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{{Version History Nav}}
{{Version History Nav}}
== 2023 ==
== 2024 ==
=== 204.82 ===
=== 206.70 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/540604/feature-friday-june-2-2023 Released June 2, 2023.]
 
* Non-player creatures now occasionally pet nearby pettable creatures.
[https://freeholdgames.itch.io/cavesofqud/devlog/702307/feature-friday-march-22-2024 Released March 22, 2024.]
* Eating a plant or fungi-based meal at an oven as a carnivore no longer provides satiation and may make you ill.
 
* Photosynthetic Skin now gives a small bonus to DV when occupying the same tile as foliage.
* Added new visual effects to throwing axes and geomagnetic discs.
* We made some cosmetic changes to jungle trees.
* Poison-tipped spears are now thrown with the pointy end towards the target.
** To reduce confusion around which tree blocked movement -- tanglewood tree or shimscale mangrove tree -- we replaced the tanglewood tree with a new tree, ziv bough, and gave shimscale mangrove tree (the movement blocking one) both mangrove/tanglewood tile variants.
* Throwing axes are now categorized under Thrown Weapons.
** Added another new tree: star palm.
* You are no longer required to die permanently in order to unlock the achievement 'Jeweled Dusk'.
** Witchwood trees now have a tile variant.
* Motorized treads can no longer rust.
** Dogthorn and swarmshade trees now use their tile variants.
* There's now a popup message when you or a companion has a stat drained by a creature for the first time.
** Tweaked the tree population in the jungle and jungle-like regions.
* Fixed a bug that occasionally prevented popups from being displayed when equipment was removed by a pulse field magnet.
** Added new descriptions for shimscale mangrove tree, swarmshade tree, star palm, and ziv bough.
* Fixed a messaging oddity when losing the use of dependent limbs, such as hands.
* Containers of pure water that are also quest items are no longer excluded from NPC inventories in trade.
* Fixed a bug that caused trails on thrown items to render over their sprite.
* Clicking on an object to walk toward it now continues to walk toward the object if it moves rather than the location it was in when clicked.
* Fixed a bug that caused your average armor to not be recalculated when regenerating limbs.
* Legendary chefs no longer occasionally spawn without an oven.
* Fixed a bug that caused dismembered limbs of named creatures to be referred to with an article.
* Village ovens may spawn surrounded by liquid but no longer spawn immersed and unusable.
* Fixed a bug that caused dismembered limbs to not inherit the article of the creature they were dismembered from.
* Village ovens no longer spawn in hallways.
* Fixed a bug that caused the "worn around wings" slot to lose its name after eating the Cloaca Surprise.
* Village ovens are no longer removed by random rivers passing through them.
* Fixed a bug that caused you to permanently lose your beak after eating the Cloaca Surprise.
* Pathfinding now avoids visible sprouting orbs.
* Fixed a bug that caused your disguise to disappear in completely dark areas.
* In the modern UI, characters with Nerve Poppy now have their HP bar move when they change HP statuses.
* Fixed a bug that caused graffiti to sometimes not change the foreground color of a tile.
* Save file cleanup no longer deletes any folder starting with a period.
* [modding] Added several configurable parameters to throwing visual effects: e.g. speed, arc, rotation, trail, color, etc.
* Improved some failure messaging for Flaming Ray and Freezing Ray.
* [modding] The ending transparency of projectile trails can now be set with a full-length RGBA value, e.g. '#77bfcf60'.
* Improved the determination of whether a creature is in combat for the purposes of Narcolepsy.
* [modding] Fixed a bug that caused transparency on custom projectile trails to be overriden.
* Tweaked some descriptions on the worldmap.
 
* Fixed a bug that caused creatures to fall in love with objects that weren't real.
=== 206.69 ===
* Fixed a bug that caused soup sludges to only equip a single pseudopod.
 
* Fixed a bug that assigned extra titles to some creatures.
[https://freeholdgames.itch.io/cavesofqud/devlog/698539/feature-friday-march-15-2024 Released March 15, 2024.]
* Fixed a bug that caused game crashes in some exotic combinations of creatures being stuck and engulfed.
 
