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==Update status==
==Update status==
Caves of Qud is currently in Early Access, and is updated every Friday, unless there's something special going on. Patch notes are posted on [https://steamcommunity.com/app/333640/discussions/0/530646080848194826/ Steam], [https://twitter.com/cavesofqud Twitter], [[Official Discord server|Discord]], and [https://forums.somethingawful.com/showthread.php?threadid=3739217 the Caves of Qud thread] on the Something Awful forums.
Caves of Qud is currently in Early Access, and is updated every Friday, unless there's something special going on. Patch notes are posted on [https://steamcommunity.com/app/333640/discussions/0/530646080848194826/ Steam], [https://freeholdgames.itch.io/cavesofqud/devlog itch.io], [https://twitter.com/cavesofqud Twitter], [[Official Discord server|Discord]], and [https://forums.somethingawful.com/showthread.php?threadid=3739217 the Caves of Qud thread] on the Something Awful forums.


Often these updates break save compatibility with games saved in the previous version. If you'd like to continue a save from a previous patch, you can switch back to that patch's branch. From Steam, right-click Caves of Qud > Properties > Betas > choose a branch.
Often these updates break save compatibility with games saved in the previous version. If you'd like to continue a save from a previous patch, you can switch back to that patch's branch. From Steam, right-click Caves of Qud > Properties > Betas > choose a branch.
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{{Version History Nav}}
{{Version History Nav}}
== 2024 ==
=== 206.70 ===


