Version history: Difference between revisions

47,443 bytes added ,  20:02, 13 October 2019
added more patches
(added most recent patch)
(added more patches)
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* [modding] The ConversationScript part now supports the following properties: Quest, PreQuestConversationID, InQuestConversationID, and PostQuestConversationID. If Quest is specified, then the other properties, if specified, override the ConversationID while the quest is unstarted, started but unfinished, and finished, respectively.
* [modding] The ConversationScript part now supports the following properties: Quest, PreQuestConversationID, InQuestConversationID, and PostQuestConversationID. If Quest is specified, then the other properties, if specified, override the ConversationID while the quest is unstarted, started but unfinished, and finished, respectively.
* [modding] The GasDamaging part now supports the following properties: AffectEquipment (whether the gas also damages items equipped by characters it affects, defaults to false) and AffectCybernetics (whether the gas also damages cybernetics implanted in the characters it affects, defaults to false).
* [modding] The GasDamaging part now supports the following properties: AffectEquipment (whether the gas also damages items equipped by characters it affects, defaults to false) and AffectCybernetics (whether the gas also damages cybernetics implanted in the characters it affects, defaults to false).
===April 27, 2018===
* New item: telemetric visor.
* Autoexplore and creature AI now avoid spacetime vortices.
* Applicators no longer work when broken or rusted.
* Sense Psychic now has a chance to identify psychics every time you move closer to them instead of only when they move.
* Generalized artifact attunement for items like ganglionic teleprojector into a standard boot sequence and applied it to a few artifacts.
* Refreshed bio-scanning bracelets. They are now tinkerable, require an energy cell, are subject to EMP, have a boot sequence, and have new name ANSI.
* Gave Horticulturalists a solar cell to power their bio-scanning bracelets.
* Twinning lampreys are now considered psychics.
* Twinning lampreys are more proficient with their bites.
* Energy cells loaded in items you start the game with are automatically identified.
* Cybernetic implants you start the game with are automatically identified.
* Homoelectric wrist warmers can no longer be modded with the full range of armor mods.
* Fixed an issue that made phase webs stickier than intended.
* Fixed occasional cases where Precognition appeared to malfunction on NPCs.
* Fixed several instances where zones were built when it wasn't necessary to do so.
* [modding] The gases produced by the billowing conch of the Aji are now controlled by the tag DynamicObjectsTable:AjiConch.
* [modding] The interaction of gases with the Gas Generation mutation is now data-driven. See the gas object blueprints for details.
* [modding] The color of gas objects is now based on the ColorString attribute of the Gas part. The GasDamaging part no longer has a ColorString.
* [modding] The SensePsychic mutation part can now be configured with Levelable="true" if you want to make it levelable, in which case its level is added to its detection radius and the chance of identification. Specify BaseRadius="n" if you want to make its base detection radius something other than 9. You can also use the intproperty TreatAsPsychic to force Sense Psychic to sense an object even if it doesn't have mental mutations.
* [modding] Generalized the BioScanner and Inspector parts into IntPropertyChanger, which supports these properties: AffectedProperty (the name of the property on the item's wielder that gets manipulated), Amount (the amount added to the property when the property is changed; defaults to 1), ChargeUse (an amount of charge to use per turn the item is active; defaults to 1), WorksWhenHeld (works if you wield the item in a slot other than its designated armor slot, defaults to false), and MustBeUnderstood (only works if the wielder understands the item; defaults to true).
* [modding] Added a BootSequence part for adding a delay between wearing an item and being able to use it. If the item has an EnergyCellSocket, changing the cell reboots the item. EMP, Broken, and Rusted statuses also reset the boot sequence and prevent it from proceeding while they're active. Supported properties are: BootTime (the number of turns booting takes; defaults to 100), VariableBootTime (die roll, if specified then the higher of this and BootTime will be used), ReadoutInName (specifies whether to add a precise indication of remaining boot time to the item's name; defaults to false), ReadoutInDescription (specifies whether to add a precise indication of remaining boot time to the item's short description; defaults to false), TextInName (a text string to add to the item's name while booting), TextInDescription (a text string to add to the item's short description while booting), VerbOnBootInitialized (defaults to "beep"), VerbOnBootDone (defaults to "ding"), and VerbOnBootAborted (defaults to "bloop"). Right now, the BootSequence part integrates with IntPropertyChanger, Teleprojector, and DecoyHologramEmitter.
===April 20, 2018===
* Creature AI now better copes with being in the same tile as something it's trying to kill or flee from.
* Blood splatter no longer sticks to gases and holograms.
* Gases no longer physically damage you if they're out of phase with you.
* Sultan shrines and becoming nooks now show up on the alt display.
* When you autoequip a weapon, it now defaults to equipping in an empty hand instead of replacing your primary hand's weapon. It still replaces your primary hand's weapon if all your hands are full.
* Acid now eats through organic containers.
* Eyeless crab shells and salthopper mandibles are no longer tagged as metal.
* Corrupt bananas are no longer subject to electromagnetic pulses or rusting.
* Corrupt bananas can no longer be laid as mines.
* Scrap shovelers now have Dual Wield.
* NPCs now take more care in avoiding fracti, campfires, torch sconces, torch posts, and arc sconces.
* Oozes, snailmothers, ickslugs, snailmother eggs, and broken snailmother eggs no longer slip on slippery liquids.
