light Manipulation charges.
  • Added a toggle to the prerelease stage message log that prevents it from automatically switching sides.
  • Above-ground structures in village are now properly lit by daylight.
  • You no longer receive a popup about discovering your starting village.
  • You no longer bypass the random mutation-buy choice from Irritable Genome when buying a mutation due to a rapid mutation prompt.
  • Irritable Genome can no longer level mutations above a base rank of 10.
  • Gas mutaitons now always pump gas immediately on activation.
  • The Force Bubble mutation now displays as a toggle and can be disabled before the duration runs out.
  • Sunder Mind's mental connection now only reveals vision at radius 0 instead of 1.
  • You can now escape from the mutation variant selection menu without making a selection.
  • Popups from zoomed-out views no longer cause the background to zoom in to gameplay level.
  • While confused the overlay UI no longer shows item icons.
  • Dazed is now properly displayed in effect lists.
  • Important objects are no longer improperly cleared during zone generation. These include stairs, relic containers, quest objects, quest NPCs, and more.
  • When a temporary boosts to your Quills rank expires, the extra quills you gained are now properly removed.
  • The Horns mutation no longer says "You unequip the horns" when you advance its rank.
  • Removed the "Land" abilities from Wings and made "Fly" a toggle.
  • The intermediary brain brine status effect is now invisible.
  • Empty alchemist tables now appear correctly as alchemist tables.
  • Added recipe name entries for canned Have-It-All.
  • Yes/No and Yes/No/Cancel dialogs now allow you to click on the [Yes] [No] options in console UI.
  • Updated the horn type for fork-horned gnus, horned chameleon, Warden Ualraig and hindren.
  • Made the description of certain "no effect" cooking effects clearer, such as when you cook with slime while already having Slime Glands.
  • Fixed several issues in stat-boosting mutations where the boosts would be improperly applied.
  • Fixed a bug that caused prerelease UI elements to improperly display on top of cybernetics terminal windows.
  • Fixed new UI elements not displaying properly when the option to remove full-screen effects from the UI was enabled.
  • Fixed a bug with tooltip looker locations when the option to remove full-screen effects from the UI was enabled.
  • Fixed the mutation description for Chimera and Esper not appearing on the overlay character creation screens.
  • Fixed a bug that caused Beak to alter stats incorrectly during character generation.
  • Fixed a bug that caused the Sunder Mind effect to stick around after it was supposed to have expired.
  • Fixed a bug that caused Stinger equipment to not grow back properly after regeneration.
  • Fixed a bug that caused Carapace equipment to not grow back properly after regeneration.
  • Fixed a bug that caused flickering using the Looker while the prerelease UI was enabled.
  • [modding] Added [XRL.HasCallAfterGameLoaded] and [XRL.CallAfterGameLoaded] attributes for registering static methods to be called after game loads.
  • Fixed Lunge, Charge and Sting not appropriately applying poison 100% of the time when stinger was set as your primary.
  • Fixed several issues with the selection of mutation variants when you mutate after character creation.
  • Fixed some bugs where mutation ranks would not fully update when you advanced character level.
  • Fixed an issue that prevented some natural equipment from not working as your primary weapon when the body part it was equipped on was selected as your preferred default.
  • Fixed a bug with Metamorphosis.
  • Fixed an issue that caused Blinking Tic to trigger outside of combat.
  • Fixed a bug that caused some wait commands to improprely remove wait-based effects, like tightened carapace.
  • [debug] Rapid mutation popups no longer occur when popups are suppressed.

200.95

Released September 11, 2020.

  • Spindle negotiation reward relics are no longer easily scummable with Precognition.
  • Millstones can now grind grave moss, compacted bone matter, and voider glands.
  • The language sparking baetyls use to request items now specifically indicates that the items should be placed on the ground before them.
  • You can no longer jump while flying.
  • Improved the death messages for dying via explosion.
  • Faction lists are now alphabetized in more contexts.
  • Obliteration relics now more precisely describe their scope.
  • You are now considered responsible for the deaths of creatures killed by obliteration relics you activate.
  • Critically failing at artifact examination now interrupts autoact.
  • You can no longer name zones from the world map.
  • Triggering a sound effect multiple times in quick succession is now volume-limited.
  • When receiving tinkering bits, the summary of your current bit locker is no longer shown.
  • Made fewer UI-based popups add their text to the message log.
  • In the trade and chest interaction UIs, the item info line at the bottom now appears for items on both sides of the menu instead of just the right side.
  • The item info line in the trade UI now includes the weight of the item.
  • Falling under lithofex gaze now interrupts autoact and motivates NPCs to flee.
  • Artifact examination now has an action cost.
  • Fixed a bug that caused maps generated in the ruins to be filled in with ground tiles.
  • Desert canyons and ruined waterways are now appropriately windy in the north/south direction in addition to east/west.
  • The various stages of diseases are now considered negative status effects.
  • You no longer receive weight limit warnings when performing a take-all from a container you are carrying.
  • Fixed a bug that caused using Intimidate to spend an action for each creature intimidated.
  • Fixed a bug that caused players to get messages when NPCs acquired Ironshank.
  • Fixed a bug that disabled hostility between NPCs without leaders.
  • Fixed a bug causing music from previously visited zones to play when a saved game was loaded.
  • Fixed some issues with the names of lair zones (mostly repetitions of "surface").
  • Fixed some bugs that would break Spindle negotiation rewards.
  • Fixed some grammar issues with list composition in various contexts.
  • Fixed some display issues in the water ritual dialog.
  • Fixed a bug that made it possible to be wading while flying.
  • Fixed a bug that granted the Starry Demise achievement whenever the player exploded regardless of whether it was a neutron explosion.
  • Fixed an extra space in the display names of freeze rays.
  • [modding] The liquid used in the water ritual with a given NPC is now primarily determined by the property or tag WaterRitualLiquid on the NPC. The faction record can still override this, but the GivesRep part no longer has the giftType field.
  • [modding] Hero generation now supports the tag HeroFactionHeirloomChance, which can be used to specify a percentage chance that the hero will spawn with a randomly generated faction heirloom.

201.25 - beta branch

Released September 11, 2020.

  • We revamped Chimera.
    • Chimera still restricts the mutations you can acquire to physical only.
    • Whenever you buy a new mutation or mutate with Unstable Genome, one of the mutation options (chosen randomly) indicates that you if you pick it, you'll also grow a new body part.
      • The body part is chosen randomly from among all organic body parts.
      • The body part grows out of one of your existing body parts, weighted toward your body but any non-abstract body part is possible.
    • If you have Irritable Genome and Chimera, when you buy a mutation, there's a 1/3rd chance you'll grow the new body part. This is in place of the augmented selection, since you don't choose the mutation when buying one with Irritable Genome. You will get the augmented selections when Unstable Genome triggers, however.
  • Icons for objects are now displayed in a bunch of different menus.
  • Most natural equipment and mutation-based physical features now appear in a "Physical features" postfix at the end of a creature's description rather than in the "Equipped" postfix.
  • Wings and Stingers are no longer mutually exclusive.
  • Several issues with the return from [redacted] should now be fixed: saves not loading, unintended player clones, and action queue inconsistencies.
  • The Love and Fear quest can now be completed.
  • Alchemist tables no longer contain floating glowspheres.
  • Due to scattering, creatures now only drop a fraction of their ammo when they die.
  • The teleportation effect of eating a yondercane or voider gland is now imprecise, like the mutation.
  • The "locked in psychic battle" status from Sunder Mind now properly ends once the battle is over.
  • Carbide and fullerite hand bones now use the same tile for their fist objects as the implant objects.
  • When choosing a mutation to rapidly advance, the base mutation ranks of your choices are now be displayed.
  • Corrosive Gas Generation and Sleep Gas Generation now make you immune to acid gas and sleep gas, respectively. They do not make you immune to all forms of acid or involuntary sleep, however.
  • Replaying your most recent character now recalls custom mutation variants.
  • Quantum Jitters no longer trigger on the world map.
  • Kills made via Sunder Mind head explosions and nose bleeds now award experience.
  • Updated the default laptop keymappings with new binds for interact, auto-attack, and journal.
  • Dystechnia and Quantum Jitters no longer share the same character build code.
  • Fixed some bugs with the interactions between body-occupying mutations, rapid mutations, and the mutation level cap that occasionally caused those mutations to not refresh on time.
  • Fixed a bug that caused your name to be displayed as the sunderer when you were targeted with Sunder Mind.
  • Fixed Regeneration not applying its improved healing rate.
  • Fixed a bug that caused the charging visual effect to display your non-disguised tile while you were disguised.
  • Fixed deprecated commands sticking around when a default keymap was loaded.
  • Fixed cookbooks showing the new recipe popup twice.
  • Fixed a bug where some defects would display a rank.
  • [modding] The Armor part now supports modifying MA via the MA field.
  • [modding] Members on the WorldBuilder class are now public.
  • [modding] The cell Inherits property in Worlds.xml now functions properly when merging into existing worlds.

200.91

Released September 5th, 2020.

  • Dying from a lithofex gaze now gives a better death message than "You die! (good job)".
  • Phasing in now triggers any appropriate gravitational effects.
  • Deep liquids no longer stop autowalk if the "Confirm before going swimming" option is off, and dangerous liquids no longer stop autowalk if the "Confirm before drinking and movement into certain dangerous liquids." option is off.
  • Pathfinding now considers hostile creatures to be navigation obstacles and avoids the squares next to non-ignored ones depending on their difficulty.
  • Precognition reversion now interrupts autoact.
  • Being lost now carries through Domination, and removes itself from NPCs should it somehow wind up on them.
  • NPCs now intermittently display more interest in moving away from campfires they are standing on top of.
  • Fixed some bugs in the logic of when you can put out fires.
  • Fixed a bug that made grenades thrown by temporal fugue clones disappear before they could explode because they were grenades.
  • Fixed a bug that made some forms of electrical damage not be acknowledged by rubbergum tonic and cooking effects.
  • Fixed a bug that caused bleeding damage to fail to apply when out of phase.
  • Fixed a bug that made the overlay UI autoexplore button flicker.
  • Fixed a display bug in agate figurines.
  • Fixed a typo in the message when trying to automove through a hostile creature.
  • Fixed a bug that made Nocturnal Apex often usable during the day.

201.19 - beta branch

Released September 5th, 2020.

  • We revamped more mutations.
    • Electrical Generation
      • We revamped Electrical Generation.
        • EG now uses the same electrical charge units as energy cells and power systems.
        • Maximum charge is 2000+mutationLevel*2000.
        • Charge accrual rate is mutationLevel*100 per round, modulated by Willpower via a similar formula as cooldown modulation.
        • You can discharge at a minimum of 1000 charge. Deals 1d4 damage per 1000 charge, with the possibility of arcing to adjacent targets at reduced damage (maximum 1 target per 1000 charge).
        • Exposure to electromagnetic pulses always caused involuntary discharge; this is now documented and is now subject to a difficulty 18 Willpower save.
        • Energy cells and capacitors now have a "drink charge" option that lets you drain their charge.
        • You recharge 100 charge for each point of electrical damage taken.
        • You can provide charge to equipped devices that have integrated power systems, such as Jacked equipment.
    • Stinger
      • Reduced Confusing Stinger cost from 4 to 3.
      • We revamped the three Stinger mutations.
        • You now get a tail with the stinger attached.
        • Stinger penetration progression:
          • Level 1: 3
          • Level 2+: (mutationLevel-2)/3 + 4 (max 9)
        • Stinger damage progression:
          • Level 1: 1d6
          • Level 4: 1d8
          • Level 7: 1d10
          • Level 10: 1d12
          • Level 13: 2d6
          • Level 16: 2d6+1
          • Level 19+: 2d8
        • You always sting when you charge or lunge.
        • You can use the Sting activated ability (cooldown 25) to sting with autohit and autopen.
        • Venom save: 14 + mutationLevel*2
        • Paralyzation duration:
          • Level 1-2: 2-4 rounds
          • Level 3+: 1d3 + (mutationLevel)/3 + 1 rounds (max 1d3 + 7)
        • Confusion duration:
          • Level 1-2: 2d3 + 2 rounds
          • Level 3+: 2d3 + (mutationLevel*2)/3 + 2 rounds (max 2d3 + 14)
        • Poison duration: 8-12 rounds
        • Poison increment: (mutationLevel)d2, stackable
    • Sunder Mind
      • We revamped Sunder Mind.
        • For up to 10 rounds, you engage in psychic combat with an opponent, dealing damage each round.
        • Taking any action other than passing the turn will break the connection.
        • Each round, mental attack vs. MA. Damage increment:
          • odd levels: 1d3+(mutationLevel/2)
          • even levels: 1d4+(mutationLevel-1/2)
        • On the tenth round, you deal damage equal to the total amount of damage you've done so far.
        • Range: sight
        • Cooldown: 80 rounds
  • We revamped several defects.
    • Removed Brittle Bones and Hemophilia.
    • Amnesia
      • Revamped. It now gives 2 points.
      • Whenever you learn a new secret, there's a small chance you forget one.
      • Whenever you return to a map you previously visited, there's a small chance you forget the layout.
    • Analgesia
      • Renamed Numb.
    • Blinking Tic
      • Tweaked occurrence chance.
      • Changed so it only triggers during combat.
    • Dystechnia (new)
      • 2 points.
      • You're much worse at examining artifacts.
      • You can't have artifacts identified for you because you don't understand their explanations.
      • When you break an artifact during examination failure, it explodes.
    • Electromagnetic Impulse
      • Tweaked occurrence chance.
      • Changed so it only triggers during combat.
    • Hooks for Feet
      • Removed the -10 move speed penalty.
    • Irritable Genome (new)
      • 4 points.
      • Whenever you spend a mutation point, the next mutation point you gain will be spent randomly.
      • Whenever you buy a new mutation, you get a random one instead of a choice of three.
    • Myopia
      • Increased point value from 2 to 3.
      • Made radius 10.
      • Renamed Myopic.
    • Narcolepsy
      • Reduced point value from 4 to 3.
      • Tweaked occurrence chance.
      • Changed so it only triggers during combat.
    • Psionic Migraines (new)
      • 4 points.
      • You cannot wear hats or helmets.
    • Quantum Jitters (new)
      • 3 points.
      • Whenever you use an activated ability, there's a small chance your focus slips and you dent spacetime in the local region, causing 1-2 spacetime vortices to appear. This chance increases the longer you go without using an activated ability.
    • Socially Repugnant
      • Revamped. It now gives -50 reputation with every faction.
    • Spontaneous Combustion
      • Tweaked occurrence chance.
      • Changed so it only triggers during combat.
    • Tonic Allergy (new)
      • 4 points.
      • The chance your mutant physiology reacts adversely to a tonic is increased to 33%.
      • If you react adversely this way to a salve or ubernostrum tonic, the adverse reaction effect is chosen randomly from among other tonic effects. You will still heal.
  • We fixed some issues with mutation changes from last week.
    • Teleportation - we kept the uncertainty radius but changed the target back from line of sight to any explored location (this was always the intention).
    • Adrenal control no longer increases its own rank.
    • Adrenal control no longer increases the ranks of mental mutations.
    • Attributes gained via adrenal control no longer count toward skill prerequisites.
    • Removed the Stinger / Wings exclusions.
    • Fixed a bug that prevented Slime Glands from letting you walk over slime.
  • You can now select a limb in the equipment menu to make it your primary limb. If you do so, your Right Hand (old primary) inherits the offhand attack percentage that the new primary limb had.
  • Disguising items no longer change your tile when equipped in the thrown weapon slot.
  • Rifling through trash with Scavenging and Trash Divining is now toggleable.
  • There is now a classic UI option to indent body parts on the equipment screen, making their hierarchy more visible.
  • Sleep Gas Generation and sleep gas breathing no longer prevent you from voluntarily going to sleep.
  • NPCs immune to sleep gas no longer avoid it while pathfinding.

200.90

Released August 28, 2020.

  • Fixed a bug that caused certain worldmap graphics to be improperly hidden.
  • [modding] The mutation lists in character generation are now sorted by display name rather than displaying in order of their loading.
  • [modding] Beak and Carnivorous are now public.

201.18 - 'beta' branch

Released August 28, 2020.

200.89

Released August 21, 2020.

  • It's now possible to use a shield unskilled at a 25% block chance.
  • The section in the manual on the combat sequence now includes a description of shield blocking.
  • Attempting to move past the edge of the world now gives a message instead of failing silently.
  • When you fire a missile weapon without a target and your aim snaps to the nearest hostile creature, that creature is no longer set as your target.
  • NPCs are now able to attack inanimate objects they want to destroy.
  • Mutants with temporal fugue are now referred to as temporal fugitives in village histories.
  • Lase now ignores targets it cannot hit when selecting a target.
  • Dehydration notifications are no longer provided for companions who wouldn't generate a death notification.
  • You can no longer swap position with neutral or friendly puffer fungi.
  • Being involuntarily moved into a wall with burrowing claws or a drill equipped no longer forces you to attack the wall.
  • Being involuntarily moved can no longer swap you with a hostile creature.
  • Autoexplore can no longer swap you with an ignored hostile creature.
  • Engulfed creatures now have the lowest priority for purposes of determining which creature is hit when a tile is attacked. The purpose of this change is to make it so that companions can reasonably attack creatures that are engulfing you.
  • Village zones no longer fight with themselves over what music to play.
  • Grenades, mines, and bombs can now be detonated as an inventory action.
  • The classic UI key mapping screen now indicates that you can press delete to clear a command's bindings.
  • The selection hotkeys for donating a book to Sheba Hagadias no longer goes into non-alphabetic characters when you have a lot of books.
  • Projectile animations now become faster the longer the projectile's flight path is.
  • Lase's animation is now faster in general, and becomes faster the longer its path is.
  • Added variant death messages for being killed by electrical, acid, and disintegration damage.
  • Fixed a bug that made delete in the classic UI key mapping screen fail to trigger the bindings being saved.
  • Fixed a bug that caused temporary liquids (for example, acid pools produced by acid walltraps to become permanent through fluid dynamics processes.
  • Myopia's effect on visibility distance now works in more contexts.
  • Fixed a bug that degraded performance when creatures swam.
  • Fixed a bug that caused NPCs with Flaming Hands, Freezing Hands, Freeze Breath, and other breath attacks to stand still when targeting an enemy in the same cell as a wall.
  • Fixed a two-character grammatical redundancy in torches' description.
  • Fixed the message given when you lay a mine or set a bomb.
  • Fixed various instances of situation-specific death messages being overwritten by the generic, "You were killed by so-and-so".
  • Fixed a bug that made agility contribute less to throwing accuracy than it was meant to.
  • Fixed a bug that broke telepathy.
  • [debug] Fixed a bug that caused the "Give 250000 XP" keybind to give the XP without leveling you.
  • [modding] Creatures now respect their NoTrade tag in conversations.
  • [modding] The Mods directory is now created on startup if it doesn't already exist.
  • [modding] The ID attribute of your quests can now be used in QuestsByID. If an ID doesn't exist, Name is used.
  • Proselytes and rebuked robots can now be dismissed from your service as an interaction command.
  • Party members now more consistently behave in a fashion consistent with their leader's attitudes.

201.15 - beta

Released August 21, 2020.