'''Releases on the beta branch are not shown here - see the beta subpage for those.'''
[https://freeholdgames.itch.io/cavesofqud/devlog/702307/feature-friday-march-22-2024 Released March 22, 2024.]
==2022==
=== 203.45 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/391730/feature-friday-june-10-2022 Released June 10, 2022.]
* Disassembling single-bit scrap once again shows the bit that is obtained.
* Putting items in a chest you are carrying no longer attempts to describe the location of the chest.
* The trade screen no longer requests confirmation when putting important items in containers unless the containers are owned.
* Ancient bones and tar-encrusted bones now have more bone-like tiles.
* Dynamically generated compound words are now a little easier to read.
* Fixed a bug that caused equipping too many Otherpearls to cause an integer overflow on the chance to drop extradimensional items.
* Multiple Otherpearls now stack their chances to drop extradimensional items linearly rather than multiplicatively. Ex: equipping six Otherpearls now multiplies the extradimensional item drop chance by 30, not by 15625.
* Fixed a bug that caused turret tinkers to sometimes build a turret in the tile they were occupying.
* Fixed a bug that caused fungal infections on the hand to be incurable.
* Fixed a bug that caused fungal infections to disappear when applied to anything but a hand.
* Fixed a bug that caused you to sometimes start in the ruins of Joppa when selecting a generated village start.
* Fixed a bug that prevented you from being able to jump into clams.
* Fixed a bug that prevented dynamic villages and their respective factions from being generated.
* Fixed a bug that made phase-conjugate and phase-harmonic grenades fail to perform their phase effects if detonated using the 'detonate' interaction.
* Fixed a bug that made harvesting a stack of witchwood wreaths render the rest of the stack unharvestable.
* Fixed a bug that made falling down while flying trigger Quantum Jitters.
* Fixed a bug that allowed Amnesia and memory eaters to override the effect of air current microsensors until you left the zone and returned to it.
* Fixed a bug that caused uninstalled gun rack implants to generate phantom copies of themselves in your inventory.
* Fixed a bug that caused Force Bubble forcefields to be partially destroyed if active at the very edge of the world.
* Fixed a bug that prevented block sounds from playing properly.
* Fixed some grammar errors in tombstone text.
* Fixed a dynamic pronoun issue in tomb mural text.
* Fixed some dynamic pronoun issues in creature description text.
* Fixed a capitalization issue with Rainwater Shomer's name.
* [modding] Updated the HighScores.json format to store more information for easy access.
* [modding] HitSounds now have a default 135ms delay, which can be overriden by the HitSoundDelay int property. The delay is specified in MS.
* [modding] Added BlockSound and BlockSoundDelay tag/property support to shields.
=== 203.41 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/389080/feature-friday-june-3-2022 Released June 3, 2022.]
* Improved page up and page down behavior on the equipment screen.
* Companion clonelings ordered to stay put no longer move around to clone.
* Molting basilisks that spawn in a zone that's already generated, like when one climbs through a spacetime vortex, no longer place molted husks throughout the zone.
* Revealed mines and bombs now have much higher priority for being shown in their tile relative to other objects.
* Smart use near mines and bombs now triggers interaction with them.
* Crab legs now count as meat.
* Creatures freed from gentling cones and mask now usually return to conversing as they would have prior to gentling.
* Goatfolk haunts now have fewer huts and a higher density of qlippoths per hut.
* Mercurial cloaks are now considered weird artifacts.
* Digging, in conjunction with autoexplore and normal movement, no longer attempts to burrow through the force bubbles of non-hostile NPCs.
* Jotun, Fjorn-Kosef, and Haggabah are now marked as having proper names.
* Chalkboards can now be animated.
* Duplicating a temporary item using non-temporary metamorphic polygel now creates a non-temporary version of the item.
* Duplicates created by metamorphic polygel now carry over effects like being broken or cleaved from the parent object.
* Removed the defunct Waydroids faction.
* Gave concrete floors to some areas in the Tomb of the Eaters that were missing them.
* Fixed a bug that caused mutation points to be spent when there were no further random mutations to buy.
* Fixed a bug that caused villages to sometimes generate without an oven.
* Fixed a bug that caused wire strands shorter than 25' to not stack with wire strands longer than 25'.
* Fixed an issue that caused some village wardens to generate without the warden title in their name.
* Fixed a bug where items duplicated with temporary metamorphic polygel became non-temporary.
* Fixed a bug that caused the damage message for ranged weapon attacks that killed their target to be suppressed. (Tthe target's death was reported but not the damage.)
* Fixed a crash when traveling to [redacted].
* Fixed several rare crashes in the audio manager.
* Fixed some grammar issues with the messages for when you spot weeps.
* Fixed a repeat word in blood-gradient hand vacuum description.
* [modding] Genotypes without available presets are now hidden when selecting a preset character.
* [modding] Custom embark modes can now skip the Genotype and Subtype modules if they are not applicable.
* [modding] The CanEquipOverDefaultBehavior event is now honored by attempts to equip items from the equipment screen as well as from the inventory screen.
=== 203.39 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/386128/feature-friday-may-27-2022 Released May 27, 2022.]
* When an engulfed creature flings quills, the quills now strike the engulfer.
* Gave the villagers of Kyakukya plump mushrooms again.
* You can now harvest witchwood wreaths for witchwood bark.
* The walls of Pax Klanq's hut are once again only visible after taking [redacted].
* Soup sludges now stop spawning if there are already thirty in the zone.
* Light-based phenomena now pass through glass walls and doors.
* Tetraxenonoglass now has a chance to refract light-based projectiles.
* Temporary Eaters' nectar tonics no longer permuate your mutation buy options.
* The Kyakukya and Yd Freehold monuments are now considered interesting.
* Gave unique items many more hitpoints.
* Sound effects for when items break or armor is shattered are now less unpleasant.
* Excluded gnawed watervine from dynamic encounters.
* Fixed several instances of incorrect double spaces.
* Swapped the colors of the sun and moon mask.
* Removed a reference to the First Huntsman.
* Fixed an error when escaping out of the accusation phase of Kith and Kin.
* Fixed a bug that caused poor accusations to be forgotten in Kith and Kin.
* Fixed a bug that caused Keh-hind to stay in Bey Lah after being exiled.
* Fixed a bug that caused AltUse Ability to not properly trigger Sprint.
* [modding] Added SwingSound, MissSound, and BlockedSound sound tag support to weapons.
* [modding] Added support for [soundname]_variant_[n] with shuffled playback for sound effect variants.
* [modding] Added the current build number to the runtime compiler symbols.
* [modding] World sounds are now delayable.
=== 203.38 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/383428/feature-friday-may-20-2022 Released May 20, 2022.]
* We made several changes, cultural and otherwise, to Kyakukya.
** Added village monuments and village history snippets.
** Removed Kyakukyan hunter, mushroom gatherer, and worshipper of Oboroqoru.
** Oboroqoru worshippers are now generated dynamically and pulled from a wide pool of creatures.
** Oboroqoru worshipers have new dialog.
** Made significant edits to Mayor Nuntu's dialog.
** Gave Mayor Nuntu a new description.
** Made some edits to Yurl's dialog.
** Replaced Svenlairnard with someone else.
** Tweaked woodsprog dialog.
** Made the quest reward choices for Raising Indrix much better.
** Added new tiles for mushroom walls.
** Gave mushroom walls a new description.
** Changed the brinestalk walls to weathered wood and replaced the flower ground tiles near the Oboroqoru shrine with real flower objects.
* Added a new set of default keybinds for diagonal movement -- shift+arrow keys -- and diagonal attack -- ctrl+shift+arrow keys.
* You can no longer block with shields in your thrown weapon slot or bucklers equipped in your hand.
* Objects drawn into existence with temporary [redacted] are now also temporary.
* Objects drawn into existence now respect phase.
* Changed the Naphtaali ASCII glyph to 'n'.
* Added a notification that automatic laptop defaults aren't currently implemented for the prerelease input manager.
* Fixed a bug that caused some Palladium Reef maps to build without respecting the worldseed.
* Fixed a bug that caused line and cone targeting to occasionally ignore visibility.
* Fixed a bug that caused the wrong map to be named Gyl.
* Fixed an error when generating grenadier tents in the Stiltgrounds.
* Fixed a bug that prevented enter from mapping keys on the ability screen.
* Fixed a bug that caused F2 not to work on the new keybindings screen.
* Fixed incorrect sound tagging on several melee objects.
* Fixed pluralization of clay pots.
* Fixed a rare exception in scoreboard processing.
* [modding] You can now override existing game state in EmbarkModules.xml.
* [modding] Added population table support to the ReceiveItem conversation part.
* [modding] Added conversation predicates: IfZoneID, IfZoneWorld, IfZoneTier, IfZoneLevel.
* [modding] The "reload" wish now invalidates the sound file cache.
* [modding] The Sounds mod subdirectory now supports its own arbitrary subdirectories.
=== 203.37 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/380834/feature-friday-may-13-2022 Released May 13, 2022.]
* Liquid pools under wading depth (200 drams) are now called 'puddles'.
* Liquid pools at or over swimming depth (2000 drams) are now called 'deep pools'.
* Added new, connected tiles for puddles.
* Added a few new tile variants for the following pure liquid pools: wax, algae, green goo, brown sludge, black ooze, honey, primordial soup, salt, lava, slime, asphalt, and the four rare liquids.
* You can now restore from a checkpoint in the menu options.
* Reduced the cold resistance on elaystine skull cap from +25 to +5.
* Added resistances to the tier 5 relic haurberk.
* Tier 3 relic pistols are no longer carbine-like.
* Shem -1 is now counted as a friend for the purposes of A Call to Arms and The Assessment.
* The default interaction on witchbark is once again 'eat'.
* Fewer of the cider, wine, honey, and oil vessels you come across in random dungeons are mysteriously owned.
* Star kraken no longer extrude [sultan wall] objects.
* Followers trying to join you after a map transition no longer spawn in lava or over open pits.
* Fixed a bug that prevented you from blowing the conch of the Aji while wielding it in your thrown weapon slot.
* Fixed a bug that caused Liihart and Meyehind to resurrect when you progressed Kith and Kin.
* Fixed a bug where loading a more recent quick save after restoring from checkpoint would cause zone thawing errors.
* Fixed a rare issue that caused map generation to ignore locked doors when determining pathable connectivity.
* Fixed a rare issue that caused stairs to be disconnected.
* Fixed a typo in tier 3 gauntlet relics.
* Fixed a conjugation bug in rubber-based cooking effect descriptions.
=== 203.35 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/378232/feature-friday-may-6-2022 Released May 6, 2022.]
* The billowing conch of the Aji now blows gas in a cone.
* Mannequins can now be animated.
* The thrown weapons category is now also expanded with grenades when you're choosing a weapon to throw.
* In the Tomb of the Eaters when the Bell of Rest rings, you no longer occasionally get teleported to a space with a pit.
* Improved the grammar of base item names that get appended to the descriptions of relics and named items. This won't affect existing items in saved games.
* The nearby objects list now updates faster.
* The nearby objects list and minimap are now masked while you're pressing Alt.
* Open air no longer renders in magenta in the alt overlay.
* Fixed a bug that allowed pulsed field magnets to pull cybernetic implants off your body.
* Fixed a bug that let robots eat meals.
* Fixed a bug that caused onboard recoilers to activate all the time when you had multiple of them implanted. If you want multiple onboard recoilers to work properly in current saved games, you have to uninstall and reinstall the implants.
* Fixed a bug that caused the Otherpearl not to grant psychic glimmer.
* Fixed a bug where, during the water ritual, you could buy mutations you already had.
* Fixed a bug that caused containers to appear empty when an item was taken out of them, regardless of their contents.
* Fixed several bugs related to tho nearby objects list.
** Fixed a bug that produced various name, description, and weight related errors throughout the game.
** Fixed a bug where the "Show liquid pools" and "Show plants" options were sometimes ignored.
** Fixed a bug that caused the nearby objects list to become unresponsive after loading a save.
** Fixed a bug where objects gradually stopped rendering in the list as the game progressed.
** Fixed a bug that showed invisible objects.
** Fixed a bug that allowed you to continually disassemble the same item via the nearby objects list.
* Fixed some murals referring to the player in the second person.
* Fixed a bug that caused conversation options related to the Landing Pads quest to appear even if your tongue was missing.
* Fixed a bug that caused legendary stat saps to have the type of stats they sapped removed from their names.
* Fixed an issue that caused some key inputs to be doubled when using the prerelease input manager.
* [modding] Did a lot more reorganization of the new object blueprint files.
* [modding] The QueryItemList event now gives DefaultBehavior objects the opportunity to prevent usage of their body part via the event CanEquipOverDefaultBehavior. Parameters: Object - the object to be equipped; Subject - the object it is potentially to be equippped on; and Part - the BodyPart being examined. Returning false prevents the object from being equipped in that slot.
=== 203.34 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/375464/feature-friday-april-29-2022 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 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/372909/feature-friday-april-22-2022 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 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/370265/feature-friday-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.
* 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 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/364631/feature-friday-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.
* 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 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/361937/feature-friday-march-25-2022 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 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/359345/feature-friday-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.
* 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 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/356793/feature-friday-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.
* 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 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/354268/feature-friday-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).
* 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 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/351514/feature-friday-february-25-2022 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.
=== 203.18 - Deep Jungle ===
[https://freeholdgames.itch.io/cavesofqud/devlog/348340/the-deep-jungle-feature-arc-is-here Released 2022-02-17.]
* We added two minor late-game regions, the deep jungle and baroque ruins.
** Made significant changes to the worldmap to accommodate the new regions.
** Added new creatures: deep slumberling, purple jell, trash abbot, and goatfolk qlippoth.
** Added new flora: nachash tree and nimbus beam.
** Added rare urberry bushes.
** Added new items: ogre fur hat, ogre fur gloves, and ogre fur cloak.
* We added historic sites for the period 1, 2, and 3 sultans. The base number of historic sites per game now follows this pattern:
** Period 5 sultan: 2 sites
** Period 4 sultan: 2 sites
** Period 3 sultan: 2 sites
** Period 2 sultan: 1 site
** Period 1 sultan: 1 site
* The world now properly generates all historic sites that, according to gospels and quests, contain relics. This means that occasionally some additional historic sites are generated.
* We made mid and late-game historic sites have fewer levels. They now max out at around depth 7.
* Added 48 new achievements.
** Mechanimist Reformer; Aaaaaaaaargh!; Feast Upon the Goat Hearts! *cheers*; Rocket Bear; Two Cats Are Better Than One; Me, Myself, and I; Clonal Colony; The Woe of Apes; Close the Loop; Tourist; Sight Older Than Sight; What Are Directions on a Space That Cannot Be Ordered?; Star-Eye Esper; The Quasar Mind; There Can Be Only One; Glimmer of Truth; Sultan of Salt; Absolute Unit; Non-Locally Sourced;
Surprise!; From Thyn Heres Shaken the Wet and Olde Lif; All Those Who Wander; The Recitation of the Drowning of Eudoxia by the Witches of Moonhearth; A Clammy Reception; What's Eating the Watervine?; Byevalve; You Recame; Dayenu; Belong, Friends; Token of Gratitude; The Laws of Physics Are Mere Suggestions, Vol. 2; Aetalag; I-; *gulp*; Jeweled Dusk; The Narrowing Sky; Dawnglider; Was It Something I Said?; Lottery Winner; The Psychal Chorus; Become as Gods; Live and Ink; tsk tsk; Raisins in the Layer Cake;
May the Ground Shake But the Six Day Stilt Never Tumble; Red Rock Hazing Ritual; Mumblecore; Open Your Mind
* We gave Red Rock a big makeover. It's now much more cavern-like, includes unique encounters, and is home to a snapjaw settlement.
* The Rust Wells have been entirely revamped. The dungeons are now based on fulcrete wells that are dug into the earth.
* Added a mechanism to allow flight in strata beneath the surface when there is sufficient open sky above you.
* 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.
* 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 moon, sun, fool, milk, and secant gates.
** Added -- or made dynamically generatable -- some other new furniture of varying technological sophistication.
** Glass pipes now change color depending on what liquid is inside.
** Removed metal and plastic hydraulic pipes.
* Also improved the quality of random cave encounters.
* 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.
* If you have Gadget Inspector, 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'.
* 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).
* If you have the Hooks for Feet defect, your dismembered hooks now regrow.
* We reduced the defensive buffs from cooking with the preserved gland paste of the various bearded lizards.
** Sleetbeard gland paste and concentrated sleetbeard gland paste now bestow +10 and +20 cold resist, respectively, instead of +100.
** Flamebeard gland paste and concentrated flamebeard gland paste now bestow +10 and +20 heat resist, respectively, instead of +100.
** Tartbeard gland paste and concentrated tartbeard gland paste now bestow +10 and +20 acid resist, respectively, instead of +100.
** The gland paste and concentrated gland paste of nullbeards, gallbeards, dreambeards, stunbeards, and maze beards no longer offer any defensive bonuses.
* Added two new shields: crysteel aegis and flawless crysteel aegis.
* 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 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).
* Relic melee weapons are now sometimes two-handed.
* Widened the range of possibilities for relic missile weapons.
* Removed short swords from the game because their stats were extraneous and identical to daggers. If they do come back, they'll likely be revamped.
* You now fall in love with statues and figurines depicting creatures you would normally fall in love with.
* The life drain effect of bloody soup sludges no longer triggers on all weapon hits, instead restricted to a hit from their bloody pseudopod.
* Rocks falling from the ceiling now respect phase.
* On Roleplay and Wander modes, Gyl is now a checkpoint location.
* Creatures no longer spawn inside the [redacted] at Gyl.
* 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.
* Snapjaw lairs are now populated with a variety of snapjaws.
* Sleeping waydroids in the Grit Gate enclave are now friendly to Barathrumites.
* Pathfinding now slightly prefers to avoid tiles next to pits, shafts, and open air.
* Industrial fans now blow gases around.
* Fixed some punctuation in messages about being blown around by industrial fans.
* Adjusted the tier of Bethesda Susa and Asphalt Mines subterranean levels.
* Increased the item tier of liquid-cells and nuclear cell.
* Adjusted the tiers of some missile weapons.
* Made a small adjustment to the creature tier calculation.
* We added a brand new Control Mapping screen with new functionality.
** It's enabled when modern UI elements or the prerelease input manager is enabled.
** Added support for multiple input devices.
** You can now choose the control mapping scheme if you have multiple input devices connected.
** Removed the Key Mappings option from the Esc menu. You can still access the Control Mapping screen via Options > Controls > Control Mapping.
** Fixed several bugs with default prerelease control bindings.
* When the prerelease input manager is used with a gamepad, gamepad buttons are now shown in hotkey prompts.
* Added better keyboard button icons in the Control Mapping screen and character creation sequence.
* We added full Steam Deck support.
** Launching on Steam Deck defaults to 1.25x.
** Launching on Steam Deck defaults to gamepad input.
** Launching on Steam defaults to the prerelease input manager.
** Updated Steamworks SDK to 1.53a.
* Text input fields now display an overlay keyboard if one is available on the device.
* Added a brand new UI for the Continue screen and removed the stand-in overlay one.
* Mouse input is now enabled by default.
* Added a new force attack binding to the prerelease input manager which will force attack in the currently selected direction. (defaults to alt+L1)
* 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, plastifer 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.
* Added new animated tiles for hydraulic press, hydraulic irrigator, pumping stations, and solar power stations.
* Broken wire now looks broken.
* Previously chosen conversation options are now more consistently recolored.
* Witchwood bark is now classified as a med instead of food.
* Shale that is adjacent to large pools of water now has its tile detail color altered to indicate vine growth.
* Tweaked seed-spitting vine's tile and ASCII colors.
* Tweaked dreadroot's ASCII and tile colors.
* Changed the ASCII and tile colors of various other objects.
* We refactored our systems for populating maps and creature inventories. Creature and equipment distributions may have changed somewhat (but not drastically).
* Humanoid creatures, particularly snapjaws and goatfolk, now spawn with a wider range of equipment.
* Snapjaw scavengers now occasionally spawn without equipment.
* Tweaked several artifact and junk population tables.
* Added a new music track to deep caves.
* Added a new music track to [redacted].
* Made adjustments to the Palladium Reef / Lake Hinnom music track.
* Renamed "desert rifle"" to "Isaachar rifle"".
* Renamed "borderlands revolver" to "chrome revolver".
* Historic sites are now built from a more sensible set of wall types, which includes gilded marble from the appropriate sultanate period.
* Added new descriptions for low and mid tier daggers, cudgels, axes, and swords.
* 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.
* Added new descriptions for the following items: nanoweave vest and rainboweave cloak.
* Tweaked the details and added several new descriptions for relic base items.
* Gave witchwood bark a new description.
* Added signs for gutsmongers' shops.
* Warden Une is now officially true kin and can install cybernetic implants.
* Cloneling clones now count toward the achievements "Me, Myself, and I" and "Clonal Colony".
* Added iron gates.
* Replaced some doors with gates in zone generation where appropriate.
* Historic sites no longer have erroneous "unknown"s in their descriptions.
* Objects with fractional weight, like wire strands, no longer count as 0 weight items for the autoget option "Auto-pickup 0 weight items".
* Objects with negative weight are now picked up when "Auto-pickup 0 weight items" is enabled.
* Added better lighting to Grit Gate.
* 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.
* 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 "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.
* 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 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 occasionaly explode forever.
* Fixed some cooking effects not serializing properly.
* 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].
* 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 an exception when a liquid fell through a pit.
* 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 made broken wire attached to a live power grid fail to emit sparks.
* Fixed some bugs that sometimes made power grids behave strangely.
* Fixed a typo in Goek's dialog.
* We revamped the conversation system to be much more dynamic and moddable.
** See the [[Modding:Conversations|wiki]] for full details.
** 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.
** Added the IfTime, IfLedBy, and IfZoneName conversation predicates.
* We retired encounter tables (EncounterTables.xml) in favor of the much more flexible population tables (PopulationTables.xml). This may affect existing mods.
* Creatures that were previously equipped via encounter table equipment builders are now implemented as multiple creature objects with the AggregateWith tag (ex: Snapjaw Scavenger).
* Added extensive semantic tagging to several objects for power grid, hydraulic, and mechanical infrastructure.
* Added a new debug option, ""Draw zone semantics", that indicates the inside/outside areas of zones using the newest ruins builder.
* Added an option to disable achievement progress (Debug > disable achievements).