* Fixed a bug that caused some named items to be called weird artifacts in their descriptions.
* Added new hamsa effects to various grenades.
* Fixed a bug that made Flaming Ray and Freezing Ray unusable when granted by cooking effects.
* All heavy weapons will now be reloaded before each individual shot while using Sweep.
* Fixed a bug that caused burrowing claws granted by skulk injectors to not generate their natural claw weapons.
* Fixed a bug that caused the automove interrupt code to be incorrectly 'sticky' in some situations.
* Fixed various bugs involving messages not being generated, or sight being lost on targets, because a creature you're fighting is across a zone boundary.
* Fixed a messaging oddity when attempting to recoil to the court of sultans in combat.
=== 204.78 ===
* Fixed a bug that caused some factions to not gift their cybernetics credit wedges via the water ritual.
[https://freeholdgames.itch.io/cavesofqud/devlog/537087/feature-friday-may-26-2023 Released May 26, 2023.]
* Fixed a bug that caused irisdual beam to misreport its dealt damage.
* Gaslight chisels can now be used to engrave hard, inorganic body parts in a fashion similar to how tattoo guns can be used to tattoo soft, organic body parts. (Existing gaslight chisels in saved games will not receive this functionality.)
* Fixed a bug that allowed you to lunge with a dismembered stinger.
* Digging while autoexploring or otherwise pathfinding now prefers somewhat to dig through softer walls.
* Fixed a bug that caused thermal and freeze grenades to not have appropriate hamsa effects.
* When a selected target square for Jump is invalid, you are now asked to select it again rather than exiting the command entirely.
* Fixed a bug that caused armed mines to be reported as disarmed in their description.
* Village pets talk less like villagers now, and smart use brings up their interaction menu rather than immediately chatting with them.
* Fixed a bug that caused the item category of the scrapped waydroid to be incorrect.
* Attacks now pass harmlessly through holographic walls, unless they are animated.
* Fixed a bug that caused the 'Auto-pickup of zero weight items' but skip picking up items with fractional weight.
* Reduced the weight (and thus gravity grenade damage when they slam into you) of conveyor belts.
* [debug] Added a new debug option to show current faction reputation when looking at creatures that grant reputation.
* Added some references to the Corpus Choliys and spray bottles in apothecary dialolg.
* [modding] Name is now a required property of population groups.
* Non-player creatures can now use the following implants if they have them installed: matter recompositer, high-fidelity matter recompositer, inflatable axons, nocturnal apex, and stasis projector.
* [modding] Added a Name to every population group.
* Non-player creatures wielding psionic melee weapons now unequip them if their target is immune to psychic attacks.
 
* Non-player creatures wielding psychal fleshguns now stop trying to shoot targets that are immune to psychic attacks.
=== 206.68 ===
* Improved the death messages for being killed by your Temporal Fugue clones and similar phenomena.
 
* Fixed a bug where "Wait N turns" was waiting 1 extra turn.
[https://freeholdgames.itch.io/cavesofqud/devlog/694780/feature-friday-march-8-2024 Released March 8, 2024.]
* Fixed a color inconsistency in village generated dialog.
 
* Fixed a bug that prevented smart use on some objects from correctly bringing up their interaction menu when it was supposed to.
* The liquid font mutation no longer oozes liquid on the world map.
* Fixed a bug that caused plural creatures to sometimes be referred to as a set of themselves.
* Popup menus with many options now ignore mouse position when scrolling with keyboard or joystick.
* Fixed a bug that caused some cybernetic implants to sometimes be described strangely.
* Added a confirmation dialogue before dismemebering yourself using metabolizing effects.
* [modding] Added an after-render callback to some displays that were not using it (especially Targeting displays).
* Flight and Swoop abilities now correctly display the falling chance.
* [modding] Fixed a bug that caused XML files of failed mods to be loaded.
* The Fear Aura mutation no longer wastes a turn if there are no enemies to fear nearby.
* [modding] The unapproved mod alert now only displays when nothing else prevents that mod from running.
* The scrapepd waydroid is now categorized under Quest Items.
* [modding] Generally standardized on use of The.Player over Core.Player.Body
* Automove while holding the movemnt input will now properly stop for all events that interupt autoexplore, even if the source is not visible.
* [modding] Fixed several instances where UI screens (Skills and Powers, Status, etc.) were referencing The.Player directly instead of the object passed in to them.
* Fixed a soft lock when a combat animation would continuously fail to render.
=== 204.74 ===
* Fixed a bug that caused visual effects to sometimes stop playing permanently.
[https://freeholdgames.itch.io/cavesofqud/devlog/533270/feature-friday-may-19-2023 Released May 19, 2023.]
* Fixed a bug that caused petting creatures to sometimes lock the screen for up to 10 seconds.
* When aiming a missile or thrown weapon with a known maximum range, the portion of the selected path beyond that range is now colored black.
* Fixed a bug that caused other NPCs petting creatures nearby to interrupt player inputs.
* When aiming a thrown weapon, the portion of the selected path beyond your full-accuracy throw range is now colored yellow.
* Fixed a bug that caused the jump ability to display its popup twice.
* Geomagnetic discs are now subject to being intercepted by point-defense systems.
* Fixed a bug that caused the shimmering visual effect to persist after a waking dream.
* Point-defense systems now respect phase.
* [modding] Added GameObject.HasItemWithTag(string) to search inventory and equipment for tagged items.
* Glowfish and glowcrows now emit a small amount of light.
* [modding] The QudChooseStartingLocationModuleWindow now adds a breadcrumb to the UI.
* Kickback no longer activates if you have no feet.
 