  • When you level up to level 5, and every 10 levels afterward, your genome enters an excited state and you can rapidly advance one of your physical mutations.
  • Rapid advancement increases the mutation's rank by 3.
  • These three ranks don't count toward the rank 10 limit.
  • Rapidly advanced mutations are still subject to the mutation rank cap that's based on character level.
  • If you have 4 mutation points after gaining a level, you'll have a chance to buy a new mutation before you choose a mutation to rapidly advance.
  • If you have no physical mutations at this point, nothing happens.
  • We revamped several physical mutations.
    • Adrenal Control.
      • Reduced cost from 4 MP to 3.
      • We revamped this mutation.
        • You now gain an activated ability, Release Adrenaline, that increases your quickness by mutationLevel*2+38 for mutationLevel+19 rounds.
        • Cooldown: 100.
    • Burrowing Claws
      • Increased cost from 2 MP to 3.
      • Claws no longer occupy hand slot.
      • Your base fists are now replaced with claws that function as short blades and deal increased damage with mutation level.
        • levels 1-3: 1d2
        • levels 4-6: 1d3
        • levels 7-9: 1d4
        • levels 10-12: 1d6
        • levels 13-15: 1d8
        • levels 16-18: 1d10
        • levels 19+: 1d12
    • Carapace
      • Reduced cost from 4 MP to 3.
      • DV penalty is now a flat -2 across all mutation levels.
      • You no longer have trouble getting up when knocked prone.
      • Reduced the DV penalty for tightening your carapace from -10 to -2.
    • Carnivorous
      • Changed this into a defect that gives 1 MP.
      • Removed the tasty bonuses from eating meat.
    • Corrosive Gas Generation
      • Removed mutual exclusion with Sleep Gas Generation.
      • Increased the number of rounds you release gas for from mutationLevel/2 + 1 to mutationLevel+2.
      • Increased the cooldown from 35 to 40.
      • Corrosive gas no longer deals damage to items.
      • (cosmetic) Renamed the activated ability name to "Release Corrosive Gas".
    • Double-muscled
      • Reduced cost from 4 MP to 3.
      • Removed the movespeed penalty.
      • Changed the chance to daze on a successful melee attack to 13% + mutationLevel*2 for 2-3 rounds.
    • Electromagnetic Pulse
      • (cosmetic) Renamed the activated ability to "Emit Pulse".
    • Flaming Hands and Freezing Hands
      • Renamed to Flaming Ray and Freezing Ray. You now have the option to customize these mutations and choose a limb for the ghostly flames/icy vapor to appear on (Hands, Feet, or Face).
      • Now neither mutation occupies the Hands or any other body slot.
      • If you get the limb you chose severed, you lose access to the mutation's powers.
      • The temperature increase/decrease on melee attacks now applies to attacks made with any limb. We also added this behavior to the mutation description (it was previously undocumented).
      • Added a temporary exclusion with Beak.
    • Flaming Ray
      • Reduced cost from 5 MP to 4.
    • Freezing Ray
      • Increased cooldown from 10 to 20.
    • Heightened Quickness
      • Reduced cost from 4 MP to 3.
      • Removed the toughness penalty.
      • Increased quickness buff to mutationLevel*2 + 13.
    • Horns
      • You can now choose a cosmetic option for horns (horns, horn, antlers, casque).
      • Increased the chance for a horns attack from 20% to 25%.
      • Increased AV progression to (mutationLevel-1)/3 + 1.
      • Generalized damage to 2d[(mutationLevel/2)+3].
      • Improved bleeding damage to the following.
        • levels 1-3: 1
        • level 4+: 1d2 + (mutationLevel-4)/3
      • If you aren't wielding anything in your primary hand, you now attack with your horns as if they were your primary attack.
    • Multiple Arms
      • Increased the chance for extra attacks from 6% + mutationLevel * 2 to 7% + mutationLevel * 3.
    • Multiple Legs
      • Increased cost from 4 MP to 5.
      • Changed move speed bonus from mutationLevel * 5 + 3 to mutationLevel * 20.
    • Night Vision
      • You can now see [redacted].
    • Phasing
      • You can now phase back in on demand.
    • Photosynthetic Skin
      • Increased the bonus regeneration rate from Basking or cooking with lignin from 20% + mutationLevel * 4 to 20% + mutationLevel * 10.
      • Increased the bonus quickness from Basking or cooking with starch from 1 + Ceiling(mutationLevel/2) to 13 + mutationLevel*2.
      • Generalized the servings of starch and lignen you can store to [(mutationLevel-1) * 4] + 1.
      • Generalized the bonus duration of Basking's effect to [(mutationLevel-1) * 4] + 1.
    • Sleep Gas Generation
      • Increased cost from 3 MP to 4.
      • Removed mutual exclusion with Corrosive Gas Generation.
      • Increased the number of rounds you release gas for from mutationLevel/2 + 1 to mutationLevel+2.
      • Increased the cooldown from 35 to 40.
      • (cosmetic) Renamed the activated ability name to "Release Sleep Gas".
    • Slime Glands
      • You can walk now over slime without slipping.
    • Spinnerets
      • Activating Spin Webs no longer takes an action.
      • Made web save difficulty scale at 2X mutation level instead of 1X.
      • Increased arachnid reputation bonus from +200 to +300.
    • Thick Fur
      • Increased heat and cold resist bonus to +5
      • +100 reputation with all of the following: apes, baboons, bears, and grazing hedonists
    • Triple-jointed
      • Reduced cost from 4 MP to 3.
      • Removed the strength penalty.
      • Removed the bonus chance to dodge.
      • Added a 7% + mutationLevel * 3 chance that Agility-based skill powers don't go on cooldown after use
    • Two-headed
      • Increased cost from 2 MP to 3.
      • Improved mental action cost reduction from 16% + mutationLevel * 4 to 15% + mutationLevel * 5.
      • Improved chance to shake off a mental debuff from 5% + mutationLevel to 5% + mutationLevel * 2
    • Wings
      • Wings no longer take up the Worn on Back slot.
      • (cosmetic) Your Worn on Back slot is renamed to Worn around Wings.
      • +10% + (mutationLevel*10) move speed while sprinting.
      • Jump range is increased by (mutationLevel/3) + 1.
      • Charge range is increased by (mutationLevel/3) + 2.
  • We nerfed the carbine and the sparbine.
    • Reduced carbine's accuracy.
    • The masterwork carbine quest reward now uses the same ammo as the standard carbine (lower damage).
  • We made burning damage scale with temperature.
    • 1-100 above flame point: 1 damage per round
    • 101 - 300 above flame point: 1-2 damage per round
    • 301 - 500 above flame point: 2-3 damage per round
    • 501 - 700 above flame point: 3-4 damage per round
    • 701 - 900 above flame point: 4-5 damage per round
    • 901+ above flame point: 5-6 per turn
  • Added a new clock to the main screen in the overlay UI.
  • Added a new item: wrist fan.
  • Added a new item mod: disguise.
  • Dynamic villages can now generate with resident apothecaries.
  • Elder Irudad now has some apothecary wares.
  • Added a nice new overlay UI element for popup messages.
  • The overlay UI now displays your drams of freshwater next to your weight.
  • You can now access the mod manager from the main menu in the classic UI.
  • You can now use Page Up, Page Down, +, and - to navigate the classic options & key mapping menus.
  • You can now use Page Up and Page Down to navigate the tinker menu.
  • The trade UI "don't have enough water containers" message no longer resets the trade window.
  • Sprint now has a single active ability, "Sprint", which can be toggled.
  • Stopsvalinn now has a better chance of spawning with a high-end energy cell, when it spawns with an energy cell.
  • Spiral borers are now able to dig in reloaded zones.
  • The Astral monster mutation can no longer be leveled
  • Nonexistent journal entries can no longer be deleted.
  • Fixed the switched cooking effect behavior on starch and lignin.
  • Fixed a bug that caused the wrong XP value to be displayed in the Sheba Hagadias book turn-in dialog for stacks of books.
  • [debug] The clearstatshifts wish no longer returns spent mutation, skill and attribute points.
  • [modding] Most internal classes are now public.
  • [modding] Colors, anatomies, options, conversations, and pronouns now reload properly when mod configuration changes.
  • [modding] Fixed a bug that caused the detail color of subtypes to be merged onto the tile.

200.86

Released August 14, 2020.

  • You can once again acquire fungal infections.
  • On the character screen, attributes that are modified above or below their base values now display as green or red, respectively. You can also now select an attribute on this screen to display its base level, which is used for meeting skill requirements.
  • You can now disassemble without the Tinkering skill as long as you have the Disassemble skill power.
  • Confusion now affects artifact examination.
  • The following objects are now tagged as being made of metal: HE missile, becoming nook, cybernetic rack, leering stalker's pneumatic piston, scrap shoveler's scrap saw, crypt sitter's chrome stilt, strip fly's mechanical pincers, Rodanis Y's tungsten carbide hammer-fist and axe-fist, and boosterbot's helping hand.
  • Tinkered items can no longer generate fitted with suspensors or liquid-cooled.
  • Baetyls can no longer be psychically attacked and are now subject to EMP.
  • Industrial fans now respect phase.
  • Steam no longer burns things to ash.
  • Steam now tracks who is responsible for creating it.
  • The Gas Generation mutations now produce gas in the same phase as the mutant producing it.
  • Quest item torches no longer lose their unique display names.
  • Using psychometry on a stack of items now results in better messaging.
  • Reading passcodes using psychometry is now subject to reality stabilization.
  • Loading a medassist module from the implant's interaction menu no longer loads an entire stack of tonics.
  • The Mutating effect is now considered negative.
  • Greater voider teleportation now respects normality but is powerful enough to contest it.
  • Thrown weapon reequipping now reequips a similar item from your inventory if an identical one is not available.
  • Autoexploring while wearing ninefold boots no longer teleports you between zones.
  • Disassemble all is no longer usable with hostile creatures nearby.
  • When you disessemble multiple items or use disessemble after performing another activity that has an action cost, you're now forced out of the interaction menu as you approach an action cost deficit that would place you in danger if hostile creatures arrived.
  • Mechanimist snailmother converts now spawn ickslugs with the same faction attitudes as their mothers.
  • Made item naming more reliably relevant to events that just occurred.
  • Relics and relic-like items are now consistently unmoddable.
  • Messages are no longer generated when creatures out of your line of sight use Shield Wall.
  • Being asleep now generates a message only if the last message you received was about something other than being asleep.
  • Popups are now used for messaging stat saps' permanent attribute drain.
  • Being blocked by an object no longer displays any weapon performance characteristics it may have.
  • Dominating someone you have performed the water ritual with and then looking at yourself no longer displays "You are water-bonded with you" in your description.
  • Fixed the conjugation of the verb "get" in the companion thirst notification message for companions of pseudo-plural gender.
  • Fixed a bug that disabled autoact rate limiting.
  • Fixed some bugs around tracking body parts added by equipment.
  • Fixed a bug that caused some liquid coverings, particularly acid-based ones, to not generate a clean action.
  • Fixed a bug that sometimes caused fire-based abilities to end early when they encountered mixed liquids.

200.82

Released August 7th, 2020.

  • Examining artifacts now requires being able to move your extremities.
  • Eating snacks now requires being able to move your extremities.
  • The "HP warning threshold" option now defaults to on at 40%.
  • Various powered items, such as VISAGEs and ninefold boots, now correctly drain the last dram of their slotted liquid-fueled energy cells rather than leaving behind one unusable dram. If you find more items that do this, please report them on the public bug tracker:
  • NPCs attempting to use broken and rusted tonics no longer cause messages popups for the player. NPCs also attempt to use broken and rusted tonics less often.
  • Creatures are more willing to enter gas clouds, especially if they are immune to the gas.
  • Stunning Force can no longer be used on the world map.
  • Slumberlings are no longer Wakeful when they emerge from their natural hibernation.
  • Item naming opportunities triggered by leveling up now occur after the level up message.
  • Nullbeards are now permanently astrally tethered rather than immune to astral tethering or burdening.
  • Puffer fungi once again take damage from damaging gases at the rate inanimate objects do.
  • Frozen energy cells slotted into equipment no longer stay frozen forever.
  • Implanting a cybernetic implant now makes it permanently understood. If it was only understood due to a techscanning ability, losing that ability no longer converts it to an implanted "weird artifact".
  • Strip flies now respect phase and flight.
  • Psionic weapons can no longer be disassembled.
  • Items are now automatically weightless when equipped in a Floating Nearby slot.
  • Autogetting from adjacent squares is now controlled by an option: "Autopickup from adjacent squares". It defaults to off and only covers non-autoexplore movement.
  • You're now interrupted in the middle of autogetting multiple items when a hostile creature nears you (rather than being slammed by multiple enemy actions afterward).
  • Whether you immediately pick up items butchered from corpses is now determined by your autoget settings, not by whether you were autoexploring.
  • Pathfinding now avoids mines laid and bombs set by non-hostile creatures, to varying degrees by munition type.
  • Added a new option, "Prerelease Stage Scale", in the Overlay UI section.
  • Fixed a bug that broke mod tinkering when certain items had high-powered magnets applied to them.
  • Fixed a bug caused the Wakeful effect to not work sometimes.
  • Fixed a bug that disabled measures to prevent inappropriate objects from spawning on top of each other.
  • Fixed a bug that made Flexiweaved sometimes give positive DV.
  • Fixed some bugs that caused equipping certain items to fail to trigger their state changes, such as quest completion and DV updates for defensive stance.
  • Fixed a bug that caused save modifiers provided by cybernetic implants to not work.
  • Fixed a bug that caused the liquid-cooled item mod to be unapplyable in some cases where it should have been applyable.
  • Fixed a bug that destroyed cybernetics when another implant was implanted directly in its slot.
  • Fixed a bug that caused the value of cybernetics credit wedges to not show up in the short version of their display names.
  • Fixed a color pattern typo in Ereshkigal's interface.
  • Fixed a typo in a journal accomplishment.
  • Fixed a stray color markup tag in save modifier rules text.
  • Fixed some grammar bugs in the descriptions of hostile clones.
  • [modding] Specifications for DefaultBehavior attributes in Bodies.xml part elements are now correctly respected.
  • [modding] Fixed a bug that made less information available in some movement-related events than should have been.

201.8 - beta

Released August 7th, 2020.

  • Mechanical cherubim are now classified as robots.
  • Villages and chef ovens should no longer let you cook game-breaking meals.
  • The schematics choices for acquiring Tinker I, Tinker II, and Tinker III are now of the appropriate complexity for that tinker tier.
  • Village immigrants' pronouns are now more consistent.
  • Added a new option, "Prerelease Stage Scale", in the Overlay UI section.
  • Fixed a typo in waveform worm's description.
  • Fixed a bug with villager dialog color.
  • [modding] We added a new in-progress overlay UI for the Mod Manager.
  • [modding] Added a new "manifest.json" file to populate the extra fields shown in the Mod Manager. This file now subsumes config.json (you should convert any config.json files into manifest.json files). See

200.81

Released July 31, 2020.

  • Trolls now know how to swim.
  • Clicking a tile with a hostile creature now attacks the creature instead of attempting to speak with it.
  • Gave rainboweave cloaks lower DV but a chance to refract light-based attacks.
  • Added a new status effect, Wakeful, that gets applied for 3-5 rounds after you wake up from involuntary sleep. While wakeful, you can't fall asleep.
  • Item naming now allows apostrophes.
  • Baetyls no longer request the Billowing Conch of the Aji.
  • Long blade stances now respect your restrictions on companion ability use.
  • En garde! now takes Lunge and Swipe off cooldown when it activates.
  • You no longer have the option to decline being moved by a factory arm into a deep shaft.
  • Penetrating radar now reveals hidden objects that can be discovered by searching.
  • Messages for spotting hidden objects now include directional information.
  • Missing skill prereqs now cause entries on the Skills screen to be grayed out, like they are for unmet attribute requirements.
  • Pathfinding now goes to much less effort to avoid many types of liquids and some types of gases.
  • Skills that require a weapon of a given type to be wielded in the primary hand now accept weapons wielded in the first hand if your primary limb is not a hand, such as for animals whose primary limb is often their face or foot.
  • Fixed a bug that caused hyper-elastic ankle tendons' behavior to be excluded from their description.
  • Fixed a bug with stacking that resulted in permanent MA / DV loss.
  • Fixed a bug that caused suspensors to not work properly on equipped items.
  • Fixed a bug that caused ceremonial vibrokhopeshes to repeatedly reboot while you travelled on the world map.
  • Fixed a bug that sometimes made it impossible to interact with companions.
  • Fixed some bugs that caused various types of cloned creatures to not be hostile when they should have been.
  • Fixed some bugs that disabled the escape teleportation used by some relics, extradimensional items, and chaotic cherubim.
  • Fixed a bug that caused books to be unreadable from the prerelease equipment screen.
  • Fixed a misattribution in Lase messaging.
  • Fixed a typo in sultan history.
  • Fixed a bug that made Saad Amus very lazy.
  • [modding] Liquids' ObjectEnteredCell method now receives the relevant ObjectEnteredCellEvent as its second argument. The version that receives the GameObject moving as its second argument is still called for compatibility.
  • [modding] WishCommands should now properly be loaded/unloaded with mod changes.

201.6 - beta

Released July 31, 2020.

  • Creatures that try to keep their distance from you now may now decide to take other actions, such as defend themselves directly, when they fall below 50% HP.
  • Evil twins now reconsider their equipped items when they spawn.
  • Stage layouts wider than 1080p now letterbox correctly.
  • The look dialog is now only dismissble via Space or Esc.
  • Mouse movement now paths through non-hostiles if necessary to reach your destination.
  • Rhinox charge now respects phase and flight.
  • Fixed a bug that caused books to be unreadable from the prerelease equipment screen.
  • Fixed a bug that caused books to continue to render in the background even after you exited out of the read book screen.
  • Fixed a bug where hitting Esc from the Save Build prompt would save the build with no name rather than backing out of the menu.
  • Fixed the "restore defaults" button on the prerelease control mapping screen improperly clearing all keybinds.
  • [modding] Added native support for Harmony 2.0.2 patches in mods (
  • [modding] Upgraded the C# compiler to Roslyn.
  • [modding] Errors and warnings generated by the mod compiler now include the associated filename and line number.
  • [modding] The "playerwho" wish now properly allows turns to tick.

200.80

Released July 25, 2020.

200.66

Released July 10, 2020 ('beta' branch).

  • Added two new cooking ingredients: crushed grave moss and compacted bone meal.
  • The mopango now have a signature dish.
  • You can now water ritual with Agyra.
  • Added cybernetic credit wedges to Omonporch and the Tomb.
  • Altered the behavior on the following item mods: colossal and padded.
  • Changed the names of the following item mods:
    • 'colossal' to 'gigantic'
    • 'hardened' to 'with electromagnetic shielding'
    • 'co-processor' to 'with co-processor'
    • 'normalizing' to 'nulling'
  • Changed the ANSI coloring and descriptions for several mods.
  • Added a distinctive tile to squares that are safe from the Bell of Rest.
  • Added particle text for when you acquire the tomb-tethered effect.
  • You may now find mopango pilgrms in the Stiltgrounds.
  • Gave Tam, Sixshrew, and Ezra a new sign tile.
  • The messaging for what industrial fans are blowing around is now less verbose.
  • Removed sultan sarcophagi and reliquaries from dynamic encounters.
  • Fixed a hagiographic typo.
  • Fixed several bugs around the [redacted] from [redacted].
  • Added a new interaction menu command for companions, direct ability use, that allows you to forbid or permit your companions' use of their individual activated abilities.
  • Made high tier item mods more likely to appear on lower tier items.
  • Automove now ignores the hostility of dreadroots, young ivory, and lurking beth.
  • Overdosing on a blaze tonic no longer cools you down, and overdosing on hoarshrooms no longer warms you up.
  • Companions now heal while moving on the worldmap.
  • Chainguns are now heavy weapons.
  • Relics now have extra hit points.
  • The Barathrumites are now more forgiving of friendly fire during A Call to Arms.
  • Item-collecting arconauts and graverobbers no longer collect items when player-led or dominated.
  • The movement penalty from equipping heavy weapons now visibly alters your move speed and the weapon's description, rather than being an invisible modifier to action costs.
  • Pathfinding is now more willing to cross harmless liquids of wading depth (specifically, it'll try to go only one square out of its way to avoid them).
  • Some liquids pools now require you to confirm movement into them.
  • Some liquids now require you to confirm that you wish to drink them.
  • There is now an option that lets you turn off confirmation for both moving into and drinking dangerous liquids.
  • Cultist without bodies are less likely to become cult leaders.
  • Your turrets now allow you to deactivate and reactivate them regardless of your security clearance.
  • Hitting or firing at something with your missile weapon no longer makes it your target if it isn't hostile to you or if you already have a target.
  • Fix-It spray foam can now be applied to nearby objects.
  • Fix-It spray form now restores hit points to inanimate and inorganic objects.
  • Charging Strike now adds 1 to the maximum AV penalty that can be inflicted by Cleave.
  • Campfires, corpses, boulders, and furniture now block doors from closing.
  • Activation and deactivation messages now mention if an item in your possession is what's giving you clearance to perform that action.
  • Lase now gives a failure message when you try to use it and it's exhausted.
  • The priority of the Read action on books now depends on whether you have already read them
  • Conveyor belts can no longer move force fields.
  • Status summary displays appended to the rules text of some items now appear in more places, too. Examples include "EMP", "unpowered", and "warming up".
  • Inventory actions are now (mostly) consistently alphabetized.
  • Displacer bracelets now only produce visual effects on visible creatures.
  • Equipment that uses multiple slots now prefers to use slots that are near each other.
  • Fixed a bug that made hoarshrooms fail to provide cold resistance.
  • Fixed a bug that broke a mechanism for inventory action hotkey resolution. This fixes a number of issues with duplicate inventory action hotkeys.
  • Fixed a bug that made temporal fugue clones leave ammo behind.
  • Fixed a bug that disabled Proselytize's cooldown and sometimes caused the effect to occur multiple times when using it via a Skillsoft implant.
  • Fixed a bug that made the names of some relics bleed pink.
  • Fixed a bug that prevented breathers from breathing.
  • Fixed an issue that caused some double-slot equipment to use only one slot.
  • Fixed some minor issues in goatfolk hero generation.
  • Fixed a bug that made Fasting Way and Mind Over Body cause different thirst rate modifiers than what appears in their descriptions.
  • Fixed some issues in the messages generated by drinking mixed liquids.
  • Fixed some bugs with phasing.
  • Fixed some issues with doubled-up input on the stage screen when the prerelease input manager is enabled.
  • Fixed some intermittent thread-safety bugs with text processing.
  • [modding] Normalized the parameter name for number of penetrations to "Penetrations" across several combat messages.