=== 203.14 - 'beta' branch ===
* Added new visual effects to throwing axes and geomagnetic discs.
[https://freeholdgames.itch.io/cavesofqud/devlog/346163/feature-friday-february-11-2022 Released February 11, 2022.]
* Poison-tipped spears are now thrown with the pointy end towards the target.
* We made a bunch of changes to starting equipment.
* Throwing axes are now categorized under Thrown Weapons.
** 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.
* You are no longer required to die permanently in order to unlock the achievement 'Jeweled Dusk'.
** Reduced the number of starting torches to a more reasonable amount.
* Motorized treads can no longer rust.
** All starting food -- crusty loaf, food cube, Ekuemekiyyen greens, and salthopper chips -- can now be cooked with. Smoldered mushrooms still preserve into pickled mushrooms.
* There's now a popup message when you or a companion has a stat drained by a creature for the first time.
** Made a bunch of tweaks to true kin starting gear. As a result, they now start with more tonics than they had been in the beta, but not as many as they were capable of starting with on mainline.
* Fixed a bug that occasionally prevented popups from being displayed when equipment was removed by a pulse field magnet.
** Scholars now have a chance to start with a couple books.
* Fixed a messaging oddity when losing the use of dependent limbs, such as hands.
** Pilgrims now start with at least one book and a wineskin.
* Fixed a bug that caused trails on thrown items to render over their sprite.
** Apostles now start with a honeyskin.
* Fixed a bug that caused your average armor to not be recalculated when regenerating limbs.
** Consuls now start with a wineskin.
* Fixed a bug that caused dismembered limbs of named creatures to be referred to with an article.
** Watervine farmers now start with some random ingredients and a cookbook.
* Fixed a bug that caused dismembered limbs to not inherit the article of the creature they were dismembered from.
** Arconauts now start with some canned Have-It-All instead of mystery meat.
* Fixed a bug that caused the "worn around wings" slot to lose its name after eating the Cloaca Surprise.
** Fuming God Child's ash-stained robes now grant +1 AV.
* Fixed a bug that caused you to permanently lose your beak after eating the Cloaca Surprise.
** Greybeards now start with furs and a short bow.
* Fixed a bug that caused your disguise to disappear in completely dark areas.
** Horticulturists and Priests of All Suns now start with a short bow.
* Fixed a bug that caused graffiti to sometimes not change the foreground color of a tile.
** Priests of All Moons now start with a compound bow.
* [modding] Added several configurable parameters to throwing visual effects: e.g. speed, arc, rotation, trail, color, etc.
** Castes and callings that start with missile weapons now have more ammo.
* [modding] The ending transparency of projectile trails can now be set with a full-length RGBA value, e.g. '#77bfcf60'.
* Witchwood bark now heals a slightly reduced amount.
* [modding] Fixed a bug that caused transparency on custom projectile trails to be overriden.
* 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.
=== 206.69 ===
* 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.
[https://freeholdgames.itch.io/cavesofqud/devlog/698539/feature-friday-march-15-2024 Released March 15, 2024.]
* Warden Une is now officially true kin and can install cybernetic implants.
 