* Renamed the "Open chests while auto-exploring" option to "Look in containers while auto-exploring", made it apply to all container types, and removed the now vestigial "Open bookshelves while auto-exploring" option.
=== 206.67 ===
* Using the Confusion mutation now makes affected targets angry.
 
* Added a custom message on Pax Klanq's death.
[https://freeholdgames.itch.io/cavesofqud/devlog/690910/feature-friday-march-1-2024 Released March 1, 2024.]
* Liquid pools now freeze into solids based on the primary liquid in the mixture.
 
* Manual equip now uses body parts' descriptions rather than names.
* You can now wear gigantic gauntlets on your giant hands.
* Flurry can no longer be activated on the world map.
* The geomagnetic disc now benefits from being gigantic even while powered.
* Smart use near harvestable plants now harvests them.
* Engulfing creatures will now disgorge something they are digesting if they become part of the same party during the digestion process.
* Inflated axons and prowling effects now end if the corresponding cybernetics are removed.
* The temple mecha mk Ia's machined edge is no longer gigantic.
* Added color animation effects to glowspheres, floating glowspheres, luminous motes, quantum motes, and black motes.
* You will now auto-explore over fracti if it wouldn't damage you due to non-matching phase or faction reputation.
* Added new descriptions to grenades and several other items.
* Fixed a bug that caused various coloration of creatures to be lost when in range of nightvision.
* Improved the grammar used with the leatherworking tools in Bey Lah.
* Fixed a bug that caused unidentified missile weapons to display their identified icon in the missle weapon status bar.
* Improved the grammar in messages related to examining and putting things on tables and bookshelves.
* Fixed a bug that caused gigantic items to require even more limbs to equip if they were already equipped somewhere else.
* Color-coded grenade tiles and ASCII glyphs.
* Fixed a bug that caused creatures to immediately want to unequip a piece of gigantic equipment after equipping it.
* Fixed some issues with the stats assigned to tinkered turrets.
* Fixed a bug that caused equipment to not update how many limbs it uses after implanting giant hands.
* Fixed a bug that caused the cone picker to not respond to movement directions properly when locked.
* 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 cone picker display to be assymetrical.
* Fixed a bug that caused the geomagnetic disc to sometimes consume double charge.
* Fixed a bug that removed the "space-select | lock/unlock (F1)" line of the fire/throw target picker from the text UI.
* [modding] Dismembered limbs now copy all properties of their severed parts into a DismemberedProperties part.
* Fixed a bug with the display of some sultan names in village histories.
* [modding] Added AfterDismemberedEvent which can be used to add additional properties to the severed limb.
* Fixed a bug that caused rebuked followers to keep following you when dismissed.
* [debug] Added an 'implant' wish to directly add a cybernetic to yourself in an optional location: "implant:giant hands", "implant:pneumatic pistons:feet".
* Fixed a bug that disabled the look interaction on items in containers and implanted cybernetics.
* [debug] Added a 'modify' wish to create an item with a specific mod installed: "modify:crysteel gauntlets:gigantic".
* Fixed a bug causing some deep shafts and special worldmap terrains to have "set of" prepended to their names.
 
* [modding] Gave Meal Preparation its own Class name unique from CookingAndGathering (CookingAndGathering_MealPrep).
=== 206.66 ===
* [modding] Added a new 'rapid:[n]' wish to trigger rapid advancement.
 
=== 204.72 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/687245/feature-friday-february-23-2024 Released February 23, 2024.]
[https://freeholdgames.itch.io/cavesofqud/devlog/530073/feature-friday-may-12-2023 Released May 12, 2023.]
 