200.65

Released July 3, 2020 ('beta' branch).

  • Polished and bugfixed [redacted], [redacted], and [redacted].
  • Changed the Bell of Rest timer from 200 to 300 rounds.
  • Gave the Life and Death Gates descriptions and much more HP.
  • Tweaked the crypt reliquary loot tables.
  • Reduced crypt ferret DV.
  • Added more hagiographs.
  • Added a new command to attack the nearest hostile target in melee (Shift-A by default). If there are any hostiles adjacent to you, this command attacks the one that appears easiest to kill. Otherwise, it pathfinds one step toward the easiest-appearing visible hostile.
  • Equipped items and items in your inventory no longer take on your temperature directly.
  • Ashes are now categorized as corpses.
  • Factory arms now respect phase and flight.
  • Pulse field magnets ripping equipment off your body is now messaged via a popup.
  • The menu for entering a local map from the worldmap was reworked for clarity.
  • Hitting escape when you're asked for a character name during character creation now returns you to the character summary screen.
  • Added caves music to trembling dunes underground.
  • Fixed a bug that made reloading multiple magazine-loaded firearms behave strangely.
  • Fixed a bug that set Face as goatfolk's primary attack limb.
  • Fixed some cases where you would attempt to enter an occupied tile when entering a local map from the world map.
  • Fixed music not playing properly after loading a game.
  • Fixed an error when generating linear cannon relics.
  • Fixed some (but not all) issues with world seeds.
  • Fixed the background color of the trash sprite.
  • [modding] Die rolls can now be specified as follows: "1d6[foo]", "2d4[bar]", etc, where 'foo' and 'bar' are arbitrary names of randomizer channels. The die roll will source its pseudorandomness from the channel specified; this produces a consistent series of results for a given channel name and world seed.
  • [modding] Conversation choices now support fields IfHavePart and IfNotHavePart that make the choice conditional on whether the specified part is present on the player.
  • [modding] The tag or string property ForceAnimatable now overrides an object animation's current walls-and-tables-only check.
  • [modding] Bodies.xml now supports a BodyType attribute on anatomy elements that allows override of the body part type to use for the central body (normally "Body").
  • [modding] Added an AfterGameLoaded event.
  • [modding] Added default behavior for when a modded quest doesn't specify a hagiograph.

200.57

Released June 26, 2020 ('beta' branch).

  • Finished the bugfixing and polish work in the crypts.
  • Added a new liquid: brain brine.
  • [redacted]
  • Occasionally, upon gaining a level, completing a quest, performing the water ritual, or defeating a legendary foe, you may now become inspired to name one of your items.
  • The swimming confirmation message is now toggleable via the option in the Prompts menu.
  • Reputation change messages now include your new reputation and inform you if the faction's overall attitude toward you has changed.
  • The reputation changes incurred by violating the water ritual are now displayed in a single message.
  • You can now add notes to items in your inventory and equipment. The notes appear in the item's short description.
  • A given attack can now only have a block attempt performed with one shield. The limit on the number of attacks per turn that can be blocked is now per-shield; if you have multiple shields equipped, you will attempt to block a given attack using the best shield that you can presently use.
  • You can no longer shield block while frozen, paralyzed, burrowed, or otherwise unable to freely move your limbs.
  • Baetyls no longer care about differently-colored display names in the items they request.
  • The fill action on liquid containers can now be used on any container that is not full, not just empty containers.
  • You now prefer to autouse liquids that aren't stored in functional containers like liquid-cooled firearms.
  • Becoming famished now interrupts autoact.
  • Creatures that are fleeing no longer count as visible hostiles.
  • Creatures that try to keep their distance from the player now only count as visible hostiles at close range.
  • Grenades are no longer destroyed before hitting the ground when thrown into a tile with acid gas.
  • Flashbang grenades now affect a circular area instead of a square.
  • Glowmoths can now use their gaze attack at point blank range.
  • Baetyls no longer care about taking small amounts of damage, but they become... significantly irritated... by larger amounts.
  • Only creatures who are able to engage in combat and can move their limbs now count for the purposes of preventing charge and causing missile weapons to fire wildly.
  • Missile weapons that use spray fire ammo (shotguns, pumps, point-defense drones, and flamethrowers) now indicate in their short description that they aren't subject to firing wildly when multiple enemies are adjacent.
  • Bows now display their loaded arrows' penetration and damage value.
  • Made weapon class display, strength cap, and accuracy information the color of rules text.
  • Creatures now go prone if they can when they fall asleep for any reason, not just when they voluntarily go to sleep on a bed.
  • Equipped objects now match the temperature of the object they're equipped on.
  • Made most organic items leave behind ashes when they burn up.
  • Ashes no longer catch fire.
  • Village outskirts now properly have above and belowground features.
  • When you run out of water while traveling, you now receive a message and a chance to stop rather than only getting notified when you become life-threateningly dehydrated.
  • The Bleeding effect is now described differently for creatures that do not have blood.
  • The environmental item picker now refreshes when a taken action changes the list of items displayed, such as when an item is broken off a stack.
  • The visual effects for being frozen, slowed due to temperature, or on fire now have higher visual priority.
  • The Tinkering screen bit locker now displays the glyph for each bit type of bit next to its name.
  • The Spindle negotiation menu now uses alphabetic hotkeys rather than numeric in order to prevent numpad-based selection accidents.
  • Objects that are cloned while phased now properly assume their normal phase.
  • Relics and extradimensional missile weapons now occasionally generate as armor-negating.
  • Graftek-granted stat changes now count as permanent in all the usual ways.
  • Added damage and penetration displays to thrown weapons.
  • Fixed a bug that caused some non-blood-having creatures to bleed blood.
  • Fixed a bug that caused simply targeting a creature to make it hostile.
  • Fixed some bugs that caused several sensory effects to fail to detect walk-walking creatures.
  • Fixed linear cannon penetration display.
  • Fixed some issues that caused you to retain your marked target after using a special shot.
  • Fixed a bug where pouring into a container you are emptying took the current contents of the container into account even though they were being emptied.
  • Fixed a bug that caused missile weapons to display a damage message even when the damage was prevented.
  • Fixed a bug that caused autoexplore to fail to seek out the secret-bearing mural in the village of Ezra.
  • Fixed a bug with phase web animation.
  • Prevented some rare corner cases where objects were destroyed multiple times.
  • Fixed a bug that caused the 'show effects' menu to improperly linger beneath other windows when opened and closed.
  • [modding] Effects may now whitelist themselves for most deep copy operations by overriding allowCopyOnNoEffectDeepCopy and returning true.

200.55

Released June 19, 2020 ('beta' branch).

  • Did some bugfixing, polish, and performance work on the crypt levels of the Tomb of the Eaters. More to come next week.
  • Added some new recoilers.
  • Added a new command to autoattack your current target in melee: Ctrl-A by default. When autoattacking, you pathfind toward your target if necessary and attempt to melee attack them. All the conditions that interrupt automove also interrupt autoattack, with one exception: if your target is the only hostile in sight, their presence does not interrupt you.
  • Added a new "Ignored Keys" keybind. Keys bound to this entry are completely ignored. (This is useful for reserving a push-to-talk or screenshot key, for example.)
  • Renamed human child to woodsprog.
  • Linear cannons can be tinkered now.
  • You can now path through locked doors when you're carrying the appropriate key card.
  • You now get a message when you try to swap places with a non-hostile creature but can't for some reason.
  • Losing sight of your target now interrupts automove.
  • NPCs are now less avoidant of slime pools.
  • Changed the way heirlooms gifted during the Spindle negotiation are generated and made their types respect the text in Heirlooms of Qud.
  • Elevator and door switches can now be flipped via the interaction menu
  • [*]Space-time vortices and rifts are no longer be pushed by forces like explosions.
  • The AV bestowed by the Quills mutation now returns to the max value when your quills regenerate.
  • You can now properly access help from the main menu with '?'.
  • Visiting the waterlogged tunnel no longer counts as visiting Red Rock.
  • If you are stuck and adjacent to a deep pool, you only receive the swimming confirmation message the first time you try to move into the pool.
  • Fixed a bad interaction when the snapjaw who wields Stopsvalinn generates as a villager.
  • Numpad '/' now shows and hides the prerelease stage message log.
  • Tables no longer change their tile when you remove and return the same object.
  • Removed the small per turn time delay while asleep.
  • Fixed several issues that caused gas-generating creatures to not be immune to their own gas.
  • Fixed some rare situations where the player didn't get a turn immediately following a game load.
  • Fixed a bug that caused illuminated books to not have their display names altered.
  • Fixed a bug in the way graffiti displayed on tombstones.
  • Fixed a bug that caused reloading a linear cannon to always reload the energy cell instead of its slugs.
  • Fixed a rare exception in the Multihorns mutation that prevented saved games from loading.
  • Fixed a typo in soul curd's description.
  • [modding] Enabled anonymous access to workshop content.
  • [modding] The starting location selector is no longer shown if a genotype or subtype has a defined starting location.

200.52

Released June 13, 2020 ('beta' branch).

  • We made several gameplay and polish enhancements to the cherubim.
    • Cherubim are now better protected against missile weapons and freezing attacks.
    • Revamped cherubim stats and natural weapons.
    • Learned cherubim now properly discharge clockwork beetles.
    • Added descriptions.
    • Added cherubim to dynamic encounters.
    • Gave cherubim appropriate ASCII glyphs.
  • Gave appropriate names and descriptions to carved stone and gilded marble from the various periods of the sultanate.
  • Added descriptions for mural endcaps and mural medians.
  • We made some changes to sparking baetyl rewards.
    • Item rewards are now much better.
    • Item rewards now scale with both the baetyl's zone difficulty and the tier of the demanded item.
    • Reduced the maximum number of demanded items to six.
  • Baetyls asking for Templar phylacteries no longer ask for the phylacteries of specific people.
  • Trees are now stronger and tougher.
  • Attacking into a frozen zone now thaws it. This is most relevant when attacking up or down stairs.
  • Removing energy cells from owned items now angers their owners.
  • You can now pour into equipped liquid containers.
  • When selecting a container to pour a liquid into, containers that already contain that liquid now appear at the top of the list.
  • Smart use on environmental liquid pools and liquid containers now opens the interaction menu rather than going directly into the pour-into-container action.
  • Cleaning yourself using liquid from an owned vessel now potentially angers its owners.
  • Gave the following objects better ASCII glyphs: sultan shrines, Asphodel, Asphodelytes, walkways, various vessels, and yawning gap.
  • Made some improvements to creature pathfinding.
  • Rebekah's tombstone no longer shows up in dynamic contexts.
  • Fix-It spray foam and other applicators, when unidentified, no longer reveal themselves when you back out of an interaction.
  • The water ritual can no longer be used to obtain unlimited cybernetics credit wedges.
  • Shank now respects phase and flight.
  • Sheba Hagadias will no longer lay mines if a miner or deploy turrets if a turret tinker.
  • Fixed a bug that caused some village tinkers to not be members of their village's faction.
  • Fixed a bug that caused companions to take steps in the wrong order when trying to follow their leader.
  • Fixed a bug that caused one-shotting a creature to fail to trigger hostility in the creature's nearby allies.
  • Fixed a bug that caused camel bladders to fail to negate the weight of the liquid in them when worn.
  • Fixed some bugs in water ritual option coloring.
  • Fixed a bug in tiling of liquid pools as they change size.
  • Fixed a bug that made snapjaw forts, starapple farms, and pig farms not generate properly in village outskirts.

200.50

Released June 6, 2020 (beta branch).

  • Autoexplore now seeks out and examines objects that contained unrevealed secrets in their descriptions.
  • Giant beetle and beetlebum corpses can now be butchered for raw beetle meat, which can be preserved as beetle jerky.
  • Items no longer weigh more when covered in liquid.
  • Waterskins, canteens, and similar liquid containers are now repellent to certain types of liquids.
  • Quests no longer ask you to find forgotten ruins or use forgotten ruins as landmarks.
  • Displacer bracelets now have power switches.
  • Waiting for a specified number of turns now shows a countdown next to the loading status indicator.
  • Boxes of crayons now let you choose which color to draw with and draw in tiles you're adjacent to. Also, drawing now has an action cost.
  • Graffitied text now appears in the color of the graffiti on the object glyph.
  • Bloated pearlfrogs no longer ignore phase when pulling creatures with their tongues.
  • Being frozen now interrupts sprinting and other movement or body-positioning effects.
  • The harvest action now has a higher default priority than the chat action when both are present.
  • Snail eggs and luminous motes are no longer used as quest items.
  • Albino ape pelts can no longer be eaten. As a result, you now control their autopickup status via the autopickup trade goods toggle instead of the autopickup food toggle.
  • In the trade screen, you can now use the keyboard (not numpad) number keys to specify a number of whatever is currently selected to trade.
  • PgUp and PgDn can now be used on the Reputation and Skills screens.
  • The Skills screen now reserves a consistent amount of screen space for skill descriptions rather than adjusting the space depending on the description length. Some descriptions have been edited to accommodate this.
  • You'll no longer encounter creatures standing in the same tile as a closed door.
  • The walk command no longer generates an error if used in on the edge of a zone.
  • Mutations picked at character creation now properly update their stat shifts when leveled.
  • Doors can no longer be closed on creatures or movement-blocking objects that occupy the same tile.
  • Village catchbasins are now owned by the village faction.
  • Made some large performance improvements to the prerelease stage view.
  • Fixed a bug that caused some activated abilities to remain on the ability menu after those abilities were lost.
  • Fixed a bug that caused the loss of some equipment benefits when using Temporal Fugue.
  • Fixed a bug that allowed holographic plants to be harvested.
  • Fixed a bug that indicated incorrect directions toward a detected hostile when automove was interrupted and that hostile was in an another zone.
  • Fixed a bug that caused the genome destabilization message from the Mutating effect to be displayed for you even when you weren't the one mutating.
  • Fixed a bug that broke a previous intervention to make wraith-knights summoned by extradimensional phylactery squires friendly to their squires.
  • Fixed a bug that caused weeped liquid and primordial ooze to fail to mix in the Rainbow Wood.
  • Fixed a bug that made the hidden PhasedWhileStuck effect visible.
  • Fixed a bug that caused certain pronouns to morph into "They" after games had been saved and reloaded.
  • Fixed the subtype text being too large during character creation.
  • Fixed a typo in items that affect move speed.
  • [modding] You can now undo the "fill" action in the map editor.
  • [patreon] Sheba Hagadias can no longer spawn as Either/Or. To install this change, you'll need to re-redeem Either/Or's pet code.

200.43

Released May 29, 2020 (beta branch).

  • Added a water wheel and millstone to Joppa.
  • Bone worm corpses can no longer be included as part of the cure for fungal infections.
  • Pathfinding now strongly avoids tiles next to non-allied puffer fungi.
  • Moving within two squares of puffer fungi now interrupts automove regardless of your "ignore enemies" settings.
  • Eaters' nectar now re-randomizes your potential mutation buys.
  • Meditation no longer instantly cures bleeding. Instead, it now triples the rate of recovery from more negative status effects, including bleeding.
  • To account for the recent liquid pool changes, bilge sphincters now provide a movespeed bonus in liquid pools of 200+ drams instead of 1000+.
  • The weights of takeable items are now always shown in their short descriptions.
  • Fixed a bug that sometimes caused evaporating liquids to leave behind liquid volumes with no component liquids.
  • Fixed a bug that caused resource exhaustion and error spam in the output log in some long-running games.
  • Fixed some bugs that caused the decarbonizer beam selection to sometimes error out or create an infinite loop.
  • Fixed a bug with Temporal Fugue and other cloning mechanisms that caused stat shifts to become permanent.
  • [debug] Added a wish, "clearstatshifts", to remove temporary stat shifts, even including shifts from items you have equipped or active status effects. To regain those stat shifts, you'll have to re-equip those items or re-up the effects.
  • [modding] We changed the implementation for how MinEvents are dispatched. Modders who are handling a MinEvent in one of their IParts (e.g. bool HandleEvent( EnteringCellEvent ev ) need to update each HandleEvent declaration to include 'public override' (e.g. public override bool HandleEvent( EnteringCellEvent ev )) in order for that event to be dispatched properly to the part.

200.41

Released May 23, 2020 (beta branch).

  • The Tomb-dwelling pangoloids knows as the mopango have officially moved in.
    • Added or refined several types of mopango.
    • Added a new quest: The Buried Watchers. Talk to Zothom in Ezra.
    • Added a new quest: Fraying Favorites.
    • Strange entities now (officially) roam the Tomb.
    • Added a new legendary ooze, k-Goninon.
    • Added the repulsive device.
    • Added [redacted], [redacted], [redacted], and [redacted].
  • We made some UI improvements to the Tomb-teleportation mechanic.
    • Changed the ASCII floor glyph for teleportation-safe tiles.
    • 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 you to be Tomb-teleported back to the beginning of the crematory from the supposedly safe Columbarium.
  • Fixed a bug that caused exit teleporters in Lower and Upper Crypts to send you all the way back to the catacombs.
  • Fixed a bug that caused issues at the recoming nook.
  • Added new loading status indicator art.
  • The new stair tiles now look better when the 'Always highlight stairs' option is enabled.
  • Added a new Modding option: 'Select enabled mods on new game'.
  • "Press space" dialogs now close only when you press Escape, Enter, or Space.
  • Goatfolk can now give directions in conversations.
  • The overburdened status effect is now updated more reliably when your carrying capacity changes.
  • The weight display in the trade UI is now more accurate.
  • You no longer receive messages about merchants restocking if you're not in the same zone as they are.
  • Objects without bodies can no longer be knocked prone.
  • Save files now remember which mods are enabled and prompt you to re-enable those mods before loading.
  • Fixed a bug that caused the onset of fungal infections to sometimes be 8-10 turns instead of 2-3 days.
  • Fixed a bug that caused symbiotic fireflies to destroy themselves, and turn into "Objects", when equipped.
  • In the classic UI option screen, slider and selection options that don't fit well in one line now occupy two lines.
  • Exiting the world map now avoids placing you in cells where you would have to swim.
  • [modding] Fixed a bug that caused GlobalConfig.json to be unmoddable.
  • [modding] An objects can now set the ReplacementObject member of an ObjectCreatedEvent to return a replacement object instead of itself during object creation.

200.40

Released May 15, 2020 (beta branch).

  • Added new tiles for Eater statues, Eater holograms, and urn duster.
  • Crypt sitters and conservators no longer cause unintended trouble in dynamic encounters.
  • New item mod: fitted with suspensors.
  • Mafeo now has a pickaxe for sale.
  • Excluded some more creatures from spawning as Mechanimist converts, including pulsed field magnets.
  • Added descriptions for the following objects: rubble, burnished azzurum (formerly aquamarine), banana rancher, hammock, brick, Warden 1-FF, Mayor Haddas, and Yla Haj.
  • 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.
  • Powered exoskeletons can now have a variety of item mods.
  • 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.
  • Sheba Hagadias no longer succumbs to natural behavior like going on a pilgrimage or urn dusting.
  • Things without brains can no longer be dazed or stunned.
  • Holograms can no longer be harvested or butchered.
  • Small stones and large stones are no longer flammable.
  • Fixed a bug that caused the Golgotha chutes to generate disconnected.
  • Fixed a a bug that caused mouse movement to not work properly on the world map.
  • Fixed a bug that caused missile weapons to hit non-blocking inanimate objects in their paths.
  • Fixed a bug that caused merchants to spawn with double the inventory they're meant to.
  • Fixed a bug that immobilized aquatic creatures.
  • Fixed a bug that caused worn items effects to not go away when you removed the item.
  • Fixed a bug that sometimes caused Barathrum's study to generate with a down staircase.
  • [debug] Space no longer accepts the 'Would you like to die?' prompt.

200.35

Released May 8, 2020.