* Added iron gates.
* Added new hamsa effects to various grenades.
* Replaced some doors with gates in zone generation where appropriate.
* All heavy weapons will now be reloaded before each individual shot while using Sweep.
* Slightly reduced the chest chances in goatfolk haunts.
* Fixed a bug that caused the automove interrupt code to be incorrectly 'sticky' in some situations.
* Increased the item tier of liquid-cells and nuclear cell.
* Fixed a messaging oddity when attempting to recoil to the court of sultans in combat.
* Improved the quality of random cave encounters.
* Fixed a bug that caused some factions to not gift their cybernetics credit wedges via the water ritual.
* Improved the quality of ruin generation.
* Fixed a bug that caused irisdual beam to misreport its dealt damage.
* Tweaked some artifact and junk population tables.
* Fixed a bug that allowed you to lunge with a dismembered stinger.
* Historic sites no longer have erroneous "unknown"s in their descriptions.
* Fixed a bug that caused thermal and freeze grenades to not have appropriate hamsa effects.
* Fixed some cooking text errors while cooking in the deathlands.
* Fixed a bug that caused armed mines to be reported as disarmed in their description.
* 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.
* Fixed a bug that caused the item category of the scrapped waydroid to be incorrect.
* Broadened the conditions for getting the Red Rock Hazing Ritual achievement.
* Fixed a bug that caused the 'Auto-pickup of zero weight items' but skip picking up items with fractional weight.
* Argyve no longer takes wire beyond the 200' requested for "Weirdwire Conduit... Eureka!".
* [debug] Added a new debug option to show current faction reputation when looking at creatures that grant reputation.
* Fixed a bug that caused the Puff Spores ability to persist permanently if the Klanq infected limb was dismembered.
* [modding] Name is now a required property of population groups.
* Fixed a bug that caused the Grit Gate communications panel to disable trading permanently.
* [modding] Added a Name to every population group.
* 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".
=== 206.68 ===
* 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'.
[https://freeholdgames.itch.io/cavesofqud/devlog/694780/feature-friday-march-8-2024 Released March 8, 2024.]
* 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.
* The liquid font mutation no longer oozes liquid on the world map.
* Fixed a bug that prevented flying up through the rust wells if the above zones were inactive.
* Popup menus with many options now ignore mouse position when scrolling with keyboard or joystick.
* Fixed a bug that caused a FlyingWhitelistArea object to appear in the nearby objects window.
* Added a confirmation dialogue before dismemebering yourself using metabolizing effects.
* Fixed a bug that caused hotkeys to not work in the classic conversation UI.
* Flight and Swoop abilities now correctly display the falling chance.
* Fixed a bug that prevented you from getting the [redacted]'s journal secret after speaking with them.
* The Fear Aura mutation no longer wastes a turn if there are no enemies to fear nearby.
* Fixed a bug that allowed you to swipe and lunge on the world map using a long sword.
* The scrapepd waydroid is now categorized under Quest Items.
* Fixed a bug that caused the text for buying additional tinkering recipes in the water ritual to not update until revisited.
* Automove while holding the movemnt input will now properly stop for all events that interupt autoexplore, even if the source is not visible.
* Fixed a bug that let you trade non-gossips secrets as gossip.
* Fixed a soft lock when a combat animation would continuously fail to render.
* 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 visual effects to sometimes stop playing permanently.
* 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 petting creatures to sometimes lock the screen for up to 10 seconds.
* 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 other NPCs petting creatures nearby to interrupt player inputs.
* Fixed a bug that caused one of the four children of the Tomb to occasionally not spawn.
* Fixed a bug that caused the jump ability to display its popup twice.
* Fixed a bug that caused the 'A' hotkey for the old ASCII editor to crash the game if pressed on the main menu.
* Fixed a bug that caused the shimmering visual effect to persist after a waking dream.
* [modding] Added the IfTime, IfLedBy, and IfZoneName conversation predicates.
* [modding] Added GameObject.HasItemWithTag(string) to search inventory and equipment for tagged items.
=== 203.12 - 'beta' branch ===
* [modding] The QudChooseStartingLocationModuleWindow now adds a breadcrumb to the UI.
[https://freeholdgames.itch.io/cavesofqud/devlog/343391/feature-friday-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.
=== 206.67 ===
* 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.
[https://freeholdgames.itch.io/cavesofqud/devlog/690910/feature-friday-march-1-2024 Released March 1, 2024.]
** Infrastructure and the equipment it powers will be found in various states of disrepair.
 
** Infrastructure equipment may or may not have a use.
* You can now wear gigantic gauntlets on your giant hands.
** Added -- or made dynamically generatable -- some new furniture of varying technological sophistication.
* The geomagnetic disc now benefits from being gigantic even while powered.
** Removed metal and plastic hydraulic pipes.
* Engulfing creatures will now disgorge something they are digesting if they become part of the same party during the digestion process.
* If you have Tinker I, you can now deploy wire.
* The temple mecha mk Ia's machined edge is no longer gigantic.
** 1" of wire extends across one tile.
* You will now auto-explore over fracti if it wouldn't damage you due to non-matching phase or faction reputation.
** You can deploy up to 10' at a time.
* Fixed a bug that caused various coloration of creatures to be lost when in range of nightvision.
** Deployed wire can be used to connect components across a working power grid.
* Fixed a bug that caused unidentified missile weapons to display their identified icon in the missle weapon status bar.
** Wire objects now merge into a single coil that weight 1lb per 25'.
* Fixed a bug that caused gigantic items to require even more limbs to equip if they were already equipped somewhere else.
* We revamped ruin generation and population in several sites.
* Fixed a bug that caused creatures to immediately want to unequip a piece of gigantic equipment after equipping it.
** 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.
* Fixed a bug that caused equipment to not update how many limbs it uses after implanting giant hands.
** Revamped ruined structures tend to be a little more complex than they were previously.
* Fixed a bug that caused giant hands to reduce the amount of limbs required to wear any item regardless of type, most notably gigantic armor.
** Ruin creature and loot population is much improved.
* Fixed a bug that caused the geomagnetic disc to sometimes consume double charge.
** Baroque ruins now use a consistent wall type across the parasang and down the ruin column.
* [modding] Dismembered limbs now copy all properties of their severed parts into a DismemberedProperties part.
* Made a bunch of population adjustments to the deep jungle.
* [modding] Added AfterDismemberedEvent which can be used to add additional properties to the severed limb.
* Adjusted the tier of Bethesda Susa and Asphalt Mines subterranean levels.
* [debug] Added an 'implant' wish to directly add a cybernetic to yourself in an optional location: "implant:giant hands", "implant:pneumatic pistons:feet".
* Increased the chance for 50' strands of wire to appear on the surface of the rust wells.
* [debug] Added a 'modify' wish to create an item with a specific mod installed: "modify:crysteel gauntlets:gigantic".
* 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.
=== 206.66 ===
* 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.
[https://freeholdgames.itch.io/cavesofqud/devlog/687245/feature-friday-february-23-2024 Released February 23, 2024.]
* [modding] We revamped the conversation system to be much more dynamic and moddable.
 
** See the
* Phase-shift grenades are no longer moddable with the redundant phase-harmonic mod.
** Conversations now merge their contents together by default.
* Rivers in preset settlements now have the same object and wall-sparing behavior as random villages.
** Conversations and elements can now inherit their properties from one or multiple elements.
* Added a new visual effect for night vision.
** Conversations and elements can now have custom logic defined with C# parts.
* Radar now reveals [redacted].
** Custom predicates and actions like IfHaveQuest or GiveItem can be added for use in XML.
* Greatly improved the performance of complex hydraulic power systems.
** Elements can now be distributed to other elements. For example, a choice can be distributed to every start node within the conversation.
* Fixed a bug that caused you to violate the Pauli exclusion principal when surrounded by your own force bubble.
** Nodes and choices can now have multiple text elements.
* Fixed a bug that occasionally produced incorrect capitalization of your name in recipes you create.
** Any element can now have predicates, including individual text elements.
* Fixed a bug that caused your hunger level to not update when becoming famished via dilute warm static.
** The logic for the water ritual and dialogue-heavy quests such as "Landing Pads" has moved into Conversations.xml.
* Fixed a bug that caused broadcast power receivers to be non-functional within interiors.
* [modding] Added extensive semantic tagging to several objects for power grid, hydraulic, and mechanical infrastructure.
* Fixed a bug that caused decarbonizers to self-destruct when firing their molecular cannon.
=== 203.9 - 'beta' branch ===
* Fixed a bug that caused decarbonizers with invalid targeting to prevent the game from rendering.
[https://freeholdgames.itch.io/cavesofqud/devlog/340407/feature-friday-january-28-2022 Released January 28, 2022.]
* Fixed a bug that caused delayed attacks from lithofexes and dreamcrungles to be aborted when loading a game.
* Added a new UI for the Continue screen and removed the stand-in overlay one.
* [debug] We made some changes to wishing for mutations.
* Mouse input is now enabled by default.
** You should now prefix wishes for mutations with "mutation:", e.g. "mutation:beak".
* On Roleplay and Wandor modes, Gyl is now a checkpoint location.
** You can wish for a mutation variant by adding it as a parameter, e.g. "mutationrostrum".
* Creatures no longer spawn inside the [redacted] at Gyl.
** You can wish for a specific mutation entry using its display name, e.g. "mutation:stinger confusing venom".
* Reduced the chance for low tier creatures to have high tier items like zetachrome.
** If the mutation has variants and one wasn't specified, you are now asked to select one.
* Fixed a bug that caused the game to occasionally crash when you accessed a book.
** You will be asked to confirm when a fuzzy search is about to apply a mutation to you.
* 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.
=== 206.65 ===
* 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].
[https://freeholdgames.itch.io/cavesofqud/devlog/683435/feature-friday-february-16-2024 Released February 16, 2024.]
=== 203.7 - 'beta' branch ===
 