* Added a remappable command for interacting with your companions (defaults to Ctrl-C).
* Phase-shift grenades are no longer moddable with the redundant phase-harmonic mod.
* Items being gigantic no longer uses up one of their three modding slots.
* Rivers in preset settlements now have the same object and wall-sparing behavior as random villages.
* Improved the artifact identification messages shown when you permanently come to understand an artifact you temporarily understand due to tech or bioscanning.
* Added a new visual effect for night vision.
* When a weapon can only penetrate a maximum of 1x, the penetration arrow icon in its display name is now black.
* Radar now reveals [redacted].
* Offhand attacks from your stinger now always apply their venom.
* Greatly improved the performance of complex hydraulic power systems.
* Palladium electrodeposits are now destroyed on removal, and their Intelligence bonus, when applicable, now counts toward skill requirements. (Existing implants in saved games will not be affected.)
* Fixed a bug that caused you to violate the Pauli exclusion principal when surrounded by your own force bubble.
* Becoming hungry no longer interrupts autoact. Becoming famished still does.
* Fixed a bug that occasionally produced incorrect capitalization of your name in recipes you create.
* Items marked to be treated as scrap no longer continue to be treated as scrap if they become unidentified.
* Fixed a bug that caused your hunger level to not update when becoming famished via dilute warm static.
* Brinestalk gates and iron gates no longer occlude vision while closed.
* Fixed a bug that caused broadcast power receivers to be non-functional within interiors.
* Popups from pulsed field magnets ripping things off your body now require you to press space to dismiss them.
* Fixed a bug that caused decarbonizers to self-destruct when firing their molecular cannon.
* You no longer get a chronology entry for visiting a generated village if it's the village you started in.
* Fixed a bug that caused decarbonizers with invalid targeting to prevent the game from rendering.
* Gave glowsphere and silver rondure more appropriate tiles.
* Fixed a bug that caused delayed attacks from lithofexes and dreamcrungles to be aborted when loading a game.
* Made the gigantic chassis plate metal.
* [debug] We made some changes to wishing for mutations.
* Made wavy doors metal.
** You should now prefix wishes for mutations with "mutation:", e.g. "mutation:beak".
* Improved the sort order of liquid containers.
** You can wish for a mutation variant by adding it as a parameter, e.g. "mutationrostrum".
* Fixed a bug that caused named items to include superfluous details about their state in their descriptions.
** You can wish for a specific mutation entry using its display name, e.g. "mutation:stinger confusing venom".
* Fixed a bug that caused the "Find Eskhind" quest to start when Eskhind was slain.
** If the mutation has variants and one wasn't specified, you are now asked to select one.
* Fixed an issue where pressing a movement direction multiple times could cause one press to not register.
** You will be asked to confirm when a fuzzy search is about to apply a mutation to you.
* Fixed a bug that made nulling melee weapons not necessarily eligible for the Jacked mod.
 
* Fixed a bug that made autoexplore unable to swap positions with animated doors that the player was unable to unlock.
=== 206.65 ===
* Fixed a bug that made some remote sensing effects carry through inappropriate colors to the tiles shown.
 
* [modding] The PortableWall part now supports a field DeployingWhat for controlling the text the field picker displays.
[https://freeholdgames.itch.io/cavesofqud/devlog/683435/feature-friday-february-16-2024 Released February 16, 2024.]
=== 204.71 ===
 
[https://freeholdgames.itch.io/cavesofqud/devlog/526938/feature-friday-may-5-2023 Released May 5, 2023.]
* Added new descriptions for several pieces of armor and ceremonial vibrokhopesh.
* The watervine farmer calling now starts with bonus reputation with the Farmers' Guild.
* Trash and scrap can no longer break or rust.
* Ticking vents are now limited to spawning 30 clockwork beetles in total.
* Creatures no longer expel their quills against inanimate objects.
* Fungal infections on hands now display their stats as melee weapons.
* Clues for the Kith and Kin quest are now properly marked as quest items, warning you before being sold.
* You now fall to the ground if you lose your wings in-flight.
* Autoexplore no longer picks up Kith and Kin clues.
* Gave equimaxes double-muscled.
* 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.
* Creatures are now more willing to attack force fields and plant growth and, sometimes, dig through walls to reach an enemy.
* You are no longer prompted multiple times about your ability to swoop when flying.
* Gigantic creatures now break most beds and chairs they attempt to sleep or sit in.
* Star kraken no longer extrude unidentifiable tubes.
* Certain liquids are now converted to other liquids if they react with a desalination pellet.
* The recoil ability can once again be used on the world map.
* The target selection prompt for stasis and force projectors now refers to a field rather than a wall.
* Made death by damage reflection messages a little more sensical.
* You can no longer enter the [redacted] if you do not bear the Mark of Death.
* Unidentified hoversleds are no longer seen as 'small boxes'.
* The bit cost of item modifications is now in part based on the base item's tech tier instead of its general tier. This mostly has no impact, except that it's now easier to mod recoilers even if they port you to late-game locations.
* Increased the value of rubber tree seed.
* When a creature is pushed or pulled due to an effect that propels them through the air (e.g., Slam, gravity grenade), they no longer interact with liquid pools they pass over.
* Fixed a bug that caused Eskhind to sometimes travel back towards the hollowed tree after returning to Bey Lah.
* Pariahs in pariah groups no longer exhibit extremely antisocial behavior like leaving trash trails and swallowing things whole.
* Fixed a bug that caused Keh-hind to sometimes not leave Bey Lah right away when exiled.
* Attempting to sleep on a bed or sit on a chair with a neutral creature in its square now swaps positions with the creature, if possible, rather than asking if you want to attack them.
* Fixed a bug that sometimes caused creatures to spawn directly over pits.
* Added new descriptions for several creatures.
* Fixed a bug that rarely caused creatures to spawn directly on top of spacetime vortices.
* Removed an outdated version of Electrical Generation from electrofuges and gave them the newer one.
* Fixed a bug that caused fish to sometimes spawn without water.
* Improved some suboptimal grammar in tombstone messages.
* Fixed a bug that caused daggers in the thrown weapon slot to be eligible for Rejoinder.
* Fixed a bug that occasionally made exploding items explode multiple times.
* Fixed a bug that prevented your notes from displaying properly on unidentified items.
* Fixed a bug that allowed you to complete quests with temporary items.
* Fixed a bug that caused walls and furniture to remain targeted even when out of line of sight.
* Fixed a bug that caused permanent clones of narratively important NPCs to flag the original as dead when the clone died.
* Fixed a bug that caused death from thirst to be attributed to the last creature that damaged you.
* Fixed a bug that made geomagnetic discs not overloadable.
 