  • Expanded the Grand Vestibule to multiple maps.
  • Changed the Omonporch entry zone to a new map: Court of the Sultans.
  • Made various tweaks and enhancements to the Arcade to the Twin Gates.
  • Made various tweaks and enhancements to the Columbarium.
  • Made the Ezra and Arcade murals more authentic.
  • Added a bell tolling sound effect to the Bell of Rest.
  • Made Sixshrew a real merchant.
  • Gave dialog to Yla Haj and Warden 1-FF.
  • Tweaked Mayor Haddas's dialog.
  • Gave better equipment and wares to Yla Haj.
  • Gave several of the Tomb zones better names.
  • Gave sky maps more sensible names.
  • Added a cistern ruin to the east of the Arcade.
  • Added more graffiti to the robbers' cut.
  • Made some architectural changes to the Tomb outer walls and the Spindle chamber.
  • Added a new tile for rubble.
  • Added some more Eater statue and hologram tiles.
  • Faction leaders now have their prowess more accurately judged and displayed in their look descriptions.
  • 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.
  • We changed the option "Maximum autoexplore squares/sec" to "Maximum automove squares/sec" and made it apply to all forms of automove.
  • Metal items now retain less liquid, and fur items retain more.
  • Quartzfur hats now message themselves as being made of quartz rather than glass.
  • Autocollect can now be disabled on empty waterskins.
  • Spiders no longer attack allied creatures that are stuck.
  • Player-controlled spiders no longer autoattack stuck creatures.
  • Destroying or teleporting a web now frees anything stuck in it.
  • 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.
  • Changed the message when you try to remove an unremovable cybernetic implant.
  • 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.
  • The random-buy mutation choices should now be more stable for a given seed.
  • If you're out of 2+ point mutations to buy, you're now presented with 1-point mutations.
  • The look and target picker "Locked" status toggle is now remembered across games and reloads.
  • 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.
  • Dromad trader psychic thralls or domesticated slaves no longer generate map notes.
  • Geomagnetic discs can no longer spawn with elemental damage mods.
  • Made some improvements to geomagnetic disc pathing.
  • Fixed an improper item ownership warning when you tried to examine or disassemble items in the inventories of certain creatures you were dominating.
  • 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.
  • Fixed some bugs with color rendering and formatting in books.
  • Fixed a bug with liquid-fueled power consumption, such as in gyrocopter backpacks.
  • Fixed some performance issues with normality gas and norm cores.
  • [debug] Made wish string matching more accurate.
  • [debug] The "Do you really want to die?" promp no longer accepts space or enter as input.
  • [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.
  • [modding] The map editor now properly renders most walls, water tiles, and fences.
  • [modding] The map editor now has tile previews in the blueprint selector.

200.29

Released May 2, 2020.

  • We added polish to the architecture of the Tomb.
    • Added a new exterior caryatid wall and extended it up and down through the Z-dimension as appropriate.
    • Added support pillars beneath the Tomb.
    • Added structural ribs.
    • Swapped the locations of the Life and Death Gates.
    • Redesigned the Grand Vestibule.
    • Added a lot more graffiti to the robbers' cut.
    • Cleaned up the maps around the Liminal Way.
    • Moved the up staircases in the Folk Catacombs.
    • Replaced the Lace Stairways to the crematory with access corridors.
  • The display format of some zone names has changed.
  • Inscribed funerary urns no longer report being empty.
  • You're no longer asked to drink from full urns as a quest step in dynamic quests.
  • Automove and rest are now interrupted by decarbonizer beams that are detectable to you by sight, sound, or smell.
  • 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 with acid gas that caused the game to hang.
  • Fixed a bug that caused items to retain more liquid than intended.
  • [modding] Added a new API, StatShifter, to Parts and Effects that helps track stat shifts. See
  • [debug] Added a new debug option: "Show debug text for stat shifts".
  • [debug] Added a new wish, "showstatshifts", that displays a list of items and effects shifting your stats.
  • [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)

200.22

Released April 17th, 2020 (beta branch).

  • Added a new gas: miasmatic ash.
  • Grave moss now burns off into miasmatic ash.
  • We made changes and added some polish to the crematory.
    • Added industrial fans.
    • Funerary urns now have names and inscriptions.
    • Machine presses with only one piston now slam their target away instead of crushing it.
    • The support pillars in the catacombs now come up through the crematory.
    • Tweaked the layout of the conveyor belts and flame vents to be slightly more ordered.
    • Added new wall tiles and changed the colors of some existing tiles.
    • Replaced the existing machine room with a new one.
    • Fixed a bug with the ASCII rendering of machine press.
  • Fixed a bunch of text coloring bugs introduced last patch. There'll likely be some more, though.
  • We made some tweaks to liquid and liquid pool behavior.
    • 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.
    • 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.
    • Entering a swim-depth pool from land now displays a warning message and requires you to confirm movement.
    • Swim-depth pools now interrupt autowalk unless you are already swimming, flying, or out of phase with the pool.
    • Some common liquid covering descriptions are now less verbose.
    • Salt now only stains items when encountered in its pure form.
    • 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.
    • You can now collect liquids into slotted liquid-fueled energy cells.
    • Collecting a liquid now reports on which containers the liquid was collected into.
  • Small spheres of negative weight now add to your weight when they're broken or otherwise inoperative.
  • Psionic weapons with slotted cells now leave the cells behind when they evanesce.
  • Psionic weapons can no longer be modded with tinkering.
  • The [redacted] in Joppa now shows up in the alt display.
  • Wraith-knights now despawn if their phylacteries are destroyed for any reason.
  • Temporary items are now worthless, can no longer be cooked with, and can no longer have their bits harvested.
  • Temporal fugue clones now leave behind any items they had acquired after being conjured.
  • Eater's nectar injectors belonging to temporal fugue clones now affect only temporal fugue clones.
  • We made some tweaks to the looting menu in the classic UI.
    • The weights of takeable items are now displayed alongside the items themselves.
    • The menu now has an adaptive width to avoid cutting off item names.
    • Page up and page down now work more reliably.
  • Encountering the following objects now interrupts autowalk: deep shafts, identified mines, aloes, spacetime rifts, and spacetime vortices.
  • Artifacts with proper names are no longer treated as having proper names while unidentified.
  • 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.
  • Ice frogs no longer sit in immobile confusion until approached.
  • Miner bots no longer generate mines based on modded grenades.
  • NPCs are now less interested in using random items from their inventories as improvised weapons.
  • Animating an object with Spray-a-Brain no longer causes every object of that type to be recategorized as a Creature.
  • Items generated as quest items no longer cause every item of that type to be recategorized as a Quest Item.
  • Answering no to using an unpowered advanced toolkit while autoexploring now interrupts the autoexplore, preventing message loops.
  • 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 caused the 'most recently played character' to net initialize properly.
  • [debug] Added a new wish, "reveal settlements", that reveals all dynamically generated settlements on the world map.
  • [modding] Fixed a bug that caused modded versions of Options.xml to fail to be initialized.
  • [modding] Implemented Myopia as an AdjustVisibilityRadiusEvent, allowing equipment and parts to adjust the visibility radius.
  • [modding] Restructured the loading of ObjectBlueprints.xml, solving many inheritance problems, most notably with Load="Merge" from mods.
  • [modding] Deprecated the GameManager.Instance.ViewData interface.
  • [modding] UI Views are now defined with the [XRL.UI.UIView] attribute on a class.
  • [modding] Increased the warning level output for the mod compiler, allowing modders to see previously hidden compiler warnings.
  • [modding] Updated the Modding Utilities link to the modding wiki:
  • [modding] The Blueprint Browser now shows all properties on blueprints, in XML.
  • [modding] You can now select and copy in the Blueprint Browser.
  • [modding] Exposed a method to add a Wish handler. See
  • [modding] We made some enhancements to the map editor.
    • The map editor now loads with an empty map rather than looking like you're editing the main menu.
    • Added x-y coordinates for the mouse position and selected cell.
    • Holding Ctrl while hovering over an item in the blueprints list now displays a portion of the blueprint XML.
    • Added a checkbox on the blueprint filter to only show blueprints in use on the map.
    • Made the sidebar opaque.
    • Alt-clicking on a tile now properly set the brush even when you have no brush selected.

200.21

Released April 3rd, 2020.

200.20: We've posted an update on the beta branch.

Released March 6th, 2020 (beta branch).

  • Added a new cybernetic implant: medassist module.
  • Added a new item: syphon baton.
  • The co-processor mod now provides compute power that select equipment can consume.
  • 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.
  • Added a new tile for the sign to village Ezra.
  • Added flipped tiles for Eater holograms.
  • Added some new tomb propaganda.
  • Fungal infections and motorized treads are now immune to damage.
  • More NPC tinkers can now repair, recharge, and identify artifacts.
  • Piston presses now respect phase.
  • Lunge now respects phase and flight.
  • Juke now interacts better with effects that restrict your mobility.
  • Removed the old tattoo gun.
  • Cybernetics credit wedges are now stackable.
  • Wraith-knights can no longer be duplicated or cloned.
  • Robotic and otherwise inorganic creatures are no longer made thirsty by thirst thistle attacks.
  • Disassemble now requests confirmation before disassembling quest items and items you have equipped.
  • Disassemble now provides a "disassemble all" inventory action that disassembles a stack of items at once.
  • Disassemble now has an action cost.
  • Temporal fugue clones and various other forms of cloning no longer count toward the death and destruction toll of A Call to Arms.
  • Sturdy spectacles and mirrorshades no longer incorrectly report that they have broken in melee.
  • Having thirst inflicted on you by an attack no longer triggers tongue bleeding from glotrot.
  • 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.
  • 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.
  • Fixed some issues with companions re-joining the player after traveling on the worldmap.
  • 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.
  • 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.
  • [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.)

200.17

Released January 31, 2020 (beta build).

  • We made some structural changes to the layout of the Tomb.
    • We shifted the whole dungeon up several Z levels. The crematory is now one level above the surface.
    • Removed the Lake of the Damned.
  • We included some more signposts toward finding the Mark of Death and entering the Tomb through the Death Gate.
    • Implemented a partial redesign of the Arcades to the Twin Gates that includes a path and sign pointing to Ezra.
    • 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.
    • Immediately upon inscribing the Mark of Death, the 'Inscribe the Mark" quest step now completes.
  • It should now be clearer that a certain post-Brightsheol body alteration is intentional.
  • Once you return from Brightsheol, you cannot go back via the same method. (<- worded intentionally vaguely to avoid spoilers)
  • Added two new cybernetic implants: fire suppression system and anchor spikes.
  • Added a new item: advanced toolkit.
  • Crypt ferrets are now better at hiding.
  • Made Vivira, the sentient turret, magenta in order to stand out more.
  • Added descriptions for the following objects: fulcrete, ebon fulcrete, wide bottle, crypt door, compacted bone, and grave moss.
  • Added some more tomb propaganda.
  • Renamed recarcassing nook to recoming nook.
  • We made some changes to auto-equip.
    • Auto-equip now gives you feedback on items that were unequipped as a result of your action.
    • Eliminated most repetitive auto-equip messaging.
    • Auto-equip now tries to unequip multiple items in order to equip an item that uses multiple equipment slots.
    • Confirmation is now requested before automatically unequipping an item that will be destroyed by being unequipped.
  • We tweaked the temperature-related behavior of liquids.
    • You may find differences in how pouring liquids on you affects temperature.
    • Standing in a pool of lava is no longer safe once you've dealt with the initial temperature shock.
    • Your equipment and inventory now experience more temperature effects than before, particularly if you expose yourself to large amounts of lava.
  • Fungal infections are now immune to heat, cold, electricity, and acid.
  • Projectiles coming from a distance and passing near the player now produce a message in the message log.
  • More combat sound effects are now properly controlled by the General > Combat Sounds option.
  • Any NPC with whom you can perform the water ritual can now give you directions.
  • 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.
  • Puffer fungi can now be hit by normal ranged weapons.
  • Lava and acid now spawn less often in containers that are unsafe to house them.
  • 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).
  • Mirrorshades now give a very small chance to reflect light-based attacks.
  • 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).
  • Items embedded in walls are now partially visible with penetrating radar.
  • The overlay inventory screen now better handles having two heads or two faces.
  • Multiple applications of Hobble now renew the duration of the effect rather than stacking the movespeed penalty.
  • 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).
  • Trader repair and recharge actions now more effectively handle plurality and stacking.
  • Tattooing a companion no longer tattoos you instead of them.
  • Smart use no longer pets Sheba Hagadias by default if Sheba is pettable.
  • You can no longer open and close doors while frozen solid.
  • Magazine-loaded ranged weapons now account for the weight and value of the ammo loaded in them.
  • Solar and radio-powered cells now receive their charge more reliably on the world map and should cause less lag.
  • Take-all no longer counts untakeable items when checking whether you're going over your weight limit.
  • Added a new tile for the basic toolkit.
  • Fixed some item duping exploits with evil twins and prism clones.
  • Temporal fugue clones no longer lose their items before they expire.
  • Fixed an issue with legendary breathers' and miners' names not showing up properly.
  • Fixed a bug that made Berate 10x as likely to take effect if you had an Ego modifier of exactly zero.
  • Fixed some bugs with explosions, other types of forced movement, and the generation of maps with ruined buildings.
  • Fixed a bug that made DV and MA penalties from confusion become permanent if the game was saved and loaded.
  • Fixed an issue with portable walls.
  • Fixed an issue with nano-neuro animators.
  • Fixed a typo in village monument descriptions.
  • [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.

199.0

Released November 16, 2019.

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.

195.0

Released October 11th, 2019.

  • Added two new cooking ingredients: congealed hulk honey and soul curd.
  • Added two new cooking domains: Strength-based effects and powerful regeneration/healing-based effects.
  • 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.
  • Fixed a bug that prevented you from learning cooking recipes from villages.
  • Added a failure message for rifling through trash via Trash Divining.
  • Stun gas now only stuns things with brains.
  • Slog's annunclus no longer shows up in baetyl requests or other dynamic encounters.
  • Slime Glands and Gas Generation no longer work on the worldmap.
  • Fungal infections are now properly destroyed when forcibly removed.
  • Added case-specific messaging for loading and unloading an energy cell.
  • Loading an energy cell no longer generates a message saying that you dropped the cell.
  • Rephrased the description of Amphibious to be clearer.
  • Numpad 0 no longer acts as a hotkey for Abandon Character in the ESC menu.
  • Removed leading whitespace from some conversation choices.
  • Fixed a bug that caused flamethrowers and shotguns to not fire.
  • Fixed some liquid-related bugs with cooking and soup sludge spawning.
  • Fixed a rare exception with primordial soup.
  • You know why I'm here, Slog.
  • [modding] Conversation choice text loaded from XML now has its leading whitespaces trimmed.

194.0

Released September 27, 2019.

193.0

Released September 21, 2019.

  • We tweaked the layout of Joppa.
    • Moved the sultan shrine to the map north of Joppa, near the graveyard.
    • Added a guaranteed shrine to Resheph where the sultan shrine used to be.
    • Added a dirt path leading from central Joppa to the graveyard and sultan shrine, and a sign to guide the way.
  • Added a new item: tattoo gun.
  • Added a new item: precinct navigator.
  • Added some new bracelet tiles.
  • Force bracelet now appears slightly more often in rare artifact loot tables.
  • Fixed a bug that occurred while cooking with convalessence.
  • [modding] DischargeOnHit now triggers on thrown weapons and projectiles.
  • [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.
    • Cell: the current cell
    • Path: the list of Points in the current missile path
    • p: the int value of the current index in the missile path
    • Attacker: the attacking creature

192.0

Released September 13, 2019.

September 6, 2019

  • Added a new item: maghammer.
  • Added a new eyewear mod: nav.
  • Added new tiles for the following items, creatures, and locations.
    • Mechanmist rummager
    • albino ape pelt
    • ogre ape pelt
    • ripe cucumber
    • arsplice seed
    • crystal of Eve
    • Eater's flesh
    • mental aggregator
    • leafy helm
    • croccasins
    • elastyne slippers
    • yeshyrskin slippers
    • ape fur hat
    • plastifer bonnet
    • polyhedral rings
    • eyeless crab shell
    • gyrocopter backpack
    • tread guard
    • VISAGE
    • wool kilt
    • clay pot
    • the rusted archway
  • You can now mod items by interacting with them in your inventory and choosing "mod with tinkering".
  • The tinkering screen now indicates when there are hostile creatures are nearby.
  • Recharging energy cells now takes a turn and cannot be done while frozen.
  • You can no longer apply the following melee mods to missile weapons: electrified, freezing, flaming, and counterweighted.
  • 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 a bug that made hats ineligible for several mods they were designed to be eligible for.
  • Fixed a bug that sometimes caused baboons to fail to generate as villagers.
  • Fixed a bug that caused unique baboons to have the name 'baboon hero' instead of a proper name.
  • Fixed a typo in the description of effects that alter your move speed while you're in a pool of liquid.
  • 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] You can now set the Owner field on objects in the map editor.

190.0

Released August 24, 2019.

  • 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.
  • The description on shields now clarifies that shields only grant their AV when you successfully block an attack.
  • Shield block messages and particle text now display the bonus AV granted.
  • Added a background to the mod configuration page.
  • Indrix now repeats his directions to Mamon Souldrinker when you talk to him again after starting Raising Indrix.
  • Sparking baetyls no longer ask for unobtainable glow-wight corpses.
  • Lairs are no longer sometimes generated with a mysterious 'baboon hero' occupant.
  • Dialog nodes with consequences can no longer be avoided by performing the water ritual or entering the trade screen.
  • Removed some deprecated skills from NPCs.
  • Updated the description of Disintegration to clarify that bonus damage is done to structural objects rather than inanimate objects.
  • Fixed a bug that caused indigenous village tinkers to be unable to repair, identify, and recharge items.
  • Fixed a bug that caused various skill powers to fail to work with natural equipment (e.g., fists).
  • Fixed a bug that caused issues when amphibious player characters traveled on the world map.
  • Fixed a bug that allowed you to disassemble equipped items without actually losing the item.
  • Fixed a bug that caused Shake It Off to fail to attempt to prevent daze or stun the first turn the effect was acquired.
  • Fixed a bug that prevented medicinal liquids from attempting their disease prevention effect in the case of Ironshank.
  • Re-enabled the Modding Utilities menu background image.

August 16, 2019

  • Reclassified various mushroom-based consumables as fungi rather than plants.
  • Reduced the Ego requirement of Menacing Stare (and thus the Persuasion skill) to 17.
  • Feral lah now get XP for kills made by their pods, unless the pods have found a new party leader.
  • You no longer get a popup message when one of your burgeoned plants dies.
  • If you [redacted] while wielding the amaranthine prism, [redacted].
  • Did some more adjustment of creatures roles, fixing several cases of creatures having reduced or inflated stats.
  • Lase now tells you when your laser beam fails to penetrate your target's armor.
  • Items covered in liquid now correctly have their display names modified (e.g., "sticky Mehmet").
  • 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 prevented Beguile from working when used via a cooking effect.
  • Beguiling a creature via a cooking effect now uses the correct Beguile level (the one that's listed in the effect description).
  • Made the target picker more descriptive when beguiling via a cooking effect.
  • 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.
  • Replaced number words with their easier-to-parse numerals in a few contexts.
  • Removed duplicate brain parts from arconauts and great saltbacks.
  • Standardized the spelling of the various tenses and forms of the word 'worshipping'.
  • Fixed some subject-verb agreement issues with unidentified artifacts.
  • Fixed a typo in the dawnglider tail description.

188.0

Released August 10, 2019.

  • Added a new Tactics power: Deft Throwing.
  • We changed how the Backswing power works.
    • Removed the Axe version of the power.
    • 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.
  • Added a new cooking ingredient: congealed love.
  • Glowpad corpses are now considered plant-based instead of meat-based.
  • Made Beguiling's description more descriptive and removed the inaccurate reference to a level cap.
  • Gave the torch sconces in the Six Day Stilt cathedral working tiles.
  • Fixed a rare exception caused by ganglionic teleprojector.
  • Fixed a rare exception during village zone generation.
  • Rare exceptions during the generation of greater voider lairs no longer cause the zone to fail to build.
  • Fixed a color formatting issue in the manual.
  • Fixed a typo in the description of linear cannon.
  • Fixed a grammar bug in Slog's description.
  • Changed the detail color of congealed blaze's tile.
  • Beguiled and proselytized creatures now have beguiled and proselytized status effects, respectively.
  • Fixed some memory leaks with Burgeoning.

August 2, 2019

  • Added a chance for generated villages to have their own village tinker. Starting villages always have a village tinker.
  • Tinkers now sometimes immigrate to villages during village history generation.
  • Clairvoyance now grants visibility through vantabloom and vantabud's blackout effect.
  • Unpreserved mushrooms are now correctly considered mushrooms.
  • Long blade powers now appear under the Skill category on the Abilities screen, like all other skill powers.
  • Removed some incorrectly assigned creature roles that were causing some creatures to have reduced stats and XP awarded.
  • Added a message when you reach the current end of the main questline.
  • The Mechanimist faction name is now correctly formatted with the definite article in certain contexts.
  • Ogre ape corpse now has the correct display name.
  • Changed Mouldering Corpse object name to Moldering Corpse.
  • Added informative descriptions to gentling mask and gentling cone.
  • Gave gentling cone the same tile as gentling mask.
  • Fixed a bug that prevented some followers from gaining XP.
  • Fixed a bug that caused NPCs with slime glands to refuse to spit slime.
  • Fixed an object blueprint typo that caused all trinkets to be ineligible for dynamic encounters.
  • Fixed a typo in urberry's eat message.
  • Fixed a grammar issue that appeared in the follower death message when the follower was of pseudo-plural gender.
  • Fixed a grammar issue that appeared in the wild-eyed watervine merchant's description when they were of pseudo-plural gender.
  • Fixed a bug that caused the description for the Slime Glands mutation to be truncated.
  • Fixed a typo in the take-all weight limit message.
  • Reduced lag while on the world map.
  • [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.