[https://freeholdgames.itch.io/cavesofqud/devlog/337817/feature-friday-january-21-2022 Released January 21, 2022.]
* Added new descriptions for several pieces of armor and ceremonial vibrokhopesh.
* Added a new music track to deep caves.
* Trash and scrap can no longer break or rust.
* Sleeping waydroids in the Grit Gate enclave are now friendly to Barathrumites.
* Creatures no longer expel their quills against inanimate objects.
* Added two new shields: crysteel aegis and flawless crysteel aegis.
* Clues for the Kith and Kin quest are now properly marked as quest items, warning you before being sold.
* Added a new force attack binding to the prerelease input manager which will force attack in the currently selected direction. (defaults to alt+L1)
* Autoexplore no longer picks up Kith and Kin clues.
* Widened the range of possibilities for relic missile weapons.
* Gas masks and filters now reduce damage caused by dangerous gases only if they are dangerous to inhale, but when they are, the damage reduction is much more effective.
* Tweaked the details and added several new descriptions for relic base items.
* You are no longer prompted multiple times about your ability to swoop when flying.
* Relic curios that summon friendly creatures now typically summon higher-level creatures.
* Star kraken no longer extrude unidentifiable tubes.
* Relic tonics now provide two attribute/mutation points instead of one (or boost an attribute by two instead of one).
* The recoil ability can once again be used on the world map.
* Added new descriptions for the following items: nanoweave vest and rainboweave cloak.
* Made death by damage reflection messages a little more sensical.
* Added signs for gutsmongers' shops.
* Unidentified hoversleds are no longer seen as 'small boxes'.
* 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.
* Increased the value of rubber tree seed.
* Changed the ASCII and tile colors of various objects.
* Fixed a bug that caused Eskhind to sometimes travel back towards the hollowed tree after returning to Bey Lah.
* We did some more population refactoring. You may see some more changes in creature and equipment distributions.
* Fixed a bug that caused Keh-hind to sometimes not leave Bey Lah right away when exiled.
* Rocks falling from the ceiling now respect phase.
* Fixed a bug that sometimes caused creatures to spawn directly over pits.
* 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 rarely caused creatures to spawn directly on top of spacetime vortices.
* Fixed a bug that caused lithofexes to refract their own lithifying gaze if equipped with refractive gear.
* Fixed a bug that caused fish to sometimes spawn without water.
* Fixed a bug that caused high explosives (including sowers seeds) to ocassionally explode forever.
* Fixed a bug that caused daggers in the thrown weapon slot to be eligible for Rejoinder.
* Fixed some cooking effects not serializing properly (this will unfortunately break some small % of saved games)
* Fixed a bug that prevented your notes from displaying properly on unidentified items.
=== 203.6 - 'beta' branch ===
* Fixed a bug that caused walls and furniture to remain targeted even when out of line of sight.
[https://freeholdgames.itch.io/cavesofqud/devlog/335424/feature-friday-january-14-2022 Released January 14, 2022.]
* Fixed a bug that caused death from thirst to be attributed to the last creature that damaged you.
* 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.
=== 206.64 ===
* Renamed "desert rifle"" to "Isaachar rifle"".
 
* Renamed "borderlands revolver" to "chrome revolver".
[https://freeholdgames.itch.io/cavesofqud/devlog/679743/feature-friday-february-9-2024 Released February 9, 2024.]
* 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.
* Activated abilities can no longer be used on the world map.
* Fixed a typo in Goek's dialog.
* Transmuting the amaranthine prism now disappoints someone.
* The life drain effect of bloody soup sludges no longer triggers on all weapon hits, instead restricted to a hit from their bloody pseudopod.
* The trade binds Value + and Value - and Add One/Remove One can now share bindings.
* Fixed a bug that caused the "Hole Like a Head" achievement to not unlock if you had multiple heads.
* Gun racks and cathedras can no longer be destroyed by coating in acid or lava.
* Fixed a bug that caused the game to freeze if you were dominating an object requiring fungal vision as the shimmering effect expired.
* Star kraken no longer extrude the Grit Gate communications panel.
* Fixed a bug that caused the shimmering screen effect from consuming Eater's flesh to persist when dominating another creature.
* Adding local cooking ingredients for when you whip up a meal in Tzimtzlum.
=== 203.4 - 'beta' branch ===
* ASCII bleed effects now match your bleed liquid color.
[https://freeholdgames.itch.io/cavesofqud/devlog/333004/feature-friday-january-7-2022 Released January 7, 2022.]
* Gave urshiib albinism.
* Added new items: ogre fur hat, ogre fur gloves, and ogre fur cloak.
* Defanged girshling corpses now indicate their defanged status in their display names.
* 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.
* Fixed a bug that caused the hollowed tree to sometimes overwrite a location with existing encounters.
* Relic melee weapons are now sometimes two-handed.
* Fixed a bug that caused the snapjaw who wields Stopsvalinn to be removed by dynamic encounters.
* Historic sites are now built from a more sensible set of wall types, which includes gilded marble from the appropriate sultanate period.
* Fixed a bug that caused the Sticky Tongue mutation to not animate if it failed to move its target.
* 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.
* Fixed a bug with the status effect companions get when you wear Dagasha's Spur and renamed the effect "spurred to teleport".
* Added new descriptions for low and mid tier daggers, cudgels, axes, and swords.
* Fixed a bug that prevented forced attacks up and down.
* Cloneling clones now count toward the achievements "Me, Myself, and I" and "Clonal Colony".
* Fixed a bug with the coloration of slam messages from rhinoxen charges.
* 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 crash bug due to ashes being reduced to even more ashes when burnt.
* Fixed a bug that caused the razed goatfolk village to fail to build.
* Fixed a crash bug deaing with infinite move chains.
* Fixed a bug that caused read books to count multiple times for achievements.
 
* [debug] Added an option to disable achievement progress (Debug > disable achievements).
=== 206.63 ===
 
[https://freeholdgames.itch.io/cavesofqud/devlog/675910/feature-friday-february-2-2024 Released February 2, 2024.]
 
* Added new descriptions for several pieces of furniture.
* Added new descriptions for several pieces of equipment.
* Domesticated Barathrumite tinkers now have their display name adjectives appear in the right order.
* Wardens Esther can no longer spawn hated by the Farmers' Guild.
* You no longer autodisassemble items that contain liquids.
* You can no longer select flaming/freezing ray variants for body parts you do not have.
* When selecting a variant for a random mutation, you can now go back and select another mutation instead.
* Random cryotubes that spawn with a stairwell inside them are now always destroyed.
* Clarified some language in the description of Penetrating Strikes.
* Fixed a sequence-break between Call To Arms and Grave Thoughts, if you never acquired Grave Thoughts before completing A Call To Arms.
* Fixed a bug that caused creatures to occasionally spawn on top of stairs.
* Fixed a bug that caused some templar warleaders to be missing during Reclamation.
* Fixed a bug that caused dynamic village merchants to restock twice.
* Fixed a bug that caused mid and high-tier dynamic village merchants to have less stock than intended.
* Fixed a bug that caused dynamic village merchants to sometimes spawn with the wrong items in stock.
* Fixed a bug that caused autoexplore stop warnings for targeting lines to incorrectly display extra info.
* Fixed a bug that caused unidentified frozen items to use their identified tiles.
* Fixed an issue that caused quest item handwritten books to lose their yellow titles and look like generated books.
* Fixed some grammar issues in generated dialog for the Landing Pads quest.
* [modding] GenericInventoryRestocker now supports combining multiple population tables of stock by providing a comma separated list.
* [debug] Added a 'restock' wish to force all restocking merchants on the map to refresh their inventories.
 
 
=== 206.61 ===
 
[https://freeholdgames.itch.io/cavesofqud/devlog/671929/feature-friday-january-26-2024 Released January 26, 2024.]
 
* Added the following grenades as rare drops on Explosives population tables: spring-turret, time dilation, plasma, gravity, glitter, and phase shift.
* Added descriptions for several pieces of furniture.
* Weapons with lots of ammo no longer cause the ammo display to overflow the bar.
* Creatures can no longer be woken up the turn they fall asleep, which will prevent some issues like a backswing from a blow that knocked a creature unconscious immediately waking them up.
* Weapons that stun on impact now stun when they are thrown as well.
* Boosted the disassemble performance of unpowered advanced toolkits to match that of basic toolkits, as clained in the rules text.
* In look descriptions, fungal infections now show up under "Physical Features" instead of "Equipped".
* Creatures who prefer not to sell specific items or types of items now agree to sell them to you if they are your companion.
* Added a sound effect to the "you feel increasingly unstable" mutating message.
* Liquid-fueled energy cells are now tagged as ammo.
* Killing all the girshlings in Redrock before accepting What's Eating the Watervine? no longer prevents the quest's completion.
* Gave Saad Amos the Rebuke Robot skill.
* Removed how many seconds are left on a bombs timer from its description. It still appears in the display name.
* Active fungi now have a higher render layer.
* Fixed a bug that caused clues to the location of Ruin of House Isner to disappear from loaded games.
* Fixed a bug that caused unequipping the amaranthine prism via Precognition to not disappoint someone, if the prism was not in your inventory prior.
* Fixed a bug that caused averaged armor values from multiple limbs of the same type to sometimes not update when one of the limbs was lost.
* Fixed a bug that caused you to always receive blame for unequipping the prism, regardless of whom it was equipped to. (You'll still be blamed if it's your companion doing the unequipping.)
* Fixed a bug that caused the Decarbonizer module to permanently stop working if its beam was interrupted.
* Fixed a bug that caused the golem's ability to recall to the Court of Sultans to stop working if recalled or reshaped via the reshaping nook.
* Fixed a bug that caused the 'Eat the God's Flesh' step to not complete correctly.
* Fixed a bug that caused Wandering Tau to wander off as if she were preparing to join the Seekers of the Sightless way.
* Fixed a bug that prevented Wandering Tau from being a follower after If, Then, Else was completed.
* Fixed a grammar issue with falling through open air.
* [modding] Folded Staging.xml blueprints into their respective data files.
* [modding] Added IfHaveItemDescendsFrom conversation delegate which checks your inventory and equipment for an object with a descendant blueprint.
* [modding] RecoilOnDeath now checks its active status, meaning it can be disabled by normality, EMP, rust, et cetera if flagged as vulnerable.
 