* NPCs no longer charge at things they shouldn't charge at.
* Ovens are placed on top of doors less often (and so less frequently set them on fire).
* Gases no longer shield things on the ground from being attacked.
* Excluded merchant advertisements from baetyl requests.
* Made items described on gravestones usually show up identified.
* Made Hurdle, Longstrider, and Conatus grant the ability to sprint if you don't already have it.
* Gave acid, oil, gel, and slime commerce value.
* Made acid eat through organic containers it's poured into.
* Hook and Drag and madpole latching no longer work if the target is out of phase with the attacker.
* Dismembered limbs now have proper descriptions.
* Specified that carnivores can't eat fungi.
* Fixed the organic vs. inorganic statuses on several items.
* Fixed a bug where pouring the entire contents of a container into another container prevented liquid effects from occurring in the second container. This allowed lava to be carried around by transferring it from one waterskin to another.
* Fixed various instances of NPCs only wielding one of their natural weapons instead of both.
* Fixed a bug that caused gases of different types to merge as if they were the same type.
* Fixed a typo in gravestone text.
* Fixed a typo in dismemberment notification.
* Fixed a run-on sentence in Precognition messaging.
* Updated credits.
* [modding] You can now remove parts from an inherited blueprint by using the <removepart> element in objectblueprints.xml.
* [modding] The object blueprint XML now supports no-close-tag form. For example: <part Name="Metal" />.
* [modding] Creatures with the 'slimewalking' tag can now properly walk over sap, wax, and honey without impediment.
* [modding] The xtagGrammar element now supports the IsPlural property. IsPlural="true" specifies that the object should be treated as plural for purposes of text generation.
* [modding] Added the Except property to the NoDamage part. Damage of the excepted type bypasses the NoDamage logic and does damage.
* [modding] Separated plants and fungi more thoroughly in the object inheritance structure, with new 'Fungus' and 'BaseFungus' blueprints, and added 'LivePlant' and 'LiveFungus' tags where appropriate.
===April 13, 2018===
* Added a new gas type: normality gas. It has various space-time stabilizing and inhibiting effects on forcefields, vortices, teleportation, phasing, temporal fugue clones, time dilation, and psychic twinning.
* Added three tiers of normality gas grenades.
* Added a rare normality gas-emitting vent.
* Added a new heavy weapon: normality gas pump.
* Added a new creature: anomaly extinguisher.
* Added a confirmation dialog when world generation completes (so you can finish reading the on-screen quote).
* Eating a raw dreadroot tuber now causes fear.
* Eat and disassemble are no longer the default actions for equipped severed faces.
* Sleeping in bedrolls, sitting in chairs, lunging, and slamming no longer trigger teleport-based cooking effects.
* Rebuked robots no longer become grazing hedonists.
* Emission vents are now subject to electromagnetic pulses.
* When you shake off confusion with Iron Mind, you now get an appropriate message in the message log.
* Widgets now equip their whackers.
* Missile weapons with unidentified energy cells no longer report their charge level.
* Made the reload command work for liquid-loaded missile weapons.
* Improved creature AI when out of missile ammo.
* Spiffed up missile weapon status display in the sidebar.
* Fixed an issue that let you use Temporal Fugue without spending energy.
* Fixed an error in the amount of bonus reputation displayed as a baetyl reward.
* Fixed some issues with stacking confusion effects.
* Fixed several typos in the following text: Warden Indrix's description, Agyve's mumblings, Aggressive Stance's description, two-handed ursteel battle axe's description, icy vapor's description, rubbergum tonic's description, a Beak defect variant's description, merchant identification, some procedural histories and cooking descriptions, defensive lunge's failure message, boomrose arrow plurality, nocturnal apex's description, and Stopsvalinn-related text.
* Added a bunch of modding functionality.
** [modding] Added a FearOnEat part that applies a fear effect to the eater at an attack strength and duration specified by the Strength and Duration properties.
** [modding] Made ConfuseOnEat allow the specification of the following properties: Strength, Duration, Level (die roll: confusion per mutation level), and BuildupTimeout (integer: number of turns before the effect overrides older ConfuseOnEat effects).
** [modding] Added a new part, TreatAsSolid, for projectiles. If projectiles encounter an object in their path matching TreatOnSolid's criteria, they treat it as impassable. Supported criteria are TargetPart (the object has this part) and TargetTag (the object has this tag), the latter with an optional TargetTagValue (the object has TargetTag tag with this value). The Hits property specifies whether the projectile hits the object and has a chance to damage it (defaults to true).
** [modding] Added a new part, DestroyContiguous, for projectiles. If projectiles encounter an object in their path matching DestroyContiguous's criteria, they roll to destroy it, and if successful, they roll to destroy objects matching the criteria in adjacent cells. Supported criteria are TargetPart and TargetTag, the latter with an optional TargetTagValue. The Chance property specifies the percentage chance for destruction (defaults to 100). The ChanceDegradation property is a cumulative reduction in the effective chance of destruction per hop to adjacent cells (defaults to 0).
** [modding] Added new parts GasOnHit and GasOnEntering for weapons and projectiles. Weapons that hits and projectiles that traverse through  cells, respectively, spawn the gas specified in the Blueprint property at a density specified in the Density property (die roll specification). GasOnHit also includes the OnWielderHit property.