* Fixed a bug that prevented NPCs from reloading some missile weapons.
=== 206.64 ===
* Fixed a bug that made the fists installed by fist replacement cybernetics persist after the implant was removed.
 
* Fixed a bug that prevented the player from automatically equipping a torch on game start.
[https://freeholdgames.itch.io/cavesofqud/devlog/679743/feature-friday-february-9-2024 Released February 9, 2024.]
=== 204.69 ===
 
[https://freeholdgames.itch.io/cavesofqud/devlog/523399/feature-friday-april-28-2023 Released April 28, 2023.]
* Activated abilities can no longer be used on the world map.
* Slugsnouts and leering stalkers no longer use their ranged weapons at point-blank range.
* Transmuting the amaranthine prism now disappoints someone.
* Reverted last week's change about not being able to open doors if you can't access your extremities. Now, certain creatures won't open or close doors based on behaviorial factors.
* The trade binds Value + and Value - and Add One/Remove One can now share bindings.
* Made it harder to get to [redacted] if you don't have the Tomb of the Eaters quest.
* Gun racks and cathedras can no longer be destroyed by coating in acid or lava.
* You can no longer travel to [redacted] while in a body that's not your own.
* Star kraken no longer extrude the Grit Gate communications panel.
* The deployment of portable walls and stasis projectors is now animated.
* Adding local cooking ingredients for when you whip up a meal in Tzimtzlum.
* Increases the frequency Ruin of House Isner secrets appear in generated text, which had become less frequent since the last corpus refresh.
* ASCII bleed effects now match your bleed liquid color.
* Messaging for secrets discovered via Trash Divining is now sensitive to the "Display popups when noting information in your journal." option.
* Gave urshiib albinism.
* Revamped some creature descriptions.
* Defanged girshling corpses now indicate their defanged status in their display names.
* Fixed a bug causing some sentences to refer to a creature when they should have referred to a piece of the creature's equipment.
* Fixed a bug that caused the hollowed tree to sometimes overwrite a location with existing encounters.
* Fixed a bug that made some creature detection effects continue highlighting creatures if you switched bodies into something lacking the detection capacity.
* Fixed a bug that caused the snapjaw who wields Stopsvalinn to be removed by dynamic encounters.
* Fixed a bug where heavy weapons were categorized as rifles in tinkering categories, resulting in heavy weapon schemasofts with no blueprints.
* Fixed a bug that caused the Sticky Tongue mutation to not animate if it failed to move its target.
* Fixed a bug where the Hampered effect was categorized as mental, which caused it to terminate Sunder Mind.
* 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 in the construction of some trader restocking messages.
* Fixed a bug that prevented forced attacks up and down.
=== 204.68 ===
* Fixed a bug with the coloration of slam messages from rhinoxen charges.
[https://freeholdgames.itch.io/cavesofqud/devlog/520072/feature-friday-april-21-2023 Released April 21, 2023.]
* Fixed a crash bug due to ashes being reduced to even more ashes when burnt.
* We made some changes to geomagnetic discs.
* Fixed a crash bug deaing with infinite move chains.
** They no longer bypass walls or doors.
 
** They no longer have unlimited range for reaching their initial target.
=== 206.63 ===
** They no longer target the same creature twice in a given throw.
 
** They no longer rely on the thrower's vision to find targets.
[https://freeholdgames.itch.io/cavesofqud/devlog/675910/feature-friday-february-2-2024 Released February 2, 2024.]
** Their base charge use is lower.
 