2.0.186

Released July 27, 2019.

  • You now get a popup message when one of your followers dies, with some exceptions for temporary or swarming followers.
  • Added some conditional dialog to Yurl.
  • Added the framework for certain dialog options to reveal secrets in the Gossip and Lore tab of your journal.
  • Increased the specific heat of all objects.
  • Extremely hot objects now cool off a small percentage of their heat instead of a low, flat amount per round.
  • Phase cannon and swarm rack turrets now start with much less ammo.
  • Excluded some offensive words from generated text results.

July 19, 2019

  • Added a new music track to historic sites.
  • Villages can now undergo historic events that cause them to become abandoned. You'll now occasionally come across abandoned villages in your travels.
  • Sheba Hagadias now accepts village history books for trade-in.
  • Added new conditional dialog for Jacobo.
  • Forcefields no longer push other forcefields or holograms.
  • You now get dialog confirmation when using the 'Take all' command if it would put you over your weight limit.
  • Fixed a few typos in the Barathrumites' dialog.
  • Fixed a bug that caused some saved games from the previous game version to fail to restore.
  • Removed a duplicate part on mirror shard.
  • Fixed a typo referring to Shakesprig.
  • Fixed some issues with ANSI coloring in book text.
  • Fixed a rare exception when installing a skillsoft implant.
  • [modding] Scrap buffer generation is now thread-safe.

2.0.184.0

Released July 13, 2019.

  • We did some work on Grit Gate.
    • Gave new dialog, description, skills, and equipment to Mafeo, Jacobo, Sparafucile, Dardi, Aloysius, Hortensa, Iseppa, Neek, and Shem -1.
    • Gave Ereshkigal new dialog.
    • Added a new piece of jewelry: silver rondure.
    • Added a new item: umber frock.
    • Made the completion of The Earl of Omonporch quest more robust.
    • Removed a duplicate dialog option that appeared in conversations with Barathrum after you completed 'Pax Klanq, I Presume?'.
  • Gave Tam new dialog.
  • 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.

June 28, 2019

  • 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 its wearer.
  • Butchery's visual effect and bloodsplatter are working again.
  • Fresh corpses may now bleed when struck.
  • Bumped up the bloated leech corpse chance to 100%.
  • Chromelings, plated chromelings, and waydroids in sleep mode no longer appear in dynamic encounters.
  • Otho now waits for you to actually give him the signal disk before leaving his study to discuss the signal with Barathrum.
  • Fixed a bug that caused Otho to not return to his study and discussing the signal.
  • Added some fallthrough dialog for Otho.
  • Made the completion of The Earl of Omonporch a bit more robust.
  • Copies of the sheaf of bloodstained goatskin parchment no longer appear in the world with the title "Illuminated".

2.0.182.0

Released June 22, 2019.

  • Updated the dialog and changed the quest turn-in sequence for Decoding the Signal to make more sense narratively.
  • Added new descriptions to one of the arc sconces, glass, tinted glass, urshiib, newfather, chromeling, chain laser, forcefield, and force barrier.
  • Fixed a bug with Time Dilation that caused it to speed up creatures rather than slow them down.
  • Added more information to the Time Dilation mutation description.
  • Folks now refer to each other with a more intimate appellation after they've performed the water ritual together.
  • You can no longer lay mines or set bombs on the world map.
  • Force bracelets and Stopsvalinn no longer continue operating when you move to the world map.
  • Charge no longer goes on cooldown when aborted.
  • You can no longer take objects while frozen.
  • Limbs severed from plant and fungal creatures are no longer considered meat suitable for carnivores.
  • The overlay inventory screen can now handle it when you have hands but no arms.
  • The menu actions for "learn" and "build" on data disks now have their activation keys highlighted.
  • When tinkering recipes produce more than one of an item, it's now apparent on the tinkering screen and in data disks' descriptions.
  • Forcefields of all kinds no longer fall through holes in the ground.
  • The entire word "blow" is no longer highlighted in the interaction menu for grandfather horns. Now only the 'b' is highlighted.
  • Asphodelytes and faction delegates no longer to spawn inside the building at Omonporch.
  • Fixed some issues with force bracelets and Stopsvalinn along zone boundaries.
  • Fixed a bug that caused the frenzied status effect to become permanent.
  • Fixed a typo in hatter dialogue.
  • Fixed a bug that caused some objects to be classified in the Unknown category in inventory lists after a save and reload.
  • Fixed a bug that caused some text to be cropped in the Abandon Character dialog.
  • Fixed a bug that occasionally caused liquid containers to generate without liquid in contexts where they should have had liquid.

June 14, 2019

  • Added new dialog for ichor merchants, shoemakers, gunsmiths, grenadiers, armorer, and haberdashers.
  • You can no longer use spiral borers on the world map.
  • Changed the stats of leather apron and gave it a new description.
  • Gave a DV penalty to spiked gauntlets but increased their bleed damage and save target.
  • Updated the description for telescopic monocle. It now includes information on its artifact examination bonus.
  • Added information about grassy yurtmat's camouflage properties to its description.
  • Gave vine-weave tunic camouflage properties and updated its description.
  • Carapaces, quills, and wings no longer show up in armor racks.
  • Latch-on weapons and Hook and Drag now disengage once you're no longer hostile to the target.
  • Added a message to the message log for when you swim through a tile (you swim when you move through a pool of water that's at least 1,000 drams).
  • Clones of your evil twin are now appropriately described as evil in their short descriptions (appropriate for your perspective, that is).
  • Holograms and force bubbles created by fugue clones no longer become permanent when the clones disappear.
  • Time dilation speed penalties no longer permanently affect clones of someone who was time dilated.
  • When a creature occupies the same tile as a wall, projectiles no longer pass through the wall when they miss or pass through the creature.
  • Projectiles can now damage walls and other non-creature solid objects they strike.
  • Fixed a bug that occasionally caused the wrong sacred liquid to be displayed in the water ritual dialog choice.
  • Fixed a bug with generating certain zones.
  • [modding] Mod build errors are now logged to a separate file: build_log.txt.

2.0.180.0

Released June 7, 2019.

  • The 'cook a recipe' popup now displays the effect of the meal, sorts favorites to the top and hides uncookable recipies by default.
  • The console version of the 'cook a recipe' popup got a make-over.
  • The ingredients list in the cooking menu is now sorted alphabetically.
  • You will no longer automatically rifle through trash if that trash is a quest item.
  • Heat resistant NPCs will now avoid hot areas less, acid resistant NPCs will avoid acid less and NPCs immune to slipping on slimy liquids will not avoid slimy liquids.
  • All 'pick a choice' popups accept scroll wheel to move up and down now.
  • Desalination pellets no longer consume an entire stack of pellets when used.
  • Companions will now join the player at more sensible locations when moving via the world map or recoiling.
  • Air current microsensors and night vision implants' toggleability will no longer stop working after a save and restore.
  • Thistle Pitchers will no longer appear in dynamically generated populations
  • Hook and Drag has been moved to the the proper "Skill" section in the ability list
  • Electrobow bolts are now immune to damage
  • Dueling stance Swipe's save target was much higher than described, causing it to never fail. The save target has been adjusted to it's proper, lower, value.
  • Hypertractors now function properly.
  • While on the world map you can no longer fire missile weapons, throw things, drop things, activate summoning curios, burrow, or pour liquid other than between containers.
  • You can now use the natural ranged weapons of slugsnouts, two-headed slugsnouts, agolflies, glowmoths, and gamma moths while dominating them, and they will show up in the sidebar.
  • Wounding Fire now performs the proper effect rather than duplicating the effect of Suppressive Fire.
  • Equipped blast cannon, arc cannon, mortar tubes, and swarm racks are no longer duplicated by cloning draught.
  • Clonelings produce somewhat less faithful clones than cloning draught again, as was previously the case.
  • Being in the same cell with slippery liquids no longer causes chairs, beds, iron maidens, and psionic sarcophagi to malfunction.
  • Fixed a bug causing some mutation granting effects to show extra messages
  • Fixed a bug that made gas masks' and vinewood sap masks' behavior with regard to status effects persist after removing them.
  • Fixed a bug that made hologram bracelets and compass bracelets malfunction if worn across a save and restore.
  • Fixed a bug that made some emergency teleportation effects stop working across a save and restore.
  • [modding] The DesalinationPellet part can now be modded to remove or convert different liquids; see the Desalination Pellet blueprint for its configuration attributes.

2.0.179.0

Released May 31, 2019.

  • Added new autoexplore options to ignore enemies based on their distance and your evaluation of their difficulty.
  • Autoexplore will no longer run into immobile friendlies and stop.
  • Autoexplore and pathfinding will now merely avoid campfires, torches, and sconces rather than considering them absolute no-go areas.
  • When you stop autoexploring or autowalking because you see a hostile creature, the message will now indicate in what direction you saw them.
  • You must now type ABANDON in a prompt to quit without saving
  • Ovens now appear on the alt display.
  • Charge's animation will now display the charging creature's tile rather than its text character, if it has a tile.
  • NPCs no longer waste time trying to charge through solid objects or hesitating when they mean to charge.
  • Defoliant gas now works properly on the plant matter created by seedsprout worms and sprouting orbs.
  • Being dismembered will now interrupt the player.
  • Blue jells now bleed convalessence, not slime.
  • Pouring from a vessel owned by somebody else into one of your own containers no longer confirms twice.
  • Examining or disassembling an artifact that is inside a container owned by somebody else now confirms before proceeding (disassembly previously proceeded without confirming and angered owners; examining in this circumstance didn't anger owners but now does if you break the artifact).
  • Grit Gate medical furniture is now properly considered owned by the Barathrumites.
  • Hologram bracelets now have a 'deactivate' command rather than using 'activate' again to deactivate them.
  • Jotun is back where he's supposed to be.
  • Fixed an issue causing multiple hostiles to spawn in a single cell (most noticeable with turrets)
  • Fixed a bug that prevented renaming of companions after you had already renamed them once.
  • The conversation UI now allows scrolling
  • [modding] Conversation UI has some new overridable methods on ConversationNode and ConversationChoice sub-classes.
  • [modding] Many conversation hooks have events now, see

2.0.178

Released May 25, 2019.

  • Target pickers will no longer snap to the mouse location until the pointer moves.
  • Clicking the window to regain focus with mouse input enabled will no longer walk to the clicked location.
  • Various tasks requiring physical movement which did not previously respect being frozen now do.
  • NPCs who are on fire but cannot actually do anything about it will no longer stop moving or acting because of this.
  • When Sheba Hagadias is a seedsprout worm, she will no longer burrow just because she's bored.
  • When Sheba Hagadias is a panhumor, she will no longer immediately die from her own acid pool.
  • Having a scrapped waydroid repaired by an NPC tinker now applies all the effects of repairing it in any other way.
  • Autoexplore and pathfinding will now avoid spider webs, asphalt, honey, sap, and wax more and cider, cloning draught, convalessence, primordial soup, putrescence, salt, and wine less, and will not treat lava and acid that has been mixed with blood as safe to walk on.
  • Autoexplore and pathfinding will now do more avoiding things you might not want to walk on in general, but also be more willing to walk into potentially troublesome but not actively harmful places in order to reach a destination.
  • There is now an option to control the maximum speed of autoexplore, defaulting to 10 squares per second.
  • The inhabitants of Grit Gate will now be more reliably forgiving of friendly fire incidents during the quest A Call to Arms.
  • Cloning draught now only clones creatures (and continues to not clone anything inorganic).
  • Clones will no longer spawn on the world map.
  • The character generation info for castes and callings has been partially reworked. It is no longer possible for most elements of it to disagree with the actual implementation. As a result, some information is new, such as Wardens having the Pistol skill. Another difference is that powers automatically included with a skill are no longer listed if the type has the skill.
  • On the status screen, the mutation list will now scroll if you have more than 12 mutations.
  • Liquid auto-collection now respects the "auto-pickup if hostiles are nearby" option.
  • Liquid auto-collection now takes a turn.
  • Liquid auto-collection no longer takes adjacent water containers.
  • Items you mod while equipping them will now get reequipped after you're finished modding them.
  • Heat resistance and cold resistance no longer apply against temperature changes that would appear to be helping you because they'd be warming you up from being cold or cooling you down from being hot, respectively.
  • Fixed a bug that made NPC tinkers unable to repair items the player did not understand.
  • Fixed a couple of bugs causing flight from items to behave poorly around the items being unequipped, especially but not exclusively after a save and restore while flying.
  • Fixed a bug that made short bow turrets non-functional and immortal.
  • Fixed a bug that made waydroids neutral to the player.
  • Fixed a bug that made the Consortium of Phyta inappropriately hostile.
  • Fixed a typo in cloning draught's name.
  • Fixed a bug that made liquid auto-collection sometimes destroy liquids without collecting them.
  • Fixed a bug where modding an item you were equipping could result in the item to mod stacking with similar items in your inventory and being lost.
  • Fixed a bug that made some village denizens noncommunicative.
  • Freshly obtained village recoilers no longer put you inside walls.
  • Fixed a bug causing Stopsvalinn to prompt for a direction on only the first activation.
  • Fixed a bug that allowed esper hunters to be generated as waydroids who could be forced to friendliness by a droid scrambler.
  • [modding] Genotypes and subtypes have been reworked to be more moddable.
    • Skills are no longer designated via a comma-separated attribute called Skills; now there is a <skills> element that can contain <skill Name="Skill_PowerName" /> elements, as well as <removeskill Name="Skill_PowerName" /> elements.
    • Reputations are no longer designated via a comma-and-colon-separated attribute called Reputation; now there is a <reputations> element that can contain <reputation With="Faction" Value="100" /> elements.
    • Save modifiers are no longer designated via the SaveModifierVs and SaveModifierAmount attributes; now there is a <savemodifiers> element that can contain <savemodifier Vs="Stun,Poison" Amount="1" /> elements.
    • The old Skills, Reputation, SaveModifierVs, and SaveModifierAmount attributes are still supported for compatibility, but a warning will be issued in the game output log when they're loaded, and mods should be ported to the new mechanism.
    • Genotypes.xml and Subtypes.xml now support self-closing XML tags, like <tag />.
    • The <chargeninfo> element on subtypes is no longer used. Most subtype chargen information is automatically generated. Arbitrary text that should be added can be placed in <extrainfo>Some text to show.</extrainfo> elements. <removeextrainfo></removeextrainfo> elements can also be used to remove extra info items. (<chargeninfo> is still used on genotypes.)

May 17, 2019

  • The inventory screen now allows filtering (Ctrl+F or ,). Filtering from the overlay UI isn't supported yet.
  • Baetyl locations are now recorded in the journal.
  • Beguiling is now put on cooldown when you attempt to beguile and fail.
  • Tractor beams no longer move stairs.
  • Liquid containers now let you toggle whether you want to autocollect the liquids they contain, if they contain pure liquids.
  • Creatures with whom you've performed the water ritual now have positive personal feelings toward you separate from their faction-derived feelings.
  • The outskirts of generated villages and Bey Lah now have appropriate map names.
  • Sewage eels now respect phase and flight.
  • Telepathy no longer works on creatures without minds or creatures with sufficiently unfamiliar minds.
  • Desalination pellets now remove the salt from a liquid mixture rather than converting it to the other liquids.
  • Objects with onboard fusion reactors now explode with less force when they're destroyed.
  • Your character tile and the tiles of your companions are no longer recolored to white when the option to color tiles according to HP status is disabled.
  • The overlay inventory UI now remembers the open and closed states of its foldouts.
  • You can now delete game summaries from the high scores menu when using the original text UI. Deletion from the overlay UI isn't supported yet.
  • Data disk blueprints for item modifications now include a description for the modification and the skill required to build it.
  • Made some improvements to choice dialogs, including cleaner wrapping and scrolling.
  • Fixed several issues with recoiler quest rewards.
  • [modding] Factions are now moddable. Check out Factions.xml.
  • [modding] You can now add the part VariableReplacementInDisplayName to objects in order to use the =pronouns.x= style referent variables in the object's display names. (These variables are used extensively in object descriptions.)
  • [modding] In-game text references to the player as 'human' have been replaced with referent variables, so mods that introduce new player character species aren't contradicted.
  • [modding] Added category names for the arcologies to Subtypes.xml so new castes can be added to them.
  • [modding] Added scrolling functionality to the Subtypes selection screens ('Choose Calling' and 'Choose Arcology & Caste').

2.0.176

Released May 10, 2019.

  • When you're looking at something with the Look command, you can now hit space to bring up an interaction menu for the object you're looking at. From there you can target the object, untarget it, or bring up its list of visible status effects.
  • Special follower interactions (rename, give items, attack target) are now accessed through the look interaction menu. Some of them work at a distance but only if your companion is able to hear you or you have telepathy.
  • Renaming and giving items to a companion now takes a turn.
  • Directing companions now has an action cost of 100, or 10 if you are able to communicate telepathically.
  • Companions who unfollow you because you beguiled or proselytized a new companion no longer continue following the last order you gave them.
  • Added an option to enable music while the application is in the background.
  • Halved the default horizontal size of the overlay message log and made it reposition itself depending on where you are on the map.
  • Fixed long messages from being improperly truncated in the overlay message log.
  • Added overlay icons for dragging and resizing the message log.
  • Added gentling cones, which function like gentling masks but occupy the head slot.
  • The wild-eyed watervine merchant now sells legitimate severed body parts instead of mockups.
  • Sparking baetyls no longer request mockup severed body parts.
  • Metal folding chairs can now be repaired.
  • Attacks against sleeping creatures now have a +4 penetration bonus.
  • 'Energy cost' is now referred to as 'action cost'.
  • The game manual (F1) now includes a section on action cost.
  • NPCs who can't melee attack their target because of a phase or flight mismatch now look for another reasonable target to attack, or they temporarily flee.
  • Electrical discharges now respect phase and are visually distinguishable by their phase.
  • Cave spider hired guards no longer attack anyone who gets stuck in their webs.
  • The NPC-only Heightened Smell mutation is now more fully implemented.
  • The force barrier that protects Grit Gate's front entrance now works more reliably.
  • Chromelings no longer open the tinted glass doors in front of Grit Gate when they're bored.
  • Jab now correctly doesn't work with robotic hands, as described in its description.
  • Made the Swimming power description more descriptive.
  • Floating yell-text now only shows up if you're in earshot of the yeller (ex: zealots and preachers).
  • Severed limbs and equipment lost due to dismemberment now more reliably drop into empty adjacent tiles if the creature whose limb is being severed occupies a square with a solid object.
  • Temporal fugue clones that use Force Bubble no longer leave ghost bubbles behind.
  • Oboroquru's lair no longer gives an incomplete message when you find it.
  • Fixed a bug that may have caused a game lockup when completing Kith & Kin with illness motivations.
  • Fixed a typo in the clan names of certain legendary goatfolk.
  • [modding] Added support for binary serialization of types from mods.

2.0.175

Released May 3, 2019.

  • Added a new book: The Artless Beauty.
  • Added a new energy cell mod: radio-powered.
  • Added reasons for why satellite-sourced radio-power might be occluded: orbital debris, glass storms, flocks of birds, acid rain, drift film, or unidentified anomalies.
  • Added new dialog for hatters, glovers, and chefs.
  • You can now name unnamed locations in your journal (Locations tab > hit 'N').
  • All villagers can now give you directions, regardless of their species.
  • You can no longer jump while prone.
  • Robots in sleep mode no longer snore.
  • When a creature with a carapace is knocked prone, there's a chance they become stuck in that position until they make an Agility save. This applies to players with the Carapace mutation.
  • When the Barathrumites teach you to craft thermoelectric cells via the water ritual, they no longer pour lava on you. Same with lead-acid cells and acid.
  • Amnesia no longer causes autoexplore to cycle endlessly.
  • Recoilers are no longer auto-identified, except for the ones you receive as quest rewards.
  • Feral lah no longer produce pods while frozen.
  • Dazed now applies the correct move speed penalty.
  • Dart and booster turrets deployed by dynamic turret tinkers now use only empty injectors as ammo.
  • Large-scale reality stabilization effects are less laggy.
  • Remove the errant dais tiles from the top of the Six Day Stilt cathedral map.
  • Fixed a bug that sometimes caused you not to receive the recoiler reward from non-Joppa starting village quests.
  • Fixed a bug that caused Heightened Hearing and Sense Psychic to continue detecting creatures once they moved outside your range of detection.
  • Fixed a bug that caused historic relic retrieval quests to fail to register as completed.
  • Fixed a bug that prevented rocket turret tinkers from properly setting up their turrets.
  • Fixed a bug that caused juice saps to obliterate stacked energy cells.
  • Fixed a bug that caused unequip messages to appear when a creature died.
  • Fixed Sparafucile's maker's mark.
  • Fixed some grammar issues when traversing historic sites on the world map.
  • Fixed typos in Barathrum's dialogue and Issachari dialogue.
  • [modding] Added a new tag, TurretStockExclusive. Among the ammo blueprints that are candidates for a turret's stock ammunition (via MagazineAmmoLoader), if at least one has this tag, then all the blueprints that don't have this tag are excluded from consideration.
  • [modding] Added a new tag, TurretStockWeight, that can be used to specify a blueprint's relative frequency in turret ammo stocks. Specify the weight in the value; the default is 1.