** [modding] Generalized GasAcid into GasDamaging. This new part includes the properties GasType (basic type tag like "Acid"), Noun (specifies the damage type in messages), ColorString (for tile rendering), MessageColor (applied to Noun in messaging), DamageAttributes (same as Attributes in MissileWeapon), TargetPart (only affects objects with this part), TargetTag (only affects objects with this tag), TargetTagValue (only affects objects with TargetTag and this value), TargetEquippedPart (only affects objects that have an item equipped with this part), TargetEquippedTag (only affects objects that have an item equipped with this tag), and TargetEquippedTagValue (only affects objects that have an item equipped with TargetEquippedTag and this value).
** [modding] Generalized StasisGrenade into DeploymentGrenade. This new part includes the following properties: Blueprint (the blueprint of the objects it creates), Duration (how long the objects last, defaults to permanent), Radius (integer radius it fills with objects), Chance (the percentage chance a given cell spawns an object, defaults to 100), AtLeast (a minimum number of objects to try to deploy when Chance is in use, defaults to 0), UsabilityEvent (an event that must be successfully broadcast to the cell it lands in in order for the grenade to work, defaults to null), AccessibilityEvent (an event that must be successfully broadcast to a given cell in its radius in order to deploy an object there, defaults to null), ActivationVerb (the verb used to describe the grenade activating, defaults to "detonates"), RealRadius (whether to deploy in a circular radius rather than the usual engine "square radius"), BlockedBySolid (whether solid cells block deployment, defaults to true), BlockedByNonEmpty (whether cells must be "empty" for deployment, defaults to true), Seeping (whether BlockedBySolid uses "seeping" logic, defaults to false), DustPuff (whether the grenade emits a dust puff when it activates, defaults to true), DustPuffEach (whether each deployed object emits a dust puff, defaults to false), and NoXPValue (whether deployed objects lose their XP values, defaults to true).
** [modding] Added a new CooldownAmmoLoader part, which makes a missile weapon require cooldown between shots. Supports the usual ProjectileObject property for loaders, a Cooldown property specifying the number of rounds, and a Readout property specifying whether the weapon shows a display of its remaining cooldown time (defaults to false).
** [modding] Added architecture to try to make multiple ammo loaders on a missile weapon coexist peacefully. Only one loader should be given a ProjectileObject. Use this to add the CooldownAmmoLoader with other loaders for weapons that need both ammo and a cooldown time.
** [modding] Added an AIShootCooldown part for missile weapons. Its Cooldown only applies when creature AI uses the weapon.
===April 6, 2018===
* Glass bottles and phials now shatter when you throw them.
* Cloning draught no longer clones inorganic objects.
* You can now trade with your followers freely via conversation.
* Changed the stun logic. You should get chain stunned much less often.
* Added a visual effect to extradimensional items.
* Added a sound effect for closing security doors.
* Added a sound effect for page turning when reading a book.
* Normalized the volume for a few sound effects.
* When you engage in the water ritual with someone who offers to teach you blueprints, the blueprint options are no longer greyed out if the speaker has no more secrets to share.
* Inorganic objects now have appropriate pronouns.
* Baetyls no longer request troll axes.
* Removed troll kings from dynamic encounters.
* Changed the status icon for "Precognition - End Vision" to "?".
* Achievements no longer spam the log.
* Fixed a bunch of typos.
* Added some descriptions.
* Improved the use of indefinite articles and pluralization in generated text.
* Fixed an issue with the salt desert visual effect that caused some tiles to disappear or smear across the map.
* Fixed an XML issue with steel vinereaper's color definition.
* Fixed a rare issue where liquid containers asked your permission to explode if they weren't owned by you.
* Fixed a rare issue where liquid containers poured into themselves before being destroyed and thus vanished completely.
* Fixed burst-style pickers allowing the selection of tiles beyond the range limit.
===March 30, 2018===
* You can now cook with acid.
* Added descriptions for late-mid period sultanate historic relics made from the slag deposits of ursteel blast furnaces.
* Added some more textual flare to gossip.
* Shield slam now works only on targets in the same phase as the attacker.
* When you fall down an open shaft, it's now much rarer that you end up in a small chamber without access to the rest of the map.
* You now properly get XP if you kill something with a resonance grenade.
* Painted and engraved items in your inventory at the start of the game now properly depict historic events.
* Fixed an issue causing manual cell recharging to improperly handle stacked cells.
* Fixed an issue where sphynx salt injectors weren't consumed when you reverted to the start of your vision.
* Fixed an issue causing windows and menu keys to issue spurious commands.
* Fixed a rare issue causing infinite zone generation, leading to out-of-memory errors.
===March 16, 2018===
* Extradimensional psychic hunters are now vulnerable to mental attacks regardless of their base creature types. (after all, they somehow acquired minds in their native dimensions...)
* When you look at an extradimensional creatures or item, you now inscribe a note about its native dimension in the Gossip & Lore page of your journal.
* Walls in other dimensions no longer block visibility unless your mind is appropriately altered.
* You can now fly and jump over gates, fences, stakes, and rubble.
* You can now shoot missile weapons through arrow slits, gates, fences, and over rubble.
* Flaming jets, freezing jets, acid jets, electrical jets, and light beams now pass through arrow slits, gates, fences, and over rubble.
* Gas and light seep through arrow slits, gates, fences, stakes, and over rubble.
* The Pauli exclusion principle now properly applies to NPCs.