** Their charge use is now asserted on every bounce.
* Added new descriptions for several pieces of furniture.
** When disabled due to lack of charge, they now fail to activate and are not thrown.
* Added new descriptions for several pieces of equipment.
** When targets are out of phase with them, they now attempt to hit the target and fail, rather than refraining from the attempt.
* Domesticated Barathrumite tinkers now have their display name adjectives appear in the right order.
** Previously, when used by NPCs, they would use the NPC's strength bonus for the to-hit calculation rather than agility bonus if the strength bonus was higher. They no longer do this.
* Wardens Esther can no longer spawn hated by the Farmers' Guild.
** Deft Throwing and parabolic muscular subroutines now improve their chance to hit.
* You no longer autodisassemble items that contain liquids.
** Their appearance in flight is now that of their tile.
* You can no longer select flaming/freezing ray variants for body parts you do not have.
** Seeing one in action now identifies it.
* When selecting a variant for a random mutation, you can now go back and select another mutation instead.
** Fixed a bug that made them fail to target some hostile creatures who had not yet noticed the player.
* Random cryotubes that spawn with a stairwell inside them are now always destroyed.
* The move speed penalty from equipping heavy weapons is now surfaced as a status effect, Hampered.
* Clarified some language in the description of Penetrating Strikes.
* You can no longer open or close doors if you are unable to move your extremities.
* Fixed a sequence-break between Call To Arms and Grave Thoughts, if you never acquired Grave Thoughts before completing A Call To Arms.
* Creatures with no hands or hand-likes can no longer open or close doors.
* Fixed a bug that caused creatures to occasionally spawn on top of stairs.
* A chronology entries is no longer recorded for trying to rename a companion who already has a proper name.
* Fixed a bug that caused some templar warleaders to be missing during Reclamation.
* Unidentified thrown weapons no longer autoequip to the thrown weapon slot.
* Fixed a bug that caused dynamic village merchants to restock twice.
* Equipment, inventory, and some companions now persist when an object is glitched via warm static. ((Beguiled/proselytized creatures will still lose interest if new body can't support them))
* Fixed a bug that caused mid and high-tier dynamic village merchants to have less stock than intended.
* Reduced the number of "target temperature reached" messages issued by transkinetic cuffs.
* Fixed a bug that caused dynamic village merchants to sometimes spawn with the wrong items in stock.
* Improved the journal verbiage when you learn a secret that's known by a faction but not the faction you learned the secret from.
* Fixed a bug that caused autoexplore stop warnings for targeting lines to incorrectly display extra info.
* Improved the grammar across many spots in text generation.
* Fixed a bug that caused unidentified frozen items to use their identified tiles.
* Fixed a bug that caused Spread Klanq quest steps not to complete after a save/load cycle.
* Fixed an issue that caused quest item handwritten books to lose their yellow titles and look like generated books.
* Fixed some situations where inanimate objects would become targeted during a multi-weapon ranged attack.
* Fixed some grammar issues in generated dialog for the Landing Pads quest.
* Fixed a bug that occasionally caused you to fall in love with quest-related statues or statues created by lithofex gazes, even if there was no reason to love them.
* [modding] GenericInventoryRestocker now supports combining multiple population tables of stock by providing a comma separated list.
* Fixed a bug that caused pure warm static to not glitch objects its container shattered on.
* [debug] Added a 'restock' wish to force all restocking merchants on the map to refresh their inventories.
* Fixed a bug that caused the inventory or equipment screen to be rendered blank when you glitched yourself via warm static.
 
* Fixed a bug that made fungal infections not operate properly when occupying left/right/upper/lower body parts. This fix won't affect existing fungal infections in saved games.
 
* Fixed a bug that caused dynamic quests steps requiring an item not to complete in some circumstances, like receiving the item as a gift during the water ritual.
=== 206.61 ===
* Fixed a bug that caused dynamic quest steps requiring an item not to complete if you already had the item in your inventory at the start of the quest.
 
* Fixed a bug that made in-place disassembly of energy cells slotted into sockets often fail if you had other energy cells that could stack with that one in your inventory.
[https://freeholdgames.itch.io/cavesofqud/devlog/671929/feature-friday-january-26-2024 Released January 26, 2024.]
* Fixed a bug that caused [owned by you] to appear on sold items if you had stored them in a container at any point prior.
 