Grit Gate, Remodeled

  • We remodeled Grit Gate.
    • The whole layout is new. Explore!
    • Added a new music track to Grit Gate.
    • Added a functional power grid to Grit Gate. Power is generated at power stations, conducted through power lines (or, in rarer cases, wirelessly), and consumed by various kinds of artifacts in place of battery power.
    • Added new objects in support of the power grid infrastructure: fusion power station, broadcast power station, wired fulcrete, wired door, power line, and heavy power line.
    • Added a functional hydraulic power system to Grit Gate. Power is generated at pumping stations, conducted via liquids through pipes, and consumed by various kinds of artifacts in place of battery power.
    • Added new objects in support of the hydraulic infrastructure: fusion pumping station, glass hydraulic pipe, metal hydraulic pipe, fulcrete with piping, and hydraulic irrigator.
    • Added three new Barathrumites: Hortensa, Iseppa, and Neek. They'll be getting personalized descriptions soon.
    • Urshiib now correctly have the Quills and Triple-Jointed mutations.
    • Gave several of the Barathrumites new tiles.
    • Gave several of the Barathrumites relevant tinker skills.
    • Gave several of the Barathumites guns.
    • Barathrumites now repair broken contraptions if they're nearby.
    • Barathrumites now flee from danger if their HP gets low.
    • Wounded Barathrumites now seek out healing installations.
    • Added several new gadgets: unicomputer, liquid-cooled unicomputer, powered telescope, loudspeaker, gas burner, hydraulic brass foaminator, and chromeling signal relay.
    • Added two new types of workbenches.
    • Added some powered defensive structures to the grid: chain laser emplacements and force projectors.
    • Added a new forcefield variant: force barrier. Force barriers block all projectiles and block movement for creatures who don't have proper clearance.
    • Replaced the force field entrance to Grit Gate with a force barrier.
    • Added a mainframe computer to Grit Gate. She calls herself Ereshkigal.
    • Added mainframe supporting objects: monitor, control panel, status panel, and vacuum column tape drive.
    • Added an intercom to the mainframe room.
    • Added two new sculptures: chrome bust of Mehmet I and chrome bust of K4K5.
    • Added a new type of arc sconce.
    • Made some architectural adjustments to Barathrum's Study.
    • Refreshed Rodanis Y's stats and abilities. They now default to an unpowered state but can be powered -- via the grid -- by interfacing with Ereshkigal, assuming you have the appropriate security clearance.
    • Refreshed chromeling and plated chromeling's stats and abilities.
    • Added a new chromeling status effect: overclocked.
    • Gave certain NPCs a new item: safety bracelet.
    • Grit Gate quests now correctly award Barathrumite reputation again.
    • We fully refreshed the quest 'A Call to Arms'.
      • Added two new subquests: Grave Thoughts and The Assessment.
      • Tweaked the stats of several existing Putus Templar.
      • Added a new item: gentling mask.
      • Added a new member to the Putus Templar ranks: newfather. Newfathers spawn with force-domesticated creatures (via gentling masks) who are eager to win their affection.
      • Tweaked dialog all across the entire Grit Gate questline.
    • Made several other small tweaks in support of the remodel.
  • Added a new heavy weapon: chain laser.
  • Added power buttons to some grid-powered contraptions. You can power them off and on if you have the proper security clearance.
  • Added support for grid power to several gadgets.
  • You can no longer beguile, proselytize, or otherwise woo wraith-knights.
  • Wraith-knights are now excluded from dynamic encounters.
  • Added new tiles for glass walls and doors.
  • Added new tiles for tetraxenonoglass walls.
  • Added tinted glass walls and doors.
  • Added a new vase tile.
  • Added a new tile for taco suprema.
  • Added color and tile variety for tables with objects on them.
  • Banner of the Holy Rhombus now only bestows its status effect if its being wielded or on the ground in the 'raised' position.
  • Furniture is now excluded from autoget.
  • Force walls and portable walls may no longer be built on diagonals.
  • Portable walls must now start adjacent to their deployer.
  • Creatures with the Quills mutation are now immune to other creatures' quills.
  • Creatures with the Force Wall mutation can no longer walk through the forcefields they create with it.
  • Smart use on unidentified artifacts now brings up their interaction menu.
  • Reasonably intelligent NPCs are now somewhat more tolerant to friendly fire.
  • You are no longer considered to have violated the covenant of the water ritual if the NPC who died was responsible for their own demise or if they were non-hostile to you and the damage that killed them appears to be accidental.
  • Creatures who like to occasionally wander now occasionally teleport if they have the ability to.
  • When you're on fire, beating at the flames now requires you to have hands. The alternative of rolling on the ground is available to you as a fallback, if you are on the ground and capable of interacting with it.
  • Creatures who are on fire now try to put out the fire with the methods available to them, depending on their intelligence and willpower.
  • Creatures and objects that are on fire now have a "fight fire" interaction menu option that you can use to try to beat out the flames with your hands.
  • Weapons that stun or electrify on hit are now rated more highly by creature AI.
  • NPCs can now use Jump.
  • You can no longer jump without feet.
  • Hindren, ice frogs, and bloated pearlfrogs now have Jump.
  • When you kill one of your companions, they are no longer awarded XP for their own death.
  • Gathering liquids with the 'collect' command now carries the same dangers as pouring those liquids.
  • Force bubbles no longer generate fresh force fields every time their emitter moves.
  • Technological force emitters now have a chance per turn to regenerate destroyed fields.
  • Activating and deactivating force bracelets now costs a turn.
  • Forcefield activation and movement no longer pushes objects that are out of phase with the forcefield or creatures that have a forcefield nullifier implant.
  • Solar arrays that are nonfunctional due to not being in the sun now display that status if you have access to telemetry.
  • The prone status effect now gives -6 Agility, -5 DV, and -80 move speed.
  • There are now some creatures who cannot be knocked prone and others who cannot stand back up if knocked prone.
  • Fixed an AI pathing issue.
  • Fixed a formatting issue with the Ruin of House Isner story.
  • [modding] The tag ExcludeFromTurretStock will now prevent an ammo blueprint for being considered for the stocks of turrets that use MagazineAmmoLoader weapons. This can be used to avoid the situation that has been arising where mods that add new kinds of ammo cause turrets to show up with small amounts of each of the different varieties.

'Grit Gate Remodeled' Beta

  • We remodeled Grit Gate. Here's a short summary of the changes. We'll post the full patch notes when the patch goes live on the main branch.
    • The whole layout is new. Explore!
    • Added many new items.
    • Added new creatures, including new Putus Templar and Barathrumites.
    • Added a functional power grid, fusion power station, and water pumping station to Grit Gate.
    • Added new interactions to grid-powered artifacts.
    • Updated many existing items and creatures.
    • Entirely refactored the 'A Call to Arms' quest.

6 DAYS LEFT

Released April 12, 2019.

  • The Barathrumites are still remodeling. Continue staying tuned.
  • Added new item: blood-gradient hand vacuum.
  • We refreshed how turrets work.
    • Turrets now require ammo to fire. You can supply a friendly turret with ammo when you deploy it, via its interaction menu, or via smart use.
    • Turrets must now reload their weapons.
    • Turrets now have power switches. You can only access them if you have sufficient security clearance.
    • You can now find dynamic turrets -- turrets created from arbitrary missile weapons -- in the wild.
    • Added the following new creatures: low-light laser turret tinker, eigenturret tinker, blast cannon tinker, phase cannon tinker, and dynamic turret tinker.
    • Added two new supporting items: storage tank and gourd.
    • Added a new item mod, jacked, which allows gear to be powered by robots (particularly turrets) who wield it via their onboard systems or from grid power they have access to.
    • Traipsing mortars now use ammo and can scavenge to fabricate it.
    • Seed-spitting vines, thirst thistles, slugsnouts, and agolflies now generate ammo through biological mechanisms rather than not use ammo.
  • Slugsnouts now have tusks.
  • Agolflies now have mandibles.
  • Added a new tile for troll foals.
  • Base troll creatures no longer appear outside of Bethesda Susa.
  • In most cases smart use now prefers to pet creatures, if possible, rather than talk to them.
  • Dart guns and booster guns now use the Pistol skill rather than Heavy Weapons.
  • Grenade launchers now have the correct weight of 15 pounds.
  • Fleeing creatures now prefer to flee into tiles that have fewer adjacent enemies, unless they are panic-fleeing due to a fear effect.
  • Aquatic creatures no longer pathfind or flee into tiles containing liquid containers or puddles too small to swim in. This also applies to player auto-movement while dominating an aquatic creature.
  • Leering stalkers, chrome pyramids, traipsing mortars, and boosterbots no longer drop their ranged weapons upon death (once again).
  • Repairing items via the trade screen now correctly charges the listed water cost.
  • Norm cores now have a power switch that can be accessed if you have sufficient security clearance. They occasionally start in the off state.
  • Liquids that fizz away when using the pour command now exhibit the same behavior when using the collect command.
  • HP restored by life drain is now treated as healing and includes messaging and floating text.
  • Fixed a bug that broke night-vision implants when they were reimplanted after the game had been saved and restored.
  • Fixed a bug that caused phase-conjugate grenades to not shift phase after the game had been saved and restored.
  • Fixed a bug that caused dismembered limbs and equipment to not appear on the ground if the dismembering attack killed the target.
  • Fixed a bug that allowed the player to accumulate multiple beguiled or proselytized companions by leaving them in far-away zones and later returning to them.
  • Fixed a number of bugs involving stat modifiers from effects becoming permanent on your clones.

April 5, 2019

  • The Barathrumites are remodeling. Stay tuned.
  • Tumbling pods are now considered hostile at distances greater than 1.
  • Warden Indrix and Mamon Souldrinker can now use grandfather horns, while goat herders can no longer use them.
  • Effects and items that cause astral burdening and tethering, especially norm cores, now have less of a performance impact on the game.
  • If you inject an NPC with a love tonic, then beguile, proselytize, or recruit them to your party, their loyalty no longer suddenly ends when the love tonic wears off.
  • The Ruin of House Isner's critical bonus now works as described. Preivously non-seventh-shot criticals were only getting half their penetration bonus.
  • Bey Lah is no longer referred to as "some Bey Lah" when you pass it on the world map.
  • Loading an energy cell into a socket now correctly uses a turn when the socket did not previously contain an energy cell.
  • Weaponless turrets no longer appear inside historic sites and lairs.
  • Stun rods and prayer rods no longer need to penetrate armor in order to apply their stun effect.
  • Fixed a bug that occasionally caused the Ruin of House Isner's ego bonus to become permanent.
  • Fixed an issue that caused too much XP to be awarded upon completion of Spread Klanq.
  • Fixed some bugs that prevented grandfather horns from working properly and prevented goatfolk from equipping them.
  • Fixed a bug that caused some stun effects to be trivial to save against.

2.0.171.0

Released March 29, 2019.

  • Added a new grenade mod, phase-conjugate, that causes grenades to shift phase right before they explode.
  • Added new dialog for scribes, vintners, shoemakers, and Issachari tribesfolk.
  • Increased feral lah HP and gave them a flabby leaf natural weapon.
  • Increased tumbling pod explosion damage.
  • We fixed some bugs with the Spread Klanq quest.
    • Fixed a bug that caused the Puff Spores ability to fail to work after a save/load cycle.
    • Fixed a bug that prevented many of the dynamic objectives of Spread Klanq to fail to complete.
    • The Puff Spores ability is now removed upon completing the quest.
  • Ice frog corpses are now butcherable for frog meat.
  • Puffer fungi raised as domesticated crops by villages no longer puff at those villagers.
  • The amanranthine prism can no longer be damaged by beating on it, nor can it be unequipped by spraying it with acid.
  • Tinkers now properly repair your items when you select repair from the tab submenu of the trade screen.
  • Canned mystery meat now occasionally shows up in the world outside of arconaut starting gear.
  • NPCs that are susceptible to acid now attempt to get out of acid pools.
  • The messaging around placing objects in containers is now more sensible.
  • The 'collect' liquid interaction command now acknowledges container ownership.
  • Fixed a bug that prevented those with photosynthetic skin from cooking with their starch and lignin.
  • Fixed some bugs that occasionally caused the DV penalty from paralysis to stick around after the effect wore off or that caused an additional phantom DV penalty.
  • Fixed a bug that caused items to improperly remain stacked when an energy cell was inserted into one of them.
  • Fixed a formatting issue on the Quests UI when displaying completed quest steps.
  • Fixed an autoexplore loop bug with water pickup.
  • [modding] Added a "stage6" wish, which jumps to the Pax Klanq quest sequence.

March 15, 2019

  • Added new dialog for snapjaws, cannibals, arconauts, apple farmers, pig farmers, apothecaries, beekeepers, bookbinders, kippers, and some other merchants.
  • Hypertractors and phase cannons are once again affected by astral tethering and burdening.
  • The following abilities, items and effects now respect phase: stunning force, blast cannon, disintegration, resonance grenades, electromagnetic pulses, thermal and freeze grenades, gas effects, gas seeping, gas mixing, stasis fields, and various kinds of explosions. Flashbang grenades affect creatures through phase but at a lesser severity than in-phase creatures.
  • Phased-out explosions, disintegration effects, and electromagnetic pulses are now visually distinguishable from their in-phase counterparts.
  • Thrown weapon autoequip now works while phased.
  • Liquids now have a 'collect' interaction command that uses whatever appropriate liquid container space you have available to store as much of the liquid as possible.
  • Items that consume or produce liquids are no longer treated as storage containers in the context of trader payouts, freshwater autopickup, or the 'collect' command if the liquid being collected is different than the one they consume or produce. For example, trading no longer fills up your flamethrowers and lead-acid cells with water.
  • Autopickup fresh water no longer picks up containers of fresh water that weigh more than 1 lb.
  • You can no longer make camp or cook in situations where your mobility is severely restricted (ex: while inside of a regeneration tank or engulfed by a gelatinous creature).
  • Immobile creatures now qualify as hostile for the purposes of stopping certain actions if you're adjacent to them.
  • Norm cores now produce less lag.
  • The existence of astrally tethered or burdened objects in a zone no longer prevents random-destination teleporting across the entire zone.
  • Re-added the splash sound effect for when creatures walk or swim through large pools of liquid.
  • Re-added the splash visual effect for when invisible creatures walk or swim through large pools of liquid.
  • Reduced the incidence of things spawning on top of each other (in particular: young ivory and lurking beth).
  • Fixed a bug that caused poison's healing debuff to not apply to some healing effects.
  • Fixed a bug that made non-dromad village merchants not have wares to sell.
  • Fixed a bug that made village immigrants always animals rather than a wide variety of creatures.
  • Merchants who carry multiple kinds of wares will now restock all of them instead of just one kind depending on the technical order of the types' addition (in the case of dynamic village merchants meaning they would restock the least desirable type among their wares).

March 9, 2019

  • Added new tiles for yuckwheat and yuckwheat stem.
  • The fate of Bey Lah now more closely matches the outcomes described upon completing the quest Kith and Kin.
  • Nests no longer attack you with fists.
  • Creatures and most furniture are no longer converted into item stacks.
  • Sphinx salt injectors no longer use two injectors every time you apply them.
  • Fixed a bug that prevented true kin NPCs from successfully using precognition to avoid death.
  • NPC use of precognition (via both mutation and sphinx salt) is now more consistent with PC use and interacts more smoothly with Domination.
  • Fixed a bug that reduced thrown weapon accuracy when thrown along diagonal trajectories.
  • Fixed a bug that occurred when dominating creatures with Heightened Hearing.
  • Fixed a bug that caused companions to forget about you if you left their zone in a dominated body.
  • Fixed a bug that caused liquids poured into empty containers to have phantom impurities.
  • Fixed a rare inventory exception.
  • Becoming nooks and the Sacred Well now have menu actions appropriate to their uses.

2.0.168.0

Released March 1, 2019.

  • Tinkering messages are now cleared about which bits you need and which you have, and the list of bits you have is now presented in a consistent order.
  • The game version is now displayed in relevant UI messages such as when a game fails to load.
  • You can now order allies to stay put or follow you (via the Look UI). Staying put only stops them from following you around; they still move to defend you, themselves, or other allies.
  • You can now order companions to move to a location (via the Look UI). They prioritize this command over combat.
  • You can now give orders (via the Look UI) to your companions' companions.
  • You must now be adjacent to companions to give them items via the Look UI.
  • NPCs are now more willing to engage adjacent targets when they can't find a way to move toward their preferred target. They will attempt to hack their way back toward the preferred target if possible.
  • You can now exchange water containers with your companions.
  • Leather whips now latch onto opponents when they hit.
  • Madpoles now use a different mechanism for latching onto their opponents.
  • Thirsty NPCs now sip water if they have it.
  • Autodrink now treats equipped water containers the same as containers in your inventory.
  • Autodrink now shows you the source of the water you are drinking and its remaining volume.
  • Autodrinking with glotrot can once again contaminate water containers.
  • Tinkering messages are now clearer about which bits you need and which you already have, and the list of bits you have is now presented in a consistent order.
  • Slugsnouts are now willing to attack at point-blank range.
  • Fixed a bug that caused legendary companions to sometimes not attack after you commanded them to.
  • Fixed an issue that occasionally prevented valid saved games from loading.
  • Fixed some typos in the Templar squire description.
  • Scrap no longer rusts an entire stack at a time.
  • In most cases, like items with status effects like bloody or rusted now stack with each other.
  • Being frozen or stuck in a web no longer interferes with your equipment becoming unequipped due to effects like rusting or the contraction of a fungal infection.
  • [modding] GamestateSingletons used in mods are now properly called.

February 22, 2019

  • We refreshed the Putus Templar.
    • Tweaked the stats and gear of Knights Templar. Among other changes, this included lowering their level and HP but giving them fullerite armor and weapons.
    • New creature: Gunner-Knight Templar
    • New creature: Banner-Knight Templar
    • New creature: Knight Commander of the Holy Temple
    • New creature: Wraith-Knight Templar of the Binary Honorum
    • New creature: Templar squire
    • New creature: phylactery squire
    • New creature: infiltrator
    • New item: banner of the Holy Rhombus
    • New item: Templar phylactery
    • New status effect: war trance
    • Added a templar scout to Grit Gate.
    • Tweaked the logic for party selection in Templar faction encounters.
  • You can no longer throw things while burrowed.
  • You once again reap the rewards and suffer the consequences of kills made by your Burgeoned plants.
  • Multiple lurking beth can no longer populate the same tile.
  • Spinnerets now properly grant resistance to forced movement.
  • The Spinnerets description now includes the fact that the bearer can walk on webs.
  • Fixed a bug that caused Slam not to work on walls and doors.
  • There should be fewer game-breaking problems when you dominate a creature and a spacetime vortex consumes your dormant body.
  • Fixed a bug that caused only baetyls to climb through spacetime vortices and rifts instead of all kinds of creatures.

2.0.166.0

Released February 15, 2019.