* Turning off autoget on artifacts now takes precedence over other conflicting option flags.
* Water ritual participants no longer offer to teach you blueprints you already know.
* Fixed another issue that rarely caused energy cell duplication.
* Fixed some more typos.
===March 9, 2018===
* Albino ape hearts now count as meat.
* Ogre ape hearts are now properly treated like other organs and corpses.
* Watervine farmers now wield iron vinereapers like their descriptions say.
* Sentient walls, doors, and tables now appear in more creature contexts. (Examples: as figurine models, Mechanimist converts, and esper assassins).
* Cleaned up the logic around dynamic encounters and expanded the dynamic encounter framework.
* Fixed an issue that caused improper options to occasionally appear in the item action menu of cybernetic implants.
* Fixed an issue that caused occasionally caused zone building lockups while exploring very deep caverns (depth 30 and below).
* Fixed a rare issue that caused historic sites to fail to build.
* Fixed another issue that caused slotted solar cells to multiply indefinitely.
* Fixed a slew of typos.
===March 2, 2018===
* Warden Indrix no longer occasionally takes a sabbatical to another goatfolk village.
* Clonelings no longer clone inorganic creatures.
* You can now harvest yondercane from yonderbrush even if it's hostile as long as it's visible.
* Extradimensional psychic assassin templars with cybernetic implants now have their names appear correctly.
* Added new descriptions for acid gas, stun gas, sleep gas, blinding gas, and stinking gas.
* Jewelers now occasionally stock figurines.
* The left-most tile of the Edification relief is now correctly labeled.
* Charge is now a prerequisite for Charging Strike.
* Renamed 'pentacips' to 'pentaceps'.
* Gave the tunnels beneath Grit Gate a more appropriate name.
* Gave the 'tar-encrusted bones' tile a more appropriate color.
* Removed the prompt to save the game before abandoning a character.
* Added an option to disable smoke.
* Did some restructuring of the object hierarchy.
* Fixed a broken branch of Wardens' Esther dialog.
* Fixed an issue causing some achievements and quests to not properly trigger when equipping an item directly from the ground.
* Fixed an issue causing zone names to incorrectly persist across games played in the same session.
* Fixed an issue causing energy cells to show the wrong options in their dialog menus after one was loaded into a weapon.
* Fixed a bunch of typos.
===February 23, 2018===
* We expanded the framework for creature travel AI and added new travel behavior to some creatures.
** Some albino apes you encounter are now traveling toward Oboroqoru's lair.
** Some feral dogs you encounter are now traveling toward humanoid settlements.
** Some goatfolk you encounter are now traveling toward goatfolk villages.
* Changed the 'Quit' option text to something much more accurate: 'Abandon Character'.
* Changed the default action for books to Read.
* Changed the default action for recoilers to Activate.
* Crayons and plastic trees no longer rust.
* Implanted NPCs now start with the proper amount of cybernetic license points.
* Your party members no longer (easily) become hostile to one another.
* Speaking to your own party members no longer causes you to regain your bearings.
* Moved the 'Remove cell' option to the top of the cell dialog.
* Fixed an issue where cybernetics sometimes became undroppable.
* Fixed some common causes of extraneous zone generation.
* Fixed an issue where having Iron Mind didn't always correctly give you the chance to shake off confusion.
* Fixed some cases where a stack of objects was incorrectly replaced with a single object (eg., when you repaired a stack of scrapped waydroids).
* Fixed some cases where quests to find historic relics didn't complete if you equipped the relics directly from the ground.
* Fixed some rare cases where an invalid base object appeared in dynamic encounters.
* Fixed several issues related to creatures determining the monetary value of their items, including inconsistent valuation when the items were socketed with energy cells.
* Fixed several typos.
* Fixed an issue where socketed cells occasionally replicated out of control when you recharged them.
===February 16, 2018===
* We did a bunch of behind-the-scenes work on upcoming feature arcs. Across Qud creatures are dreaming of alternate starts, varied villages, and deerfolk...
* We added metal and gemstone figurines.
** Figurines depict creatures from across Qud.
** Possible figurine materials include copper, silver, gold, agate, topaz, jasper, amethyst, sapphire, emerald, and peridot.
** Wielding figurines bestows bonus reputation for each of the depicted creature's factions.
** Figurine value and bonus reputation depends on the rarity of its material.
* We added legendary gemcutters. You'll find their workshops as new overland encounters.
* Slightly increased the weight of ironweave cloak.
* Reduced the weight of rainboweave cloak.
* Apostles now start with the Customs and Folklore skill in addition to the Tactful power. This means apostles no longer have to purchase Customs and Folklore (which was a useful purchase since they already had Tactful) to get Trash Divining.
===February 9, 2018===
* We added 15 new achievements.
** In Contemplation of Eons
*** Perform the water ritual with Oboroqoru, Ape God.
** Three-Sludge Monte
*** Kill a trisludge.
** Five-Sludge Monte
*** Kill a pentasludge.
** Ten-Sludge Monte
*** Kill a decasludge.
** What With the Disembowelment and All
*** Find one of Argyve's old apprentices.
** Gemini
*** Wield Caslainard and Polluxus.
** Donation Level: Kasaphescence
*** Make an offering at the Sacred Well of an artifact worth at least 200 reputation.
** Leap, Frog.
*** Convince a frog to teach you how to jump.
** Six Arms None the Richer
*** Have six arms.
** Synolymb
*** ???
** Free Falling
*** ???
** Hole Like a Head
*** ???
** Cosmo-Chrononaut
*** ???
** Psst.
*** ???
** That Was Nice
*** ???
* Fixed an issue causing Electric Resist to not work properly.