* Fixed a grammar error in some sentences involving compacted bone matter.
* Added the following grenades as rare drops on Explosives population tables: spring-turret, time dilation, plasma, gravity, glitter, and phase shift.
=== 204.67 ===
* Added descriptions for several pieces of furniture.
[https://freeholdgames.itch.io/cavesofqud/devlog/516970/feature-friday-april-14-2023 Released April 14, 2023.]
* Weapons with lots of ammo no longer cause the ammo display to overflow the bar.
* Quests to recover historic relics now include the name of the historic site in the quest text, in addition to the name of the level the relic is on. This does not necessarily mean the location of the historic site is revealed when you get the quest, though.
* 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.
* Leeches are no longer implied to produce chitin.
* Weapons that stun on impact now stun when they are thrown as well.
* Spitting slugs now spit salty acid that evaporates over time.
* Boosted the disassemble performance of unpowered advanced toolkits to match that of basic toolkits, as clained in the rules text.
* Tweaked the artifact identification messaging.
* In look descriptions, fungal infections now show up under "Physical Features" instead of "Equipped".
* Using an unidentified tonic now indicates that you have identified it with a message.
* Creatures who prefer not to sell specific items or types of items now agree to sell them to you if they are your companion.
* Large lists of pickable items with similar names now have a consistent sorting order, rather than items sometimes moving around in the list as you navigate it.
* Added a sound effect to the "you feel increasingly unstable" mutating message.
* Colorless generic brooding puffs no longer appear in fungal sites.
* Liquid-fueled energy cells are now tagged as ammo.
* Tree cherubim now equip their cherubic bark in the right place.
* Killing all the girshlings in Redrock before accepting What's Eating the Watervine? no longer prevents the quest's completion.
* Non-player creatures who use Teleportation are now subject to its accuracy limitations.
* Gave Saad Amos the Rebuke Robot skill.
* Companions with force bubbles active no longer attempt to pathfind right up next to you, pushing you around.
* Removed how many seconds are left on a bombs timer from its description. It still appears in the display name.
* There is a new companion interaction available, direct to change follow distance, that lets you direct companions to follow close by, at medium range, or far away.
* Active fungi now have a higher render layer.
* Inanimate objects that are brought to life can no longer be brought to life a second time.
* Fixed a bug that caused clues to the location of Ruin of House Isner to disappear from loaded games.
* You can no longer activate the Flume-Flier of the Sky-Bear when wielding it is a weapon.
* Fixed a bug that caused unequipping the amaranthine prism via Precognition to not disappoint someone, if the prism was not in your inventory prior.
* Gave the sizzling effect on liquid containers a more informative description.
* 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 regression that allowed you to get infinite chrome keys from Otho.
* 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 physical transformations to incorrectly increase the base rank of other mutations.
* Fixed a bug that caused the Decarbonizer module to permanently stop working if its beam was interrupted.
* Fixed a bug with generated village history text involving worshipped sultans.
* 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 prevented unlocking the Mutagenic Mastery achievement.
* Fixed a bug that caused the 'Eat the God's Flesh' step to not complete correctly.
* Fixed a bug that caused the Cloaca Surprise to give you an extra tail.
* 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 caused you to be unable to leave the current screen when possessing a creature with a party leader.
* Fixed a bug that prevented Wandering Tau from being a follower after If, Then, Else was completed.
* Fixed a bug that caused corpses and other objects to become targets after killing a primary target with akimbo pistols.
* Fixed a grammar issue with falling through open air.
* Fixed some grammar errors in damage messages.
* [modding] Folded Staging.xml blueprints into their respective data files.
* Fixed a pluralization error when learning crafting recipes via the water ritual.
* [modding] Added IfHaveItemDescendsFrom conversation delegate which checks your inventory and equipment for an object with a descendant blueprint.
=== 204.66 ===
* [modding] RecoilOnDeath now checks its active status, meaning it can be disabled by normality, EMP, rust, et cetera if flagged as vulnerable.  
[https://freeholdgames.itch.io/cavesofqud/devlog/513939/feature-friday-april-7-2023 Released April 7, 2023.]
 
* Great magma crabs now leave behind basalt when they die.
=== 206.59 ===
* Creatures will no longer prioritize equipping the gaslight chisel over better weapons.
 
* The stated neutron flux requirement for the [redacted] quest now matches what Klanq requires.
[https://freeholdgames.itch.io/cavesofqud/devlog/668194/feature-friday-january-19-2024 Released January 19, 2024.]
* Fire ant queens, segmented mirthworms, and worms of the earth can no longer spawn creatures on the world map.
 