  • We refreshed the banana grove.
    • Changed the stats, behaviors, and descriptions of the following creatures and plants: cyclopean gibbon, red death dacca, gelatinous palms (now called irritable palms), and fruit flies (now called adiyys).
    • Added new tiles for banana trees and bananas.
    • Added a new plant to the banana grove: dicalyptus tree.
    • Added a new disease: ???
    • Added instructions for the new disease's cure to the Corpus Choliys.
    • Added a new cooking ingredient: sun-dried bananas.
    • Bananas can now be preserved into sun-dried bananas.
    • There are now occasionally villages in the banana grove.
  • Many liquid containers can now be sealed and unsealed.
  • You now get the appropriate reputation bonuses and penalties when your companions kill a reputation-awarding creature.
  • Except for in the starting village, you can no longer perform the water ritual with the wardens of dynamic villages.
  • Pathfinding and autoexplore now avoid aloes.
  • Dynamic item retrieval quests now properly complete if the item is in your inventory when you receive the quest.
  • Wardens are less likely to be hostile to the villagers they protect, and vice versa.
  • Plants summoned by Burgeoning are now friendly to the caster's party leader (and their leader, all the way up the chain). This means your companions can use Burgeoning without causing havoc in the party.
  • The descriptions of reputation-awarding creatures now more accurately reports the correct factions those creatures are loved by.
  • Dominating creatures with Heightened Hearing or Sense Psychic no longer continues to give you hypersensory information after the domination ends or the mutation is removed.
  • Baetyls now take only the number of objects they requested, not the entire stack.
  • When you empty a container to fill it with another liquid, the emptied liquid now appears in your tile rather than disappearing.
  • Carrying a ceremonial vibrokhopesh in a container no longer prevents you from moving to the world map.
  • Fidget cells no longer slow the game down as drastically when you're moving on the world map.
  • Unreal objects are no longer auto picked up.
  • Fixed a bug with engulfing creatures.
  • Prone creatures will now have to stand up before they attack or otherwise act, not after.
  • Companions will no longer join you in new zones while asleep, stunned, or immobilized.
  • Fixed a bug that made paralysis not work.
  • Paralysis now sets DV to 0 if over 0, like stun.
  • [modding] The GivesRep part now acknowledges the properties or tags NoHateFactions and NoFriendFactions, where you can specify comma-separated lists of factions that the NPC is never disliked by or admired by, respectively. If a relationship to a faction specified in NoHateFactions is generated, it defaults to a friendly relationship. Likewise, if a friendly relationship to a faction specified in NoFriendFactions is generated, it defaults to a dislike relationship. If a faction is specified in both lists, the final relationship is dislike.
  • [modding] The LiquidVolume part now has the fields Sealed (a boolean which, if true, makes the liquid inaccessible), ManualSeal (a boolean that enables seal and unseal inventory actions on the item), and LiquidVisibleWHenSealed (a boolean which, when true, means the liquid can be seen while the volume is sealed; if false it cannot).

2.0.165.0

Released February 8, 2019.

  • Most static quests now award reputation when completed.
  • The maps "behind" the Spindle are no longer empty.
  • Slam now costs a turn and goes on cooldown when used on inanimate objects.
  • Quests with level-based rewards, like More Than a Willing Spirit, now indicate that their rewards are level-based in the quest accept dialog and on the quest screen.
  • The asphodelytes now get along a *little* better with the other inhabitants of Omonporch.
  • Red death dacca are now trees.
  • Changed the tile for banana tree.
  • Added new worldmap tiles for the banana grove.
  • The attack indicators of lithofex and decarbonizer are now visible even if you can't see the creatures, and they now indicate the full path of the attack.
  • Astral tethering now inhibits the cloning effects of gelatinous prisms and antiprisms. Cloning can still occur but it's less likely.
  • Ontological anchors now have their effectiveness reduced in proportion to their wearer's psychic glimmer (even if it's below 20).
  • Gave the Putus Templar long blade expertise.
  • Tweaked the Putus Templar tiles.
  • Player melee hits now display their penetration numbers again.
  • Clonelings no longer clone your original body while you're dominating another creature.
  • During liquid pouring, containers are no longer emptied until you confirm the number of drams you want to pour into them.
  • Fixed some issues with item stacks and auto-disassemble where scrap occasionally stuck around even after it was disassembled for bits.
  • Fixed a rare bug that occurred when the phased effect ended.
  • Fixed a crash caused by interdictor effect rendering.
  • Fixed a bug that occasionally broke the recoiler UI on use.

[Modding] Added support for a new zone template tag, <single>, that places the contents of the tag in a single random region on the map. [Modding] Added a new part, Uplift, that uplifts the parent creature object to a named unique. [Modding] Added a new part, Followers, that generates followers for the parent creature object. It has one field: Table (a population table that specifies the followers to generate). [Modding] Added a new quest field, BonusAtLevel, where you can specify if the quest has bonus rewards if completed by certain levels. If you do, those quests indicate that their rewards are level-based on the appropriate screens. Below are some additional patch notes from last week that were left out.

  • Preserving an exotic food now only takes you back one menu step if you have other exotic foods to preserve.
  • Added a UI option to change the take all binding to F1.
  • Added F2 as an additional store items bind.
  • Fixed some lockups caused by attempting to gain another mutation when you already have all the available mutation.
  • Added a UI option that lets you map shift + direction to pagination keys (defaults to no, currently doesn't work for numpad direction input).
  • [Modding] Having a player body without a Stomach no longer causes the game to crash.
  • [Modding] Added new fields to the XML quest specification, Factions and Reputation, that allow quests to grant reputation rewards (ex: Factions="Joppa,Farmers" Reputation="100").

February 1, 2019

  • Added a new book: Council at Gamma Rock.
  • Sapient plants are now considered to have minds and can be interacted with in all the ways mental interaction is supported (e.g., domination, beguiling, etc).
  • You can now throw things through your own force fields.
  • Haggabah can now be detected by Heightened Hearing and Sense Psychic.
  • Feral lah pods now inherit the attitudes of their parent feral lah plant.
  • Lurking beth clusters spawned by Burgeoning are now friendly to the spawner.
  • Visiting a town of NPCs with amnesia no longer causes you to get amnesia.
  • Waydroids are once again hostile by default.
  • Dominating creatures now causes less sudden hostility to develop between your companions and nearby creatures.
  • Brightshrooms no longer get locked onto in autolook mode.
  • Urchin belchers now belch urchins less continuously.
  • Engulfing attacks now respect phase and flight.
  • Thrown weapons now respect phase.
  • Various abilities that respected phase at some point but then regressed now do so again.
  • Sturdy items are now properly protected from becoming cracked.
  • Life and stat saps properly drain stats again.
  • Resistance bonuses gained from cooking with the gland paste of various bearded lizards are no longer permanent.
  • Turrets set up by turret tinkers now have the correct appearance.
  • Turret tinkers and miners no longer hijack control of their input when you dominate them.
  • Girshlings, scorpiocks, and agolzvuvs equip their natural weapons again.
  • Clones spawned by clonelings now spawn with their natural equipment.
  • Thrown weapons are now stopped by physical solidity instead of visual occlusion.
  • Thrown weapons can now pass through force fields that you can fire missile weapons through.
  • Tweaked the stats of a bunch of plants.
  • Fixed a couple of bugs that caused magnetic attraction to destroy the attracted objects.
  • Fixed a bunch of errors that occurred when nest-type objects spawned as Mechanimist converts or the Stilt librarian.
  • Fixed an issue that caused corrosive gas breathed from a mouth to not survive save/load cycles.
  • Fixed an occasional error in randomized character generation.
  • Fixed a bug that caused spurious mutations to sometimes appear on the character review screen for true kin when no cybernetic implant was chosen.
  • [modding] Fixed an issue that caused worlds.xml to not properly hotload when a scripting mod that included it was approved. Previously, you had to restart the game to load the changes.

January 25, 2019

  • Added a new music track to Bethesda Susa.
  • Added tiles for red death dacca, gelatinous palm, arcwyk, skittering sentry, Rodanis Y, the Alchemist, and Saad Amus.
  • Updated Burgeoning to choose from a much more diverse selection of plants that scales in power with the level of the mutation.
  • Reworked Burgeoning so that each time you cast it, a primary plant is chosen from among the viable plants of the appropriate tier. About half the plants you summon will be the primary plant and the other half are chosen randomly from among the other plants of that tier.
  • Added some glowing mushrooms to subterranean caves. More variety to come.
  • Added the new high-tier armor to some additional armor tables.
  • Re-classified all saps as winged mammals.
  • Changed the corpse-drop chance for the various bearded lizards.
  • Juke can no longer be used on the world map.
  • Creatures that spawn from nests now inherit the attitudes of those nests. This means village-dwelling nests no longer produce feral offspring.
  • Village-dwelling snailmothers no longer spawn feral ickslugs.
  • There's now a maximum number of ickslugs that can spawn on a given map.
  • Objects being moved by magnetic attraction no longer ignore intervening obstacles.
  • Slumberlings are no longer woken up by nearby combat or theft.
  • Cooking with the gland paste of various bearded lizards no longer forcibly removes your beak if you have one.
  • Fixed a bug that prevented mazebeards from dropping corpses.
  • Fixed a few text bugs with stasis grenades and mines.
  • Fixed a bug with freshwater autoget.

2.0.162.0

Released Stratification.

  • We refreshed the underground cave systems, adding new geological strata and several new creatures.
    • Added over 70 new creatures.
    • Added several new related harvestable and butcherable items: equipment, consumables, cooking ingredients, etc.
    • Added several new rock types.
    • Redesigned the geological strata of natural cave systems by adding new rock types, creatures, plants, and terrain appropriate for the region and depth.
    • Redesigned the last three tiers of metals and added over a dozen new pieces of late-game armor.
  • We added a whole host of other changes, some in support of the underground redesign.
    • Recolored some cragmensch tiles.
    • Renamed gelatinous frustum and gelatinous ovoid to humor and gyrohumor, respectively.
    • Added a new tile for molting basilisk.
    • Added a new tile for broken snail egg.
    • Gave drowsing urchin a new color and description.
    • Changed the default wall type for the hills region.
    • Reigned in the very far out-of-depth creatures encountered during certain faction encounters.
    • Cragmensch now leave behind large boulders when they die.
    • Urshiib now leave behind urshiib corpses when they die.
    • Swoop attacks now take two turns to execute.
    • Item modifications are more precise now, which means fewer irrelevant modifications such as lacquered leather armor.
    • Cleave, both from the cleave skill and from critical hits with axes, now properly affects the player (previously a bug caused the cleave effect to disappear after a single turn). The repair skill can be used to fix the cracked equipment.
    • Unskilled axe cleaves from critical hits now have a maximum imposable AV penalty of 1. A creature with the Cleave skill making a critical hit has their Cleave-imposed AV penalty maximum increased by 1.
    • Campfires can no longer catch fire and burn away, and campfire remains now become campfires rather than catching fire.
    • Long Blades skill descriptions now note the cases where they apply to attacks with short blades as well.
    • Companions of the player now get colored according to their HP statuses if the option "Color player's @ based on HP level" is enabled.
    • Dominated creatures are no longer permanently recolored bright white.
    • Attempting to pour temporary liquid puddles can no longer be used to destroy certain types of traps.
    • Equimax kicks are now described as kicks, not bites.
    • Rimewyks are now proficient in the skill their bite uses instead of a different skill.
    • Rimewyk freeze breath now properly extends for the 30-square range that its targeting mechanics always thought it had.
    • Reputation-modifying mods now work properly on shields.
    • Fixed a bug that made it impossible to pick up cybernetics butchered from limbs dismembered from your own body, unless you equipped and unequipped them first.
    • Fixed a bug that prevented people from shooting through their own force walls.
    • Attempting theft or murder in front of sleeping creatures who would object to the crime now wakes them up but doesn't make them hostile.
    • Fixed various bugs involving liquid containers (notably liquid-fueled energy cells) being invisibly "contaminated" by liquids they formerly held and spuriously winding up with mixed liquids as a result.
    • Fixed a bug in autopickup water where you would up cycling between water puddle locations if you had a liquid container with mixed liquids in it.
    • [modding] Eligibility for deciding to sleep on beds as an idle behavior now runs on the tag or property SleepOnBed rather than inheritance of the NPC blueprint (and is still disabled by the NoSleep tag or property).
    • [modding] In IActivePart, WorksOnWearer, and WorksOnEquipper now handle shield equippage in the same way as armor equippage.
    • It's a big patch, so several other changes got in, too. Let us know if you see something unexpected.

2.0.160.0

Released December 15, 2018.

  • Added two new music tracks for Bey Lah and Barathrum's study.
  • Village music now plays in the outskirts of villages.
  • Quest items preservables are now considered exotic foods.
  • Creatures no longer sell their natural equipment.
  • Reduced Slog's base move speed to balance against their buffed move speed while moving through liquid.
  • Various modded items that didn't stack now stack.
  • Walls render properly again when stacked in a single tile.
  • Added a visual effect for when force fields are stacked in the same tile with other objects.
  • NPCs no longer attempt melee attacks against adjacent opponents who cannot be attacked due to flight.
  • Fixed a bug that caused creatures to become angry at and try to fight themselves.
  • Fixed a bug that made NPCs get stuck behaviorally when a target died while they were using Adrenal Control.
  • Fixed some things making dawngliders and other flyers not behave reasonably.
  • Flying creatures can now perform a swoop attack.
  • Crashing while flying now causes you to go prone.
  • [modding] Fixed an issue that caused some mod file operations to work on lowercase filenames, causing issues on Linux.
  • [modding] ModMasterwork now messages properly if you specify Bonus values other than the default 1.

December 7, 2018

  • Added the Cloaca Surprise and a chronology entry for eating it.
  • Made some balance adjustments to Slog, including a move speed buff while moving through liquid.
  • Gave slugs feelers instead of antennae.
  • Photosynths now bleed a mixture of blood and sap.
  • Telemetric data now appears in the descriptions of certain artifacts when you have a techscanning device, such as VISAGE or telemetric visor, equipped.
  • Fixed some more issues causing zone build failures in Bethesda Susa.
  • Fixed zone rebuilds causing excess memory use in Bethesda Susa.

November 30, 2018

  • You can now cook with green goo, brown sludge, and black ooze. 'Can' doesn't mean 'should'.
  • Web-spinning creatures are now smart enough to spins webs in combat.
  • Made yondercane much rarer.
  • Reduced the amount of fermented yondercane yielded from preserving yondercane.
  • Reduced the drop chance of voider corpses.
  • Increased the price of urberries.
  • Increased the drop chance of electric snail and snailmother corpses to 100%.
  • Signs now display their messages in their short descriptions.
  • Electrobows now have a firing sound effect.
  • You now heal at the normal rate while sleeping in beds.
  • Quill Fling is no longer usable when frozen, though quills can still be involuntarily discharged.
  • Quills no longer damage creatures who don't share a phase with the quill flinger.
  • Stinger attacks no longer proc when attacking walls.
  • Glowspheres are no longer equippable as body armor.
  • Mimic grab now respects flight and phase status.
  • Inventory weight now properly recalculates when the liquid volumes of your carried liquid containers change.
  • Renamed 'prehensile trunk' to the more appropriate 'bilge sphincter' and updated Slog's description accordingly.
  • Fixed a bug that caused NPCs to sometimes stop taking actions when attempting to use Adrenal Control.
  • Fixed a bug that made it impossible to disassemble carcass kneaders.
  • Fixed some weird behavior with limbs dismembered from the player when they had cybernetic implants installed on them.
  • Fixed an issue that caused some maps to fail to build.
  • [modding] Added a new part, FugueOnStep, that temporally fugues creatures that enter its parent object's cell. It's an IActivePart and has that part's fields with default WorksOnCellContents = true.
  • [modding] The FabricateFromSelf part has new fields: FabricateVerb (the string verb used for the action taken in messaging, defaults to "fabricate") and AIUseForThrowing (bool, if enabled, AIs with no thrown weapon attempt to use fabrication to generate a thrown weapon, defaults to false).
  • [modding] LiquidAmmoLoader and LiquidFueledPowerPlant now use string Liquid fields (e.g. "water", "oil") instead of integer LiquidID fields to specify what they run on.

November 16, 2018

  • We added furniture to Joppa and Kyakukya.
  • We made Tam, dromad merchant, better able to defend himself.
  • You can now cook with salt, asphalt, and cloning draught.
  • Liquids bought from the alchemist can now be cooked with.
  • Meals cooked from village ovens no longer ever bestow a permanent +1 AV.
  • Cooking recipe names are now more varied (there'll be less names like "Baklava with Smoked Baklava on top of Baklava").
  • Adjusted the way fish and farmers feel about each other.
  • Data disk descriptions now indicate if you already know their blueprint.
  • Once open, the double doors in Grit Gate no longer permanently re-lock if you close them.
  • NPCs now don't want to trade their natural weapons as often.
  • NPCs are now smarter about what equipment they use.
  • NPCs no longer compulsively remove old gear before equipping new gear.
  • Fixed a bug that caused companion NPCs not to consider whether they should equip new gear after you trade with them through via the chat menu.
  • If you recruit Indrix after completing his quest, he no longer immediately equips the amaranthine prism.
  • Wardens Esther now equips her shield.
  • NPCs no longer attempt to fire missile weapons at targets further away than their weapons' maximum range.
  • NPCs are now willing to fire missile weapons and throw thrown weapons at targets that are occluded by other hostile creatures.
  • Fixed a bug that caused NPCs to not fire heavy missile weapons at targets protected by force fields.
  • Recycling suits, portable beehives, and other liquid-generating equipment no longer generate liquid when unequipped or equipped improperly.
  • Pathfinding now prefers not to walk over ironshrooms.
  • Wearing multiple compass bracelets no longer cumulatively reduces your chance of getting lost.
  • Burrowers now more pointedly prefer moving through open space to burrowing. This means villages of burrowers won't demolish their dwellings quite so quickly.
  • The default action when interacting with trash is now (usually) 'rifle' if you have access to it.
  • When you have multiple flight effects active, the reduction to your chance of getting lost is now based on the flight effect that gives you the most beneficial result.
  • Uninstalling the giant hands implant now unequips any two-handed items you're wielding.
  • Two-handed items that prevent themselves from being unequipped are no longer one-hand equippable with the giant hands implant.
  • Fixed a bug in weapon penetration display that caused your strength modifier to be double counted.
  • Added a new debug option: 'Show debug text for chance of getting lost'. When enabled, your chance of getting lost is displayed as you move across the world map.
  • Puffer fungi now only puff if there is something nearby that they are not friendly to.
  • Force fields that overlap with normal walls no longer produce a broken tile image.
  • There is now an interaction menu option to gently wake up a sleeping NPC.
  • [modding] Removed most of the extraneous XPvalue stats on creature blueprints.
  • [modding] The NavigationBonus part is now an IPoweredPart with that class's fields and WorksOnEquipper = true. Its Amount field is now a string PercentBonus die roll that defaults to "10". It has the following new fields:
    • SingleApplicationKey -- a string that, if provided, is used as the name of an event parameter that the part sets on events it is applied to. It won't modify events that already have the event parameter, so that navigation bonuses can be made non-cumulative.
    • TravelClass -- a string used to specify a skill name, like the TravelClass attribute on terrain objects, so that the part only applies to travel in that skill's specified terrain.
    • ShowInShortDescription -- a boolean for whether the part appends its behavior to the item's short description, defaults to true.