* Fixed an issue causing excessive zone thawing, leading to heap crashes for long-running games.
* Modified the 'item' wish so that you can optionally specify a number of items. For example, 'item:Staff:3'.
===February 2, 2018===
* Added chronology entries for the following important events in your character's life.
** Becoming loved by a faction
** Inventing a new recipe
** Successfully cooking with neutron flux
** Getting one of your limbs dismembered
** Eating a creature's face (raw)
** Imbuing an inanimate object with life
* Chronology entries logged while you're on fire now read a bit differently.
* Lurking beths appear much less frequently in early-game historic dungeons.
* Moving very, very quickly no longer causes you to move backwards in time.
* Creature AI now more intelligently reloads cell-based weapons.
* Fixed an issue causing turrets to improperly use ammo.
* Fixed an issue that caused energy cells to double-occupy sockets when creature AI reloaded cell-based weapons.
* Level up choices are no longer trivially scummable.
* Fixed an issue causing games to become unloadable, especially after using Precognition.
* Fixed an error that caused games to fail to save when certain cooking effects were applied to your character.
* Fixed an issue that caused cooking effects to still grant you mutually exclusive mutations.
* Fixed some cases where cookbooks failed to generate correctly.
* Fixed an issue causing effects to be improperly applied to item stacks.
* Fixed an issue causing some ObjectCreated events to not properly trigger.
* [modding] Mods.xml now supports modding.
* [modding] Objects now support the customMissileOrder and customMeleeOrder tags and properties, used to define custom melee and missile sequences for the Kill goal handler.
===January 26, 2018===
We added some more detail to Qud's chefs.
** Legendary chefs are now interested in learning your recipes during the water ritual.
** Added mini restaurant tents to the Stiltgrounds, each with a chef. You can buy cooking ingredients, buy a cookbook, or sample one of the meals from the cookbook at the chef's oven. All Stiltground restaurant ovens also serve Hot and Spiny.
** The restaurant signs currently use the same pepper icon as apothecaries. They'll get an updated sign soon.
* There's now a tiny chance that any given creature is a mechanical version of itself.
* The location of the oddly-hued glowpad is now a journal secret.
* The looker popup box is now smarter about how much screen real estate it uses. It no longer overlaps the object you're looking at.
* The description pane on the Tinker screen is now scrollable.
* Cooking effects no longer grant mutations that are excluded by your current mutations.
* The prerelease trade UI now displays item values properly adjusted by your Ego score and no longer displays way too many significant digits.
* You can now scroll the looker popup box with '+' and '-' on the number row.
* Fixed an issue that caused some bad behavior when you closed a conversation with escape instead of selecting the end option.
* Fixed cybernetic fist equipment showing up with inappropriate mods and spawning as loot.
* Fixed an issue that let you incorrectly beguile multiple creatures.
* Inspiring presence no longer stacks multiple times.
* Fixed some issues with temporary and non-temporary items stacking.
* Fixed a memory leak in some items that create force fields.
* Fixed an issue that caused an exception when you walked near a liquid volume with the 'show nearby objects' option enabled.
* Fixed an issue that caused zones to be thawed too often when you transitioned between zones.
* Added an unequip:<body part name> wish to force an object to unequip.
===January 19, 2018===
* We added legendary chefs.
** You'll find their kitchens as new overland encounters.
** Each kitchen contains an oven where you can sample the chef's dishes.
** Chefs may share one of their recipes during the water ritual.
** Each chef sells a personalized cookbook.
* Canned Have-It-All no longer contains neutron flux. This means that cooking with canned Have-It-All no longer has the chance to cause critical gravitational collapse. The makers of canned Have-It-All realize this change to their formula renders their product in violation of advertising law, but "canned Have-Most-of-It" didn't do as well in market research, so they're willing to take their chances in court.
* You can no longer cook on the world map.
* You can now make camp any time there's no campfire nearby.
* When you make camp, you're no longer asked to choose a direction until it's confirmed that you can camp here.
* Campfire sounds now respect global sound settings.
* You can now go up or down stairs via the Use command.
* The glowpad merchant is now a member of the Consortium of Phyta, as intended.
* Changed the colors of the witchwood tree and its bark.
* Restored the option to automatically dissasemble scrap.
* Added a new prerelease UI element for ability cooldowns. You need to enable the prerelease input manager to change ability selection bindings (Options > Controls > Prerelease: Use new input manager).
* Added item costs to the prerelease trade UI.
* Fixed the molting basilisk poison message being displayed when non-player characters were infected.
* Fixed an issue with the popup message generated when you travel to a known lair or workshop for the first time.
* Fixed an issue in the prerelease input manager that allowed you to use abilities even when they were on cooldown.
* Fixed an issue that caused projectiles to apply their on-hit effects to the attacker if they didn't penetrate the defender's armor.
* Fixed an issue that occasionally caused injectors to apply their effect even if they didn't penetrate the defender's armor.
* Fixed an issue with sacrificing items at the Sacred Well where whole stacks of items were improperly consumed.
* Fixed an issue that caused some liquid containers with cookable liquids to not appear in the ingredient selection menu.