=== 206.59 ===
 
[https://freeholdgames.itch.io/cavesofqud/devlog/668194/feature-friday-january-19-2024 Released January 19, 2024.]
 
* Long trader names are now properly clipped on the trade screen.
* Gave lover's blossom a new tile.
* Autoexplore now avoids osseous ash.
* Traders are now referred to by name in messages explaining they don't have the skill to recharge or repair something.
* Urchin cherubim now grow their cherubic spines on their body instead of their arms, which they don't have.
* Qas and Qon are now immune to confusing gas.
* Glass doors are no longer opaque.
* The quest text of A Signal in the Noise no longer references Joppa.
* Made some tweaks to mid and late-game armor tables.
* Creatures with glotrot can no longer use Sticky Tongue.
* Thrown objects now use the proper unidentified tile if you don't know what they are.
* Multiple ejection seats can no longer lock in place in the same tile.
* Reaching loved reputation now only creates an entry in your chronology once per faction.
* Greatly improved the performance and memory utilization of pathfinding.
* Improved the performance of breeders.
* Fixed a bug that caused Putus Templar party leaders in faction encounters to get double their inventory.
* Gave Putus Templar party leaders the chance to have more than one Eaters' nectar tonic.
* Fixed a bug with the scoring of A Call to Arms that caused chain laser emplacements and waydroids to be treated as full Barathrumite persons.
* Fixed a bug that caused gigantic energy cells to never generate with more than half charge.
* Fixed a bug that put proselytize on cooldown with no effect when targeting a baetyl.
* Fixed a bug that caused spaser gas to emit from the attacker instead of the defender when killing a target in one shot.
* Fixed a recurring bug where some legendary creatures had malformed titles.
* Fixed a bug that allowed the deployment of portable walls on the world map.
* Fixed a bug that caused Hobbled to become less effective as your move speed increased, and increase it once your move speed was above 200.
* Fixed a bug that prevented levels deep underneath Ezra from building properly.
* Fixed a bug that caused a big performance hit when a creature was boxed in and unable to move.
* Fixed some grammar errors in books without titles.
* Fixed a text generation issue with sultan titles.
* [debug] Added "hobbled" wish.
* [modding] Added object, int, and float properties to factions.
 
=== 206.57 ===
 
[https://freeholdgames.itch.io/cavesofqud/devlog/664714/feature-friday-january-12-2024 Released January 12, 2024.]
 
* Mountain and hill maps now have a little more unique character and no longer generate without any open spaces.
* Improved the generation of rivers in villages.
* When you get lost, you generally no longer get plopped down in a tile with spawn-blocking objects like fracti and pits.
* Santalalotze now has tier 8 wares instead of tier 7 (very similar population but slightly more weighted toward the highest-end stuff).
* Temple mecha are no longer included among a newfather's domesticants.
* The game no longer thinks the plural of 'human' is 'humen'.
* Tweaked the description of Short Blade Expertise to match other references to action cost.
* Molting basilisk husk now has the right description.
* The sacred well should be less flammable.
* Messages now refer to 'the' amaranthine prism instead of 'an' amaranthine prism.
* Improved the consistency of object placement inside of village buildings.
* Fixed several map generation issues due to reachability being incorrectly calculated.
* Fixed an issue with village generation that caused a bunch of random objects to appear in random areas, particularly in the upper left region of the map.
* Fixed a bug in village generation that caused partial, garbled WFC-generated buildings.
* Fixed a bug in village generation issue that caused extra holes in buildings.
* Fixed a rare world generation exception.
* Fixed a rare village generatione exception.
* Fixed an issue that caused garbage liquids to leak into system memory and cause crashes in Golgotha.
* Fixed the display name of small sphere of negative weight when it's offered as a reward for completing a village quest.
* Fixed some plurality issues in messages generated about identifying cybernetic implants.
* Fixed a capitalization issue with generated messages about pulsed field magnets interrupting autoact.
* Fixed a bug that caused the 'S' after an possessive apostrophe to be capitalized when naming an item.
* Fixed a bug that caused water ritual options to be disabled if you did not have enough reputation to afford them without the social coprocessor.
* Fixed a bug that caused Tinker and Artifex starts to not receive their schematic from Tinker I and II.
* Fixed a bug that prevented the Yd Freehold asterisk from affecting the reputation cost of pacifying nephilim.
* Tagged some objects as mass nouns.
* [modding] The DestroyContiguous part of nullray can now be used for melee weapons on hit.
* [modding] GiganticInventory now makes restocked inventories gigantic.
 
=== 206.52 ===
 
[https://freeholdgames.itch.io/cavesofqud/devlog/661131/feature-friday-january-5-2024 Released January 5, 2024.]
 
* Cathedras now supply the same bonus to tinkering as sitting in the nicest chairs.
* Curio summoned salt krakens will no longer wander.
* Creatures with power switches who are promoted to have conversations will no longer default to the interaction menu when used.
* Statues are now diggable.
* Floor cushions are now decorative.
* Improved the random baetyl rewards from building the golem.
* Onboard recoilers are now excluded from the recoil menu until they are implanted.
* [redacted] will now spawn creshes in adjacent cells.
* Random mental mutations offered via the water ritual will now be rerolled if you acquired the selected mutation elsewhere.
* Fixed a bug that caused the pit in Golgotha to sometimes spawn directly under a chute.
* Fixed a rare bug that caused an exception while saving the game.
* Fixed a bug that caused autowalk to stop before entering a cell with a sealed container of a dangerous liquid.
* Fixed a bug that caused spaser fire to not properly generate plasma if the target died.
* Fixed a bug that allowed traders to identify items for players with Dystechnia.
* Fixed a bug that caused tonic stacks dropped by creatures to be capped at 5 injectors.
* Fixed a bug that caused non-crop objects to count as crops destroyed during A Call To Arms.
* Fixed a bug that rarely caused an entire fence side to be missing from farms and forts.
* Fixed a bug in generated the descriptions and titles of extradimensional objects that caused the text "cultSymbol" and "dimensionSymbol" not to be replaced with their real values.
* Fixed a bug that caused learning Tinker I, II, or III via the water ritual to not award the free schematic if you did not have the base skill.
* Fixed a bug that caused templar mechs to be overburdened.
* Fixed a bug that caused treating with the Girsh nephilim to not complete the quest step 'Beast Slouching'.
* Fixed a bug that caused village tinkers and apothecaries to sometimes not have their intended stock.
* Fixed a bug that allowed you to dash vertically through multiple floors without stairs using the flume-flier.

Revision as of 21:35, 28 March 2024

Update status

Caves of Qud is currently in Early Access, and is updated every Friday, unless there's something special going on. Patch notes are posted on Steam, itch.io, Twitter, Discord, and the Caves of Qud thread on the Something Awful forums.

Often these updates break save compatibility with games saved in the previous version. If you'd like to continue a save from a previous patch, you can switch back to that patch's branch. From Steam, right-click Caves of Qud > Properties > Betas > choose a branch.

Release history

This is the release history of Caves of Qud, with the most recent releases at the top.

Due to the large and frequent updates, older patches have been split into separate subpages organized by year released. These development notes for each patch have only started on July 8, 2016. Any changes before this date currently have no documentation.

2016 - 2017 - 2018 - 2019 - 2020 - 2021 - 2022 - 2023 - 2024 - beta (unstable)

2024

206.70

Released March 22, 2024.

  • Added new visual effects to throwing axes and geomagnetic discs.
  • Poison-tipped spears are now thrown with the pointy end towards the target.
  • Throwing axes are now categorized under Thrown Weapons.
  • You are no longer required to die permanently in order to unlock the achievement 'Jeweled Dusk'.
  • Motorized treads can no longer rust.
  • There's now a popup message when you or a companion has a stat drained by a creature for the first time.
  • Fixed a bug that occasionally prevented popups from being displayed when equipment was removed by a pulse field magnet.
  • Fixed a messaging oddity when losing the use of dependent limbs, such as hands.
  • Fixed a bug that caused trails on thrown items to render over their sprite.
  • Fixed a bug that caused your average armor to not be recalculated when regenerating limbs.
  • Fixed a bug that caused dismembered limbs of named creatures to be referred to with an article.
  • Fixed a bug that caused dismembered limbs to not inherit the article of the creature they were dismembered from.
  • Fixed a bug that caused the "worn around wings" slot to lose its name after eating the Cloaca Surprise.
  • Fixed a bug that caused you to permanently lose your beak after eating the Cloaca Surprise.
  • Fixed a bug that caused your disguise to disappear in completely dark areas.
  • Fixed a bug that caused graffiti to sometimes not change the foreground color of a tile.
  • [modding] Added several configurable parameters to throwing visual effects: e.g. speed, arc, rotation, trail, color, etc.
  • [modding] The ending transparency of projectile trails can now be set with a full-length RGBA value, e.g. '#77bfcf60'.
  • [modding] Fixed a bug that caused transparency on custom projectile trails to be overriden.

206.69

Released March 15, 2024.