October 31, 2018

  • Added some furniture to Grit Gate and Bethesda Susa.
  • You can now properly equip ape fur gear bought from Svenlainard.
  • The Trip power now more properly respects the anatomy of its target.
  • The following powers and items no longer work when you're out-of-phase or have a different flying status than your targets: Kickback, Shield Slam, and geomagnetic disc.
  • Select Target and Draw a Bead are now smarter about the target they select if there are multiple potential targets in a tile.
  • Equip and autoequip no longer bypass ownership checks. This means you can no longer equip chests from the ground right in front of their owners, haul them someplace out of sight, and then open them safely.
  • NPCs are no longer immune to the exhaustion caused by Adrenal Control, and they now use Adrenal Control more tactically.
  • Drinking medicinal liquids now affects the onset of ironshank as intended.
  • Fixed a bug that prevented glowmoths and agolflies from using their range attacks.
  • Fixed a bug that caused slippery liquids to occasionally cause twice the slippage they were meant to.
  • Fixed a typo in telescopic monocle's partially identified name.
  • Added a new debug option: "Show saving throw debug text". When enabled, the details of saving throw rolls are displayed in the message log.
  • [modding] In ObjectBlueprints.xml, <inventoryobject> elements can now have a CellChance attribute that sets the ChanceSlotted field on the EnergyCellSocket part of generated objects, if they have the part.
  • [modding] There's now a general architecture for altering the results of saving throws. The object making the save has the ModifyDefendingSave fired on it, and if applicable, the attacking object causing the save to take place has ModifyAttackingSave fired on it. The attacker's event is fired first. Each has the following parameters:
    • Defender -- the object making the save
    • Attacker -- an entity intentionally causing the save to take place, if any
    • Stat -- the string name of the statistic whose modifier provides the defender with a bonus to their save. Specify a comma-separated list and the highest value is used.
    • AttackerStat -- like Stat but checked on the attacker and increasing the save's difficulty
    • Vs -- a string characterizing the save. Examples include "Stun", "Stinger Injected Paralysis Poison", "Glotrot Disease Onset". Typically this field is used with .Contains() to scope save modifiers to their desired context.
    • NaturalRoll -- an int, the defender's original 1d20 roll for the save
    • Roll -- an int, the roll after modifications. Changes to this parameter by either event are taken into account by the saving throw check.
    • BaseDifficulty -- an int, the original difficulty of the save
    • Difficulty -- an int, the difficulty after modifications. Changes to this parameter by either event are taken into account by the saving throw check.
  • [modding] Added a new part, SaveModifier, that modifies the defending saving throws of its parent item's equipper. It's an IPoweredPart and has that class's fields, with the following defaults: ChargeUse = 0, IsEMPSensitive = false, and WorksOnEquipper = true. (If WorksOnSelf = true, this part properly modifies the saves of its parent item. Other WorksOn field behaviors may or may not work.) Its own fields are:
    • Vs -- a string with a comma-separated list of strings. If a saving throw's 'Vs' value contains any of them, this part's Amount modifier applies to the saving throw. If null or empty, this part applies to all saves. When one of the list items contains spaces, each space-separated item is matched separately, and all of them must match. Example: If SaveModifier.Vs = "Injected Poison", it will match against a ModifyDefendingSave.Vs of "Stinger Injected Confusion Poison" but not "Contact Damaging Poison".
    • Amount -- an int, the amount the part modifies saves by

October 26, 2018

  • Added a new item: rocket skates.
  • Added a new music track to generated villages.
  • You may now freely access Argyve's chests once you become his apprentice.
  • NPC companions can now become overburdened.
  • Overburdened is now a visible effect.
  • Bioscanning, techscanning, and structural scanning no longer show incorrect DV values.
  • You can only sell unidentified artifacts for a fraction of their value.
  • Containers now take into account the value of their contents when you trade them.
  • Conveyor belts no longer move holograms, flying creatures, or out-of-phase objects.
  • Conveyor belts are no longer prevented from moving you when you're overburdened, frozen, or paralyzed.
  • You can now disassemble an energy cell from the change cell dialog.
  • You can no longer use Flurry or the Dismember activated ability on out-of-phase creatures or flying creatures (unless you're also flying).
  • Enabling 'open bookshelves while auto-exploring' now works regardless of whether other auto-explore options are enabled.
  • Security doors are now treated as ordinary doors during auto-explore if you have Psychometry or a security interlock.
  • Auto-explore now only seeks out trash if you have Trash Divining or Scavenger and you've enabled 'Pick up items flagged for auto-get while auto-exploring'.
  • Auto-explore now seeks out butcherable meat if you have Butchery toggled on and you've enabled 'Pick up items flagged for auto-get while auto-exploring'.
  • Auto-explore now seeks out harvestable plants if you have Harvestry toggled on and you've enabled 'Pick up items flagged for auto-get while auto-exploring'.
  • NPCs, including your companions after trading, are now smarter about which weapons to equip.
  • Broken or rusted injectors are no longer usable.
  • NPCs applying tonics out of your line of sight no longer identifies the tonic for you.
  • Removed the option to trade from talkable objects with no inventories (like the Grit Gate intercom).
  • Dawnglider tails severed via dismemberment are now identical to tails butchered from dawnglider corpses for the purposes of cooking.
  • When you gain an activitad ability, you no longer get the instructional message to access the abilities screen once you've either visited the abilities screen three times or remapped the key to access it.
  • When you have multiple phasing effects active, you now only change phase once all of them expire.
  • Fork-horned gnu now correctly have their hooves equipped again.
  • Arconaut's are now correctly listed as having Swift Reflexes in character creation.
  • Fixed a bug in text generation that caused numbers above 100 to appear as the letter 'y'.
  • Fixed a typo in the effect description of fear-based meals when choosing an effect for recipe invention.
  • Fixed various typos in dynamic text generated while interacting with walls.
  • [modding] You can now specify the tag or property PlayerWontSell on objects to excludes them from the player's side of trade.
  • [modding] WontSell is now supported as both a property and a tag.
  • [modding] Auto-explore object-seeking for cases dependent on the player's build (like trash being sought out if you have Scavenger or Trash Divining) is now run through a generic event AutoexploreObject. This event is fired on the player and has the parameter "Object". You can have a part return false from AutoexploreObject to indicate that the object in that parameter should be sought.
  • [modding] The Corpse part now has properties CorpseRequiresBodyPart, BurntCorpseRequiresBodyPart, and VaporizedCorpseRequiresBodyPart. If provided, these designate body part types which must exist, undismembered, on the creature at death for the respective corpse type to be generated.
  • [modding] Conversation choices can now have the attribute ClearOwner. When the conversation choice is processed, any objects in the player's current zone which have the value of the ClearOwner attribute as a property or tag will have their Physics parts' Owner fields set to null.
  • [modding] EncounterTables.xml now supports <single /> tag XML elements.
  • [modding] Encounter tables can now have <population Table="PopTableName" /> nodes that generate content from the specified population table. Unlike using @ with <object>, this tag enables multiple objects to be processed from a single roll on a population table if the table is set up to produce such a result.

October 19, 2018

  • Hotkey favorites now use the most recent re-binding for commands.
  • Leering stalkers now use their pneumatic pistons again.
  • Hypertractors can no longer move holes in the ground or areas of open air.
  • Closed a loophole with reputation modifying items where the rep bonus gained from dominating a creature and equipping them with a rep-boosting item stuck around after the domination ended.
  • When you dominate a creature, reputation modifying items they already have equipped now properly alter your reputation.
  • During character creation, arconauts are now correctly listed as having the power Spry rather than Dodge.
  • Activated abilities disabled due to astral tethering are now greyed out in the abilities menu.
  • Animated objects no longer obstruct autoexplore and autowalk.
  • Made the Sacred Well less destructible.
  • Improved the text generation for pet plants.
  • Items with long names no longer overflow the frame in the tinker modding UI.
  • Fixed a bug that generated inaccurate "you heal to full" messages too often while metabolizing a healing-based meal.
  • Fixed a bug that caused the stat modifications from Kindrish to rarely become permanent.
  • Fixed some bugs that caused levels in Bethesda Susa to frequently fail to build.[modding] Added a new part, LowStatBooster, for equipment that increases the lowest base value stat out of a list of stats. It's an IPoweredPart and has that class's properties, with defaults ChargeUse = 0 and WorksOnEquipper = true. Its own properties are: AffectedStats (a comma-separated string list of the stats considered; defaults to "Strength,Agility,Toughness,Intelligence,Willpower,Ego") and Amount (the amount the lowest stat is modified by, defaults to 3).
  • [modding] KindrishProperties is now a subclass of LowStatBooster.
  • [modding] IntPropertyChanger, MultiIntPropertyChanger, and TemperatureAdjuster now have the property BehaviorDescription, a string that, if provided, is appended to the item behavior section of the item's short description. Defaults to null.

October 12, 2018

October 4, 2018

  • New item: anti-gravity boots.
  • Your clones no longer pass on their inspirations for meal ideas to you.
  • Evil twins no longer spawn during game initialization, resulting in half-formed twins.
  • Villagers who give dynamic quests no longer confusingly wander around their villages.
  • Rehabilitated some jumbled outcomes for the Kith and Kin quest.
  • Corrected the rhyme scheme of the procedural love poem.
  • Dawngliders and fruit flies now correctly have wings.
  • Ceremonial vibrokhopeshes now have a boot sequence and power source, though it's a power source you don't have to worry about getting disabled under most circumstances. *Most* circumstances.
  • Animated walls and doors no longer continue rendering in their updated position when out of your sight.
  • Grit Gate now shows up highlighted in the alt display.
  • Made the appearance and behavior of the interaction menu 'look' command more consistent with regular look.
  • Changed the tinkering bits on ruin recoilers.
  • Ruin recoilers now have their name displayed as "random-point recoiler" on their tinkering recipe instead of using a specific recoiler location.
  • Auto-explore no longer attempts to open empty chests and bookshelves.
  • Fixed a bug that was preventing all desert canyon encounters from generating. These included apple farms, pig farms, snapjaw forts, and Stopsvalinn.
  • Fixed a bug that caused the salt dunes alternate start to not correctly grant reputation with the unshelled reptiles faction.
  • Fixed a bug that allowed you to choose campfire options even when they were greyed out because you didn't have the appropriate skills.
  • Fixed a bug that caused the feathered and scaled mods to sometimes inappropriately modify the player's reputation when equipped and unequipped by non-player creatures.
  • Fixed a bug that caused the splash sound effect to be played when you stepped into a tile with a closed liquid container (such as a canteen).
  • Fixed Freezing Hands and Flaming Hands having incorrect damage listed in their level-up preview dialogs.
  • Fixed a bug that caused twinning lampreys to spawn too many twins.
  • [modding] Added some new properties to the MechanicalWings part.
    • Type: a string like "AntigravityBoots" used to differentiate the events used by different MechanicalWings parts. This facilitates having multiple sources of equipment-based flight.
    • FlightSourceDescription: a string added to the display text of the Fly and Land abilities. Use it to differentiate between different types of equipment-based flight.

September 28, 2018

  • We made a bunch of enhancements to the body part system.
  • Hyrkhounds' acid-dripping fangs now do acid damage rather than fire damage.
  • You no longer lose your proper noun status while you are dominating a creature.
  • The following actions can no longer be taken while frozen: Lunge, Swipe, Shield Slam, Shield Wall, Rebuke Robot, Empty the Clips, Draw a Bead, Charge, Juke, Sprint, Deploy Turret, Lay Mine, Recharge Cell, tinkering, and changing stances.
  • Berate and Proselytize can no longer be performed while frozen, except by telepaths.
  • Fixed a bug that caused Menacing Stare to use a much larger Ego-based modifier than was intended.
  • You can now maintain a mark on a target (via Draw a Bead) through force fields you can fire through.
  • You can now Jump into or through a force field that you can pass through.
  • NPC activation of Shield Wall no longer mistakenly displays a message as if they had activated Sprint.

September 21, 2018 [Hindren Patch]

  • Qud's augurs have read the petals on the wind and agree: the deerfolk who call themselves 'hindren' are real, and their hidden village exists. The hindren patch is now live!
    • Added a new village: Bey Lah, hidden in the flowerfields.
    • Added a new faction: hindren of Bey Lah.
    • Added several new hindren NPCs.
    • Added a chain of quests: Petals on the Wind, Find Eskhind, and Kith and Kin.
    • Added a new signature dish: mah lah soup.
    • Added a new denizen to the Stiltgrounds.
    • Added Kindrish, the ancestral bracelet heirloom of the hindren.
    • Added a few other legendary hindren items.
    • Added some procedural love poetry.
  • We made a bunch of enhancements to the prerelease input manager.
    • Updated to the latest version of Rewired.
    • Cancel now properly escapes out of most menus.
    • Improved the styling of the control mapping screen.
    • Alt (in the key mappings) + Use now uses the menu-based interaction mode.
    • Changed "get nearby" to "interact nearby", allowing a button to be mapped to menu-based interaction.
    • Fixed an issue that caused navigation of the control mapping screen to freeze.
    • Fixed an issue that caused the prerelease trade screen to not function properly when used via gamepad.
    • Fixed an issue that prevented the trade screen mappings from functioning properly on the classic trade screen.
  • Vibro weapon penetration is now visible in weapon stat display.
  • The following actions can no longer be taken while frozen: Slam, Conk, Dismember, Hook and Drag, Hamstring, Hobble, Shank, Flurry, Jump, Heal, Staunch Wounds, Set Limb, Sweep, Butcher, Harvest, and trash rifling.
  • Shank no longer double counts some negative status effects.
  • Conk now takes its target's anatomy into account.
  • Hook and Drag now properly requires an axe in the primary hand.
  • Added a tile for Grit Gate's intercom.
  • Fixed a bug that stopped vibro weapons from consuming charge.

September 14, 2018

  • *Brainless things no longer fall asleep.
  • *Hindren clues should now be more successfully excluded from gossip.
  • *Pressing left on an object in the inventory screen now collapses the whole category.
  • *Pouring liquid on the ground now results in a salt-diluted puddle of the same volume you poured, not twice that volume.
  • *You can no longer avoid attacks by certain sludges on the basis of the attacks overquenching your thirst.
  • *Generated names from the arcology of Ekuemekiyye no longer occasionally contain a trailing space.
  • Psychic hunters no longer get vestigial legendary titles.
  • Fixed a bug that caused on-damage cooking effect trigger's percentage to drop to 0 after saving and loading.
  • Fixed some plurality issues with generated text when preserving ingredients.
  • Fixed a bug that prevented run-down carcass kneaders from being wound up.
  • [modding] The RandomColors part has a new property, BackgroundColor, for specifying random background colors.
  • [modding] The IPoweredPart base class has been refactored to IActivePart, which is identical to IPoweredPart except for some of its new default property values: ChargeUse = 0, IsBootSensitive = false, and IsEMPSensitive = false. IPoweredPart is now a subclass of IActivePart with these defaults: ChargeUse = 1, IsBootSensitive = true, and IsEMPSensitive = true.

August 25, 2018

  • Added new, animated tiles for forcefields.
  • Added a new faction: pariahs.
  • Pariahs now sometimes appear on the Stiltgrounds.
  • You may encounter bands of roving pariahs.
  • Blaze injectors can now be preserved into congealed blaze.
  • Salve injectors can now be preserved into congealed salve.
  • Carbide and fullerite fist implants now count as unarmed attacks.
  • Laser beam and falling rock damage messages now have their penetration indicators colorized according to the usual convention.
  • Spiked gauntlets now correctly add bleeding damage to unarmed attacks again.
  • Breeder creatures now more reliably pass on their faction allegiances to their spawn.
  • Holograms no longer fall down elevator shafts.
  • Hologram bracelets that blink out of existence no longer leave permanent holograms.
  • Force bracelets that blink out of existence no longer leave permanent forcefields.
  • Limbs dismembered from temporal fugue clones or extradimensional creatures now usually blink out of existence when their former owners do.
  • Night-vision goggles no longer provide night vision when equipped as a weapon or when disabled by EMP.
  • Learning to make lead-acid cells no longer causes acid to spontaneously erupt on your character.
  • Bronze ingots now weigh less and are worth more.
  • When a village teaches the free power that unlocks when purchasing a skill, they now also teach the skill itself.
  • Fixed an issue that sometimes prevented destroyed liquid containers from depositing their liquids as puddles on the ground.
  • Fixed an issue that caused the penetration bonus from gaslight weapons to remain even if they were unpowered.
  • Fixed some issues with the shale walls surrounding Red Rock and the Rust Wells.
  • [modding] The Gaslight part has been rewritten. Its properties are now ChargedName (base display name when it has usa[ble charge), UnchargedName (base display name when it doesn't have usable charge), ChargedPenetrationBonus (penetration bonus when charged), UnchargedPenetrationBonus (same, uncharged), ChargedDamage (base damage roll when charged), UnchargedDamage (same, uncharged), ChargedSkill (proficiency skill when charged), and UnchargedSkill (same, uncharged). It's also now an IPoweredPart and has all of that part's properties. Its defaults that differ from IPoweredPart base are ChargeUse = 10 and WorksOnSelf = true.
  • [modding] The BleedingOnHit part has been rewritten. Its properties are now Amount (the roll for the amount of bleeding inflicted, defaults to "1d2"), SaveTarget (the target of the save, defaults to 20), RequireDamageAttribute (if given, bleeding will only be inflicted if the damage being done has this attribute, defaults to null), SelfOnly (whether bleeding infliction only applies to attacks performed with the object, defaults to true), and Stack (whether the bleeding inflicted stacks, defaults to false). It's also now an IPoweredPart and has all of that part's properties. Its defaults that differ from base are ChargeUse = 0, IsEMPSensitive = false, and WorksOnSelf = true.
  • [modding] The NightVisionGoggles part is now an IPoweredPart and has that part's properties (WorksOnWearer defaults to true).
  • [modding] Added a new PlayerBeginConversation event, which triggers whenever the player starts a conversation.
  • [modding] The liquid that gets mixed in with liquids poured on the ground can now be specified. Cells and zones both have a property, GroundLiquid, that can be set to a value like "salt-1000" (the default on zones), "salt-500,water-500", and so on. An empty string means no automatic mixing is done. If a cell's GroundLiquid is null, it defaults to its zone's value. The zone's value can be set in Worlds.xml via the GroundLiquid property on the zone element.
  • [modding] The IgnoresGravity tag and property now make objects immune to the PullDown behavior of the StairsDown part.
  • [modding] Fixed an issue with non-standard sprite size support.

August 17, 2018

  • Added two new creatures: feral lah and tumbling pod.
  • Added a new plant: lahbloom with harvestable lah petals.
  • Added a new cooking ingredient: dried lah petals.
  • Added a new option to the campfire menu: preserve exotic foods. This option is for manually preserving foods that are otherwise consumable and so excluded from bulk preservation.
  • Luminous hoarshrooms now preserve into freeze-dried hoarshrooms.
  • Shade oil tonics now preserve into congealed shade oil.
  • Updated tile for luminous hoarshroom consumable.
  • Pickled mushrooms and freeze-dried hoarshrooms now count as mushrooms for the purpose of triggering mushroom-related meal effects.
  • You can no longer preserve things that you haven't identified.
  • Gave mutated flowers and bushes more appropriate stats.
  • Fixed a rare exception when inanimate objects called for help after suffering lethal damage.

August 10, 2018

  • Added a new item: fidget cell.
  • Added new level-up sound effects for both the player and other creatures.
  • You can now pet all village pets.
  • Hyrkhounds are now properly considered dogs.
  • Mental mutation levels granted by equipment and meals now count toward your psychic glimmer. Note that this change applies to true kin, too.
  • Hindren clue items no longer appear as randomly revealed secrets via trash divining or mumble mouth.
  • The 'Leap, Frog' achievement can no longer be attained by learning to jump from someone other than a frog.
  • Enabling autoget scrap no longer autogets any artifact that can be disassembled.
  • Walking next to a regeneration tank with freshwater and artifact autoget enabled no longer mysteriously obliterates the tank into a puddle of freshwater.
  • Temporal fugue clones of NPCs now reliably get along with their clone-parent and clone-siblings.
  • Cybernetic implants on temporal fugue clones are no longer recoverable via dismembering.
  • Fixed an issue that caused the temporal fugue clones of psychic hunters and evil twins to have infinite duration.
  • Fixed an issue that caused some items thrown by temporal fugue clones not to properly dematerialize.
  • The description of regeneration tank now more clearly communicates what the item requires in order to function.
  • Tweaked some Mechanimist holy language.

August 3, 2018

  • Cats and dogs now let you pet them if they like you. Some domesticated cats and dogs will let you pet them if they merely tolerate you.
  • New book: Eta and the Earthling, Canto I.
  • Changed the name of a character in From Entropy to Hierarchy.
  • Energy cells now only stack if they have the same charge level.
  • Two-faced helmets and helping hands no longer prevent body parts other than the ones they're adding from being dismembered.
  • Equipping headgear into a slot currently occupied by a two-faced helmet no longer annihilates the headgear being equipped.
  • Updated Mental Mirror's description to better reflect its implemented behavior.
  • Fixed an issue causing chrome pyramids to fail to generate their force fields.

July 27, 2018

  • Added a new village government type: anarchy.
  • When you go to the world map and then immediately return to the local map you were just in, you're now placed in the same tile you left from.
  • Village wardens now attack wild beasts or snapjaws that make their way into villages.
  • Objects traded to merchants are now considered part of their trade stock.
  • Equipped items no longer used as ingredients when you whip up a meal.
  • Quest items are no longer used as ingredients when you whip up a meal.
  • Village signature dishes no longer include neutron flux as an ingredient.
  • Fish are now always placed in tiles with water.
  • Items in inventories that get de-stacked due to ongoing effects now re-stack properly.
  • References to Joppa in books, quests, and advertisements now respect Joppa's state of existence.
  • You can no longer place a container you're carrying inside itself, thereby blinking it out of existence.
  • Updated the description for Albino.
  • Klanq no longer asks you to puff on village factions.
  • Klanq no longer asks you to puff on factions without members.
  • Fixed a generated text bug with fungi dialog.

July 20, 2018

  • We added several new historic events that make village histories much more diverse. Examples include trait-based reasons for congregation, regime changes and new types of government, and new culinary developments.
  • Increased the diversity of village populations, particularly for the choice of warden.
  • There's now a menu option to fill empty liquid containers.
  • Fixed an issue with village item placement.
  • Fixed an issue with gyrocopter backpack.
  • Fixed an issue that caused some stat-boosting historic relics to incorrect require energy cells.
  • Fixed an issue with domination where the dominated creature moving offscreen and then dying caused the dominator to die too.
  • Fixed an issue that caused historic site visitation quests to not complete.
  • Fixed an issue with gaslight weapons not using charge.
  • Fixed an issue causing beguiled pets to stop following you.
  • Fixed some issues with article formatting.
  • Fixed a rare exception in beguiling.
  • Fixed a rare exception during village generation.
  • Fixed the copyright date.