* Fixed an issue that allowed you to select zero-volume liquid containers as cooking ingredients.
* Fixed an issue with food preservation that resulted in the wrong number of servings being preserved.
* Fixed some issues that caused the wrong number of servings to be consumed while cooking.
* Fixed an issue that caused stacks of energy cells to disappear from the trade UI when you tried to recharge them.
* Fixed some additional issues with item stacks.
* Removed some archaic statues to non-existent sultans.
* Fixed the game thread not properly suspending when the game window went out of focus.
* Fixed a memory leak that occasionally occurred if the game window was out of focus for long periods of time.
* Fixed some spelling errors.
* Added an indication for ability cooldown and enabled state to the prerelease input manager ability selection
* [modding] AmmoGeneric now supports a new field, SpecializedProjectileObject, that combines with the existing ProjectileObject field to allow AmmoGeneric-based magazine weapons to load several types of ammo. You use the new field to specify an ammo object whose behavior you want to mimic. For example, let's say you create two new ammo objects, each with the AmmoGeneric part. If you set the ProjectileObject field in both parts to "Projectile12Gauge", a gun that can load Projectile12Gauge ammo will be able to load both your new ammo objects. You can then set the SpecializedProjectileObject fields on both parts differently, say one to "IncendiaryBullet" and one to "ElectrifiedBullet". Now these new ammo objects will mimic the behavior of the IncendiaryBullet and ElectrifiedBullet objects respectively, and they'll both be loadable by guns that can load Projectile12Gauge ammo.
===January 12, 2018===
* You can now cook with slime.
* You can now cook with neutron flux. Do so at your own risk.
* Named NPCs can now be hated by a faction for insulting various aspects of their culture, not just their women.
* Named NPCs can now be admired by a faction for praising various aspects of their culture.
* Rivers that course through the salt desert are now rivers of salt.
* We made a bunch of performance improvements for late games (games with high-level player characters that have explored a lot of the world).
** Reduced save file size by 30-90% across the board, but late games benefit more.
** Greatly improved memory use in late games.
** Fixed several issues causing objects to memory leak in late games.
** Fixed several issues that caused more zones than necessary to be loaded into memory.
* Objects cloned by temporary metamorphic polygel are now themselves temporary.
* Fixed an issue that soft-locked the game when you cooked in the Rainbow Wood (and more rarely in a few other places too).
* Fixed an issue that let you cook with more ingredients than the maximum by selecting too many ingredients, unselecting some, then cooking.
* Fixed the formatting on some campfire popups.
* Fixed the position of the target picker help text.
* Fixed an issue causing some walls to be painted incorrectly after loading a saved game.
* Improved memory use for some objects.
* Fixed a rare issue causing objects generated during world generation to not properly spawn in game.
===January 5, 2018===
* We refreshed the Photosynthetic Skin mutation to account for the recent hunger changes.
** You can bask in the sunlight instead of eating a meal to gain a special metabolizing effect: +(20 + mutationLevel*4)% regeneration and +(mutationLevel + 3) / 2 Quickness.
** This effect doesn't stack with other metabolizing effects and lasts for a limited time. If you're underground, you'll have to return to the surface to bask in the sunlight again.
*** Level 1-4 duration: 1 day
*** Level 5-8 duration: 2 days
*** Level 9+ duration: 3 days
** You accure starch and lignin that you can use as special ingredients in meals you cook. You accrue 1 serving of each for every six hours in the sunlight, up to a maximum based on your mutation level.
*** Level 1-4 max servings: 1 serving of each
*** Level 5-8 max servings: 2 servings of each
*** Level 9+ max servings: 3 servings of each
** The potency of your starch and lignin increases with mutation level.
** Instead of becoming famished when you haven't eaten or basked in the sunlight for a while, you wilt (-10% regeneration, -5 Quickness).
** +200 reputation with roots, trees, vines, and the Consortium of Phyta
* Added a new music track to the village of Kyakukya.
* Added new keybindings to zoom in and out (Options > Key Mappings > Display).
* Renamed Heightened Speed to the more accurate Heightened Quickness.
* Fixed several rare issues causing soft-locks during map generation.
* Made some small improvements to the memory footprint.
==2017==
===December 29, 2017===
* You can now cook with lava.
* Canned Have-It-All is now a preserved food that you can cook with.
* Scorpiock meat not properly exists.
* Removed the Bludgeon power from Equimaxes and Naphtaali runts, which means they'll no longer stun lock you. Be warned, though: albino apes and ogre apes still bludgeon.
* If you have Butchery, you can once again butcher cybernetic implants from corpses.
* Creature AI now takes combat actions less deterministically. That is, sometimes they'll use a mutation before throwing something at you, and sometimes they'll do those things in the opposite order.
* Creature AI no longer attempts to confuse creatures who are already confused or robots.
* Falling asleep now clears a creature's goals.
* When you talk to the temporal fugue clones of other creatures, you no longer get the message, "You make small talk with yourself."
* Temporary and non-temporary objects of the same type no longer stack together.
* Fixed an issue that occasionally caused whole stacks of cooking ingredients to be consumed when cooking from a recipe.
* Fixed an issue that occasionally prevented monsters from attacking up stairs.
* Fixed an issue that caused monsters to attack through floors even when no stairs were present.
* Fixed the Escape key not working properly on the recipe details popup menu.