  • Added new hamsa effects to various grenades.
  • All heavy weapons will now be reloaded before each individual shot while using Sweep.
  • Fixed a bug that caused the automove interrupt code to be incorrectly 'sticky' in some situations.
  • Fixed a messaging oddity when attempting to recoil to the court of sultans in combat.
  • Fixed a bug that caused some factions to not gift their cybernetics credit wedges via the water ritual.
  • Fixed a bug that caused irisdual beam to misreport its dealt damage.
  • Fixed a bug that allowed you to lunge with a dismembered stinger.
  • Fixed a bug that caused thermal and freeze grenades to not have appropriate hamsa effects.
  • Fixed a bug that caused armed mines to be reported as disarmed in their description.
  • Fixed a bug that caused the item category of the scrapped waydroid to be incorrect.
  • Fixed a bug that caused the 'Auto-pickup of zero weight items' but skip picking up items with fractional weight.
  • [debug] Added a new debug option to show current faction reputation when looking at creatures that grant reputation.
  • [modding] Name is now a required property of population groups.
  • [modding] Added a Name to every population group.

206.68

Released March 8, 2024.

  • The liquid font mutation no longer oozes liquid on the world map.
  • Popup menus with many options now ignore mouse position when scrolling with keyboard or joystick.
  • Added a confirmation dialogue before dismemebering yourself using metabolizing effects.
  • Flight and Swoop abilities now correctly display the falling chance.
  • The Fear Aura mutation no longer wastes a turn if there are no enemies to fear nearby.
  • The scrapepd waydroid is now categorized under Quest Items.
  • Automove while holding the movemnt input will now properly stop for all events that interupt autoexplore, even if the source is not visible.
  • Fixed a soft lock when a combat animation would continuously fail to render.
  • Fixed a bug that caused visual effects to sometimes stop playing permanently.
  • Fixed a bug that caused petting creatures to sometimes lock the screen for up to 10 seconds.
  • Fixed a bug that caused other NPCs petting creatures nearby to interrupt player inputs.
  • Fixed a bug that caused the jump ability to display its popup twice.
  • Fixed a bug that caused the shimmering visual effect to persist after a waking dream.
  • [modding] Added GameObject.HasItemWithTag(string) to search inventory and equipment for tagged items.
  • [modding] The QudChooseStartingLocationModuleWindow now adds a breadcrumb to the UI.

206.67

Released March 1, 2024.

  • You can now wear gigantic gauntlets on your giant hands.
  • The geomagnetic disc now benefits from being gigantic even while powered.
  • Engulfing creatures will now disgorge something they are digesting if they become part of the same party during the digestion process.
  • The temple mecha mk Ia's machined edge is no longer gigantic.
  • You will now auto-explore over fracti if it wouldn't damage you due to non-matching phase or faction reputation.
  • Fixed a bug that caused various coloration of creatures to be lost when in range of nightvision.
  • Fixed a bug that caused unidentified missile weapons to display their identified icon in the missle weapon status bar.
  • Fixed a bug that caused gigantic items to require even more limbs to equip if they were already equipped somewhere else.
  • Fixed a bug that caused creatures to immediately want to unequip a piece of gigantic equipment after equipping it.
  • Fixed a bug that caused equipment to not update how many limbs it uses after implanting giant hands.
  • Fixed a bug that caused giant hands to reduce the amount of limbs required to wear any item regardless of type, most notably gigantic armor.
  • Fixed a bug that caused the geomagnetic disc to sometimes consume double charge.
  • [modding] Dismembered limbs now copy all properties of their severed parts into a DismemberedProperties part.
  • [modding] Added AfterDismemberedEvent which can be used to add additional properties to the severed limb.
  • [debug] Added an 'implant' wish to directly add a cybernetic to yourself in an optional location: "implant:giant hands", "implant:pneumatic pistons:feet".
  • [debug] Added a 'modify' wish to create an item with a specific mod installed: "modify:crysteel gauntlets:gigantic".

206.66

Released February 23, 2024.

  • Phase-shift grenades are no longer moddable with the redundant phase-harmonic mod.
  • Rivers in preset settlements now have the same object and wall-sparing behavior as random villages.
  • Added a new visual effect for night vision.
  • Radar now reveals [redacted].
  • Greatly improved the performance of complex hydraulic power systems.
  • Fixed a bug that caused you to violate the Pauli exclusion principal when surrounded by your own force bubble.
  • Fixed a bug that occasionally produced incorrect capitalization of your name in recipes you create.
  • Fixed a bug that caused your hunger level to not update when becoming famished via dilute warm static.
  • Fixed a bug that caused broadcast power receivers to be non-functional within interiors.
  • Fixed a bug that caused decarbonizers to self-destruct when firing their molecular cannon.
  • Fixed a bug that caused decarbonizers with invalid targeting to prevent the game from rendering.
  • Fixed a bug that caused delayed attacks from lithofexes and dreamcrungles to be aborted when loading a game.
  • [debug] We made some changes to wishing for mutations.
    • You should now prefix wishes for mutations with "mutation:", e.g. "mutation:beak".
    • You can wish for a mutation variant by adding it as a parameter, e.g. "mutationrostrum".
    • You can wish for a specific mutation entry using its display name, e.g. "mutation:stinger confusing venom".
    • If the mutation has variants and one wasn't specified, you are now asked to select one.
    • You will be asked to confirm when a fuzzy search is about to apply a mutation to you.

206.65

Released February 16, 2024.

  • Added new descriptions for several pieces of armor and ceremonial vibrokhopesh.
  • Trash and scrap can no longer break or rust.
  • Creatures no longer expel their quills against inanimate objects.
  • Clues for the Kith and Kin quest are now properly marked as quest items, warning you before being sold.
  • Autoexplore no longer picks up Kith and Kin clues.
  • Gas masks and filters now reduce damage caused by dangerous gases only if they are dangerous to inhale, but when they are, the damage reduction is much more effective.
  • You are no longer prompted multiple times about your ability to swoop when flying.
  • Star kraken no longer extrude unidentifiable tubes.
  • The recoil ability can once again be used on the world map.
  • Made death by damage reflection messages a little more sensical.
  • Unidentified hoversleds are no longer seen as 'small boxes'.
  • Increased the value of rubber tree seed.
  • Fixed a bug that caused Eskhind to sometimes travel back towards the hollowed tree after returning to Bey Lah.
  • Fixed a bug that caused Keh-hind to sometimes not leave Bey Lah right away when exiled.
  • Fixed a bug that sometimes caused creatures to spawn directly over pits.
  • Fixed a bug that rarely caused creatures to spawn directly on top of spacetime vortices.
  • Fixed a bug that caused fish to sometimes spawn without water.
  • Fixed a bug that caused daggers in the thrown weapon slot to be eligible for Rejoinder.
  • Fixed a bug that prevented your notes from displaying properly on unidentified items.
  • Fixed a bug that caused walls and furniture to remain targeted even when out of line of sight.
  • Fixed a bug that caused death from thirst to be attributed to the last creature that damaged you.

206.64

Released February 9, 2024.

  • Activated abilities can no longer be used on the world map.
  • Transmuting the amaranthine prism now disappoints someone.
  • The trade binds Value + and Value - and Add One/Remove One can now share bindings.
  • Gun racks and cathedras can no longer be destroyed by coating in acid or lava.
  • Star kraken no longer extrude the Grit Gate communications panel.
  • Adding local cooking ingredients for when you whip up a meal in Tzimtzlum.
  • ASCII bleed effects now match your bleed liquid color.
  • Gave urshiib albinism.
  • Defanged girshling corpses now indicate their defanged status in their display names.
  • Fixed a bug that caused the hollowed tree to sometimes overwrite a location with existing encounters.
  • Fixed a bug that caused the snapjaw who wields Stopsvalinn to be removed by dynamic encounters.
  • Fixed a bug that caused the Sticky Tongue mutation to not animate if it failed to move its target.
  • Fixed a bug with the status effect companions get when you wear Dagasha's Spur and renamed the effect "spurred to teleport".
  • Fixed a bug that prevented forced attacks up and down.
  • Fixed a bug with the coloration of slam messages from rhinoxen charges.
  • Fixed a crash bug due to ashes being reduced to even more ashes when burnt.
  • Fixed a crash bug deaing with infinite move chains.

206.63

Released February 2, 2024.

  • Added new descriptions for several pieces of furniture.
  • Added new descriptions for several pieces of equipment.
  • Domesticated Barathrumite tinkers now have their display name adjectives appear in the right order.
  • Wardens Esther can no longer spawn hated by the Farmers' Guild.
  • You no longer autodisassemble items that contain liquids.
  • You can no longer select flaming/freezing ray variants for body parts you do not have.
  • When selecting a variant for a random mutation, you can now go back and select another mutation instead.
  • Random cryotubes that spawn with a stairwell inside them are now always destroyed.
  • Clarified some language in the description of Penetrating Strikes.
  • Fixed a sequence-break between Call To Arms and Grave Thoughts, if you never acquired Grave Thoughts before completing A Call To Arms.
  • Fixed a bug that caused creatures to occasionally spawn on top of stairs.
  • Fixed a bug that caused some templar warleaders to be missing during Reclamation.
  • Fixed a bug that caused dynamic village merchants to restock twice.
  • Fixed a bug that caused mid and high-tier dynamic village merchants to have less stock than intended.
  • Fixed a bug that caused dynamic village merchants to sometimes spawn with the wrong items in stock.
  • Fixed a bug that caused autoexplore stop warnings for targeting lines to incorrectly display extra info.
  • Fixed a bug that caused unidentified frozen items to use their identified tiles.
  • Fixed an issue that caused quest item handwritten books to lose their yellow titles and look like generated books.
  • Fixed some grammar issues in generated dialog for the Landing Pads quest.
  • [modding] GenericInventoryRestocker now supports combining multiple population tables of stock by providing a comma separated list.
  • [debug] Added a 'restock' wish to force all restocking merchants on the map to refresh their inventories.


206.61

Released January 26, 2024.

  • Added the following grenades as rare drops on Explosives population tables: spring-turret, time dilation, plasma, gravity, glitter, and phase shift.
  • Added descriptions for several pieces of furniture.
  • Weapons with lots of ammo no longer cause the ammo display to overflow the bar.
  • Creatures can no longer be woken up the turn they fall asleep, which will prevent some issues like a backswing from a blow that knocked a creature unconscious immediately waking them up.
  • Weapons that stun on impact now stun when they are thrown as well.
  • Boosted the disassemble performance of unpowered advanced toolkits to match that of basic toolkits, as clained in the rules text.
  • In look descriptions, fungal infections now show up under "Physical Features" instead of "Equipped".
  • Creatures who prefer not to sell specific items or types of items now agree to sell them to you if they are your companion.
  • Added a sound effect to the "you feel increasingly unstable" mutating message.
  • Liquid-fueled energy cells are now tagged as ammo.
  • Killing all the girshlings in Redrock before accepting What's Eating the Watervine? no longer prevents the quest's completion.
  • Gave Saad Amos the Rebuke Robot skill.
  • Removed how many seconds are left on a bombs timer from its description. It still appears in the display name.
  • Active fungi now have a higher render layer.
  • Fixed a bug that caused clues to the location of Ruin of House Isner to disappear from loaded games.
  • Fixed a bug that caused unequipping the amaranthine prism via Precognition to not disappoint someone, if the prism was not in your inventory prior.
  • Fixed a bug that caused averaged armor values from multiple limbs of the same type to sometimes not update when one of the limbs was lost.
  • Fixed a bug that caused you to always receive blame for unequipping the prism, regardless of whom it was equipped to. (You'll still be blamed if it's your companion doing the unequipping.)
  • Fixed a bug that caused the Decarbonizer module to permanently stop working if its beam was interrupted.
  • Fixed a bug that caused the golem's ability to recall to the Court of Sultans to stop working if recalled or reshaped via the reshaping nook.
  • Fixed a bug that caused the 'Eat the God's Flesh' step to not complete correctly.
  • Fixed a bug that caused Wandering Tau to wander off as if she were preparing to join the Seekers of the Sightless way.
  • Fixed a bug that prevented Wandering Tau from being a follower after If, Then, Else was completed.
  • Fixed a grammar issue with falling through open air.
  • [modding] Folded Staging.xml blueprints into their respective data files.
  • [modding] Added IfHaveItemDescendsFrom conversation delegate which checks your inventory and equipment for an object with a descendant blueprint.
  • [modding] RecoilOnDeath now checks its active status, meaning it can be disabled by normality, EMP, rust, et cetera if flagged as vulnerable.

206.59

Released January 19, 2024.

  • Long trader names are now properly clipped on the trade screen.
  • Gave lover's blossom a new tile.
  • Autoexplore now avoids osseous ash.
  • Traders are now referred to by name in messages explaining they don't have the skill to recharge or repair something.
  • Urchin cherubim now grow their cherubic spines on their body instead of their arms, which they don't have.
  • Qas and Qon are now immune to confusing gas.
  • Glass doors are no longer opaque.
  • The quest text of A Signal in the Noise no longer references Joppa.
  • Made some tweaks to mid and late-game armor tables.
  • Creatures with glotrot can no longer use Sticky Tongue.
  • Thrown objects now use the proper unidentified tile if you don't know what they are.
  • Multiple ejection seats can no longer lock in place in the same tile.
  • Reaching loved reputation now only creates an entry in your chronology once per faction.
  • Greatly improved the performance and memory utilization of pathfinding.
  • Improved the performance of breeders.
  • Fixed a bug that caused Putus Templar party leaders in faction encounters to get double their inventory.
  • Gave Putus Templar party leaders the chance to have more than one Eaters' nectar tonic.
  • Fixed a bug with the scoring of A Call to Arms that caused chain laser emplacements and waydroids to be treated as full Barathrumite persons.
  • Fixed a bug that caused gigantic energy cells to never generate with more than half charge.
  • Fixed a bug that put proselytize on cooldown with no effect when targeting a baetyl.
  • Fixed a bug that caused spaser gas to emit from the attacker instead of the defender when killing a target in one shot.
  • Fixed a recurring bug where some legendary creatures had malformed titles.
  • Fixed a bug that allowed the deployment of portable walls on the world map.
  • Fixed a bug that caused Hobbled to become less effective as your move speed increased, and increase it once your move speed was above 200.
  • Fixed a bug that prevented levels deep underneath Ezra from building properly.
  • Fixed a bug that caused a big performance hit when a creature was boxed in and unable to move.
  • Fixed some grammar errors in books without titles.
  • Fixed a text generation issue with sultan titles.
  • [debug] Added "hobbled" wish.
  • [modding] Added object, int, and float properties to factions.

206.57

Released January 12, 2024.

  • Mountain and hill maps now have a little more unique character and no longer generate without any open spaces.
  • Improved the generation of rivers in villages.
  • When you get lost, you generally no longer get plopped down in a tile with spawn-blocking objects like fracti and pits.
  • Santalalotze now has tier 8 wares instead of tier 7 (very similar population but slightly more weighted toward the highest-end stuff).
  • Temple mecha are no longer included among a newfather's domesticants.
  • The game no longer thinks the plural of 'human' is 'humen'.
  • Tweaked the description of Short Blade Expertise to match other references to action cost.
  • Molting basilisk husk now has the right description.
  • The sacred well should be less flammable.
  • Messages now refer to 'the' amaranthine prism instead of 'an' amaranthine prism.
  • Improved the consistency of object placement inside of village buildings.
  • Fixed several map generation issues due to reachability being incorrectly calculated.
  • Fixed an issue with village generation that caused a bunch of random objects to appear in random areas, particularly in the upper left region of the map.
  • Fixed a bug in village generation that caused partial, garbled WFC-generated buildings.
  • Fixed a bug in village generation issue that caused extra holes in buildings.
  • Fixed a rare world generation exception.
  • Fixed a rare village generatione exception.
  • Fixed an issue that caused garbage liquids to leak into system memory and cause crashes in Golgotha.
  • Fixed the display name of small sphere of negative weight when it's offered as a reward for completing a village quest.
  • Fixed some plurality issues in messages generated about identifying cybernetic implants.
  • Fixed a capitalization issue with generated messages about pulsed field magnets interrupting autoact.
  • Fixed a bug that caused the 'S' after an possessive apostrophe to be capitalized when naming an item.
  • Fixed a bug that caused water ritual options to be disabled if you did not have enough reputation to afford them without the social coprocessor.
  • Fixed a bug that caused Tinker and Artifex starts to not receive their schematic from Tinker I and II.
  • Fixed a bug that prevented the Yd Freehold asterisk from affecting the reputation cost of pacifying nephilim.
  • Tagged some objects as mass nouns.
  • [modding] The DestroyContiguous part of nullray can now be used for melee weapons on hit.
  • [modding] GiganticInventory now makes restocked inventories gigantic.

206.52

Released January 5, 2024.

  • Cathedras now supply the same bonus to tinkering as sitting in the nicest chairs.
  • Curio summoned salt krakens will no longer wander.
  • Creatures with power switches who are promoted to have conversations will no longer default to the interaction menu when used.
  • Statues are now diggable.
  • Floor cushions are now decorative.
  • Improved the random baetyl rewards from building the golem.
  • Onboard recoilers are now excluded from the recoil menu until they are implanted.
  • [redacted] will now spawn creshes in adjacent cells.
  • Random mental mutations offered via the water ritual will now be rerolled if you acquired the selected mutation elsewhere.
  • Fixed a bug that caused the pit in Golgotha to sometimes spawn directly under a chute.
  • Fixed a rare bug that caused an exception while saving the game.
  • Fixed a bug that caused autowalk to stop before entering a cell with a sealed container of a dangerous liquid.
  • Fixed a bug that caused spaser fire to not properly generate plasma if the target died.
  • Fixed a bug that allowed traders to identify items for players with Dystechnia.
  • Fixed a bug that caused tonic stacks dropped by creatures to be capped at 5 injectors.
  • Fixed a bug that caused non-crop objects to count as crops destroyed during A Call To Arms.
  • Fixed a bug that rarely caused an entire fence side to be missing from farms and forts.
  • Fixed a bug in generated the descriptions and titles of extradimensional objects that caused the text "cultSymbol" and "dimensionSymbol" not to be replaced with their real values.
  • Fixed a bug that caused learning Tinker I, II, or III via the water ritual to not award the free schematic if you did not have the base skill.
  • Fixed a bug that caused templar mechs to be overburdened.
  • Fixed a bug that caused treating with the Girsh nephilim to not complete the quest step 'Beast Slouching'.
  • Fixed a bug that caused village tinkers and apothecaries to sometimes not have their intended stock.
  • Fixed a bug that allowed you to dash vertically through multiple floors without stairs using the flume-flier.