* Fixed a rare exception with Clairvoyance.
* Fixed an issue that caused only the top solar cell in a stack to recharge.
* Fixed an issue that caused hotkeys to be improperly assigned in the cell picker.
* Fixed an issue that caused cells to disappear while they were being swapped.
* Fixed an issue that caused the looker to bug out when passing over liquid volumes.
* Fixed some small grammar issues.
* Fixed an issue that caused particle effects to remain on screen after quitting a game.
* Fixed some missing ingredient text in the Rust Wells.
* Fixed an issue in the Tomb of the Eaters.
* Fixed a memory leak.
===December 22, 2017===
The Cooking and Hunger Rework Feature Arc
Roguelikes have a tradition of using survival mechanics like hunger and thirst to egg the player onward. The cultural importance of water in Qud makes thirst an interesting mechanic, but our previous hunger mechanic didn't quite meet our standards. We redesigned the hunger system and added a procedurally-driven cooking system. Our goal is to evoke the unique cultural role food plays in civilization and how that role is manifested in the strange and biodiverse world of Qud.
* Hunger has completely changed.
** After a day without eating, you become hungry (no penalty). After another day without eating, you become famished (-10 Quickness). Thirst is unchanged.
** The primary way to sate hunger now is to cook at a campfire. You can interact with campfires with the use key.
** As long as you aren't in combat, you can make camp (see your abilities screen). This starts a campfire.
** As long as you aren't in combat, you can whip up a basic meal at a campfire. This costs no resources and sates your hunger, even if you're famished.
** Occasionally, the meal you whip up is especially tasty and grants you a small bonus for the rest of the day.
** If you have special ingredients in your inventory, you'll occasionally use them when whipping up a meal. They grant dynamically-generated effects.
** You can eat up to three times before you are too full to eat, but only the first meal has the chance to be tasty. This three-meal cap is relevant for the Cooking and Gathering skill, described below.
** You can still eat food out of your inventory to supplement campfire cooking.
*** Most foods are now snacks, which sate a few hours of hunger.
*** Corpses count as full meals, but you can no longer bring yourself to eat them unless you're famished (or a carnivore...).
*** If you eat corpses or raw meat, your hunger is sated, but you become ill for 12 hours.
*** We removed auto-eat.
*** Fresh food spoilage is coming later.
** Hunger status is ignored while traveling on the world map, as we assume you're cooking meals along the way.
** However, if you travel more than one world map tile, you'll be hungry when you come back down to a local map.
** Traveling overland is a bit more difficult now; lost rates have increased.
** Crossing the salt desert on the overland map takes much longer now in game time (and water consumption).
** We adjusted food quantities throughout the world to account for the new hunger system.
* We added Cooking and Gathering, a skill that lets you do more sophisticated cooking.
** You can learn Cooking and Gathering from the Kyakukyans.
** If you have Cooking and Gathering, you get three new options in the campfire menu: cook with ingredients, cook from a recipe, and preserve fresh foods.
** Cook with ingredients:
*** Cooking a meal with ingredients bestows a dynamically-generated effect for the rest of the day.
*** You can cook with up to two ingredients (three if you have the Spicer skill power).
** Cook from a recipe:
*** We added handwritten recipes and procedurally-generated recipes.
*** We added procedurally-generated cookbooks with procedurally-generated recipes.
*** Cooking a meal from a recipe bestows a particular effect. You learn recipes from cookbooks or by performing the water ritual with NPCs.
*** You can share recipes during the water ritual.
*** Each village has a signature dish that its residents are willing to share in the water ritual. For example, share water with Mehmet or Elder Irudad to learn to cook Apple Matz.
** Preserve fresh foods:
*** We added a whole bunch of cooking ingredients, with tiles and descriptions. In general, you create them by harvesting and butchering food, then preserving it at a campfire.
*** We converted some existing foods and liquids into cooking ingredients. Some foods can be cooked fresh. (limbs? heads? faces?)
*** We added kippers to the Stiltgrounds who sell preserved cooking ingredients. There's always a kipper tent in the southeast corner of the Stiltgrounds.
*** We changed the sign used for Stiltgrounds honey merchants (it's a bee now) and made the old one (a bottle) the sign for kippers.
** The final Cooking and Gathering skill power is Carbide Chef.
*** With Carbide Chef, whenever you gain a level or 5% of the time you explore a new map, you become inspired to cook a meal (lasts for two days). While inspired, the next time you cook a meal by choosing ingredients, you get a choice of three dynamically-generated effects to apply. You create a recipe for the chosen effect.
* Each village has an oven where you can cook food or eat its signature dish for free.
* We simplified Harvestry and Butchery. They're now each a single power under the Cooking and Gathering tree.
** Harvest Plants is now a toggleable passive power like Butcher Corpses.
** Plants, meat, and organs you harvest and butcher can now be preserved at campfires and turned into cooking ingredients.
** We adjusted all the harvestable and butcherable item frequencies to account for these changes.
** You'll occasionally harvest or butcher items that previously required the Master skills at a low rate.
** Ripe plants now appear as a different color than their non-ripe counterparts.
** Ripe plants now appear on the alt overlay if you have the Harvestry skill.
** We added some new harvestable and butcherable items.
* Added a new 1-point mutation: Carnivorous.
** Carnivores can eat raw meat without getting sick.
** Carnivores don't need to be famished to eat meat.
** Raw meat and meals cooked with meat are especially tasty to carnivores (increased chance for small bonus).
** Carnivores get no satiation from non-meat foods and may get ill from eating them.
** Carnivores can't cook with plant ingredients.
* Here's a list of other cooking and hunger-related changes we made.
** Removed the Ravenous defect.
** Updated the Fasting Way and Mind over Body skill powers to work with the new hunger system.
** Reduced the cost of Fasting Way, Conatus, and Mind over Body.
** We tweaked the caste and subtype starting skills to account for new cooking, harvestry, and butchery.
** Added a bunch of detail to the Wayfaring skill power descriptions.
** Made harvestable witchwood rarer.
** Added an option for auto-drink threshold.
** Gave Svenlainard some preserved cooking ingredients.
** Updated dreadroots' tile and harvest properties.
** Updated the following UIs: turret selection, mine selection, recharge cell selection, book depositing, cell replacement, and pick-one-item quest reward selection.
* Like with all our other systems, we'll be expanding this one as time goes on by adding new ingredients, recipes, and effects!
* Apostles now start with Tactful.
* Energy cells of the same charge level now stack in your inventory.
* Fixed a bug with bleeding resist.
* The textbox for most of the game's option dialog menus now properly resizes to account for long titles.
* Added a Saves subfolder to the Caves of Qud's AppData folder. Saved games are now stored there.
* Fixed an issue where energy cells didn't properly unstack when loading one of them into a cell slot.
* Fixed an issue where slotted cells occasionally appeared duplicated in your inventory.
* Mutations that protect you from sleep effects no longer prevent you from sleeping in bedrolls.
* [modding] The ReloadSound tag now works with items that use energy cells. The sound plays when the cell is reloaded.
Below is the log for the changes from last week's beta patch.
* Added campfire sounds and music.
* Ripe plants now appear properly in the alt overlay if you have Harvestry.
* Updated the Fasting Way and Mind over Body skill powers to work with the new hunger system.
* Reduced the cost of Fasting Way, Conatus, and Mind over Body.
* Added procedurally generated cookbooks.
* Traveling overland is a bit more difficult now; lost rates have increased.
* Crossing the salt desert on the overland map takes much longer now in game time.
* Mutations that protect you from sleep effects no longer prevent you from sleeping in bedrolls.
* You can properly cook with all limbs, faces, and heads now.
* Added descriptive information to liquid containers that contain liquid cooking ingredients.
* Procedurally generated recipes now have very varied names.
* Added ovens to villages where you can cook or eat the signature dish for free.
* When you cook an inspired meal, the three effect choices are more varied now.
* Reduced one of the effects for eating meat from +40-50% HP for an hour to +30-40% HP.
* Added tiles and descriptions for all cooking ingredients.
* Added signature dishes to the Six Day Stilt, Grit Gate, and Kyakukya.
* Added a new 1-point mutation: Carnivorous.
* Removed the Ravenous defect.
* Updated the old UI to better display cooking recipes in the campfire menu.
* You're told why you can't go to the worldmap when you're famished now.
* Added message log entries for a bunch of cooking effect triggers.
* Gave Svenlainard some preserved cooking ingredients.
* Added a new cooking ingredient: fermented yuckwheat stem, preservable from yuckwheat stems.
* Added honey and convalessence as proper cooking ingredients.
* We changed the sign used for Stiltgrounds honey merchants (it's a bee now) and made the old one (a bottle) the sign for kippers.
* Changed kippers' inventories.
* Added back a bunch of harvestable and butcherable master targets as low-frequency harvest/butcher drops.
* Scholar actually starts with Harvestry now.
* Made witchwood rarer.
* Lowered the jerky yield from most raw meats.
* Mutations that protect you from sleep effects no longer prevent you from sleeping in bedrolls.
* Apostles now start with Tactful.
===December 15, 2017===
* Ripe plants now appear on the alt overlay if you have the Harvestry skill.
* Torch sconces no longer function as campfires.
* Vinewafers and vinewafer sheaves are now worth much less.
* Dreadroot tubers are now harvestable less often.
* Dreadroot is no longer destroyed when its tubers are harvested.
* Changed dreadroot's unripe glyph color.
* Qudzu stems are no longer considered corpses.
* Reduced the frequency of chitinous puma corpse drops.
* Added an option for auto-drink threshold.
* Updated the following UIs: turret selection, mine selection, recharge cell selection, book depositing, cell replacement, and pick-one-item quest reward selection.
* The textbox for most of the game's option dialog menus now properly resizes to account for long titles.
* Added a Saves subfolder to the Cave's of Qud's AppData folder. Saved games are now stored there.
* Fixed the missing meal descriptions when you whip up a meal in Grit Gate.
* Fixed an issue that caused the 'whip up a meal' option to occasionally be displayed twice in the campfire menu.
* Fixed an issue with smart use when two campfires were adjacent to each other.
* Fixed an issue where cooking ingredients that were in different item stacks could be cooked together even if they shared the same ingredient types.
* Fixed an issue where whole stacks of cooking ingredients were occasionally consumed when cooking a meal.
* Fixed an issue where energy cells didn't properly unstack when loading one of them into a cell slot.
* Fixed an issue where slotted cells occasionally appeared duplicated in your inventory.
* [modding] The ReloadSound tag now works with items that use energy cells. The sound plays when the cell is reloaded.