* Walls with pipes installed in them now get their ignition temperature raised to 1200 degrees if it was below 1200 degrees, preventing random villages with lava-based hydraulics in their wooden walls from instantly bursting into flame.
* Long trader names are now properly clipped on the trade screen.
* The Barathrum clock with Q Girl pendulum no longer sometimes break adjacent power systems when picked up. This will not affect clocks already loaded in existing save games.
* Gave lover's blossom a new tile.
* Applied a probable fix for magnetic bottles issuing a warning while traveling on the world map, then exploding before the player has a chance to address the situation.
* Autoexplore now avoids osseous ash.
* In most cases, any mods that could be applied to a piece of armor prior to magnetization can now also be applied to it afterward.
* Traders are now referred to by name in messages explaining they don't have the skill to recharge or repair something.
* Tweaked item population tables.
* Urchin cherubim now grow their cherubic spines on their body instead of their arms, which they don't have.
* Made some further improvements to electrical arc messaging.
* Qas and Qon are now immune to confusing gas.
* Fixed a bug that caused bows to not automatically reload after firing.
* Glass doors are no longer opaque.
* Fixed a bug that caused bows to bring up a menu for type of ammo to reload with any time you had more than one type of arrow instead of automatically reloading with the same type of arrow if available.
* The quest text of A Signal in the Noise no longer references Joppa.
* Fixed a bug that caused the bilge sphincter to replace your stinger.
* Made some tweaks to mid and late-game armor tables.
* Fixed a bug that caused electrical arcs emanating from equipment to be described as coming from "somewhere".
* Creatures with glotrot can no longer use Sticky Tongue.
* Fixed a bug that made electrical arcs with no place to go cause errors.
* Thrown objects now use the proper unidentified tile if you don't know what they are.
* Fixed a bug that caused some corners of the river Yonth to generate as blank zones.
* Multiple ejection seats can no longer lock in place in the same tile.
* Fixed a crash that occurred when multiple creatures occupying the same cell attempted to swap positions.
* Reaching loved reputation now only creates an entry in your chronology once per faction.
* Fixed a typo in ixlthyxl's description.
* Greatly improved the performance and memory utilization of pathfinding.
* Fixed a bug that made it possible to contract blurry vision and monochrome at the same time under exotic circumstances, potentially resulting in incurable monochrome.
* Improved the performance of breeders.
* [modding] Bonded companions with proper names now have display names of the form "Gatt Alhonyawr, hired guard" rather than "Gatt Alhonyawr and hired guard".
* Fixed a bug that caused Putus Templar party leaders in faction encounters to get double their inventory.
* Added a "soundlog" wish to show the last 20 requests processed by the sound engine
* Gave Putus Templar party leaders the chance to have more than one Eaters' nectar tonic.
=== 204.63 ===
* 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.
[https://freeholdgames.itch.io/cavesofqud/devlog/510474/feature-friday-march-31-2023 Released March 31, 2023.]
* Fixed a bug that caused gigantic energy cells to never generate with more than half charge.
* We made some changes to how electrical conductivity works (ie, what determines which objects electrical arcs leap to).
* Fixed a bug that put proselytize on cooldown with no effect when targeting a baetyl.
* Liquid pools now have their conductivity correctly calculated based on their component mixtures. Electrical arcs now correctly leap across conductive pools of liquid.
* Fixed a bug that caused spaser gas to emit from the attacker instead of the defender when killing a target in one shot.
** Made some tweaks to creature conductivity calculations.
* Fixed a recurring bug where some legendary creatures had malformed titles.
** A creature who wears footwear that's less conductive than they are now gets some additional anti-conductivity protection.
* Fixed a bug that allowed the deployment of portable walls on the world map.
** Arcs no longer leap to flying creatures unless they are the initial target of a discharge.
* 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.
** Arcs can now travel diagonally.
* Fixed a bug that prevented levels deep underneath Ezra from building properly.
** Improved the messaging around arc leaping, especially for when a creature avoids an arc due to anti-conductive footwear.
* Fixed a bug that caused a big performance hit when a creature was boxed in and unable to move.
* Added some alternate tiles for bookshelves with items in them.
* Fixed some grammar errors in books without titles.
* Dynamic quest rewards are now identified.
* Fixed a text generation issue with sultan titles.
* Data disks offered as dynamic quest rewards now display the item blueprint they teach.
* [debug] Added "hobbled" wish.
* You now need to have the appropriate Tinker skill level to build an item, rather than have that skill level only when learning the blueprint.
* [modding] Added object, int, and float properties to factions.  
* Village tinkers can no longer recharge broken or rusted energy cells.
 
* Legendary pilgrims no longer abandon their lairs.
=== 206.57 ===
* Conservators shoot their lightlocks again.
 
* Fixed a bug that caused Sunder Mind to be cancelled as if your concentration slipped when you had high quickness and your target died prematurely.
[https://freeholdgames.itch.io/cavesofqud/devlog/664714/feature-friday-january-12-2024 Released January 12, 2024.]
* Fixed a bug that caused traipsing mortars to fail to equip their natural melee weapons.
 
* Fixed a bug that caused villagers in villages with pets to talk about nothing except those pets.
* Mountain and hill maps now have a little more unique character and no longer generate without any open spaces.
* Fixed a bug that caused stingers to repeatedly re-equip themselves when mutations changed.
* Improved the generation of rivers in villages.
* Fixed a crash that occurred when a creature fell in love with itself after stepping in dilute warm static.
* When you get lost, you generally no longer get plopped down in a tile with spawn-blocking objects like fracti and pits.
* Fixed a bug that caused creatures not to receive random cybernetics.
* Santalalotze now has tier 8 wares instead of tier 7 (very similar population but slightly more weighted toward the highest-end stuff).
* [modding] Common rendering colors are now accessible in C# via The.Color API. For example, The.Color.Red returns the Color value of 'R' previously accessed from the ColorUtility.ColorMap dictionary.
* Temple mecha are no longer included among a newfather's domesticants.
=== 204.62 ===
* The game no longer thinks the plural of 'human' is 'humen'.
[https://freeholdgames.itch.io/cavesofqud/devlog/504135/feature-friday-march-17-2023 Released March 17, 2023.]
* Tweaked the description of Short Blade Expertise to match other references to action cost.
* The Barathrumites now offer the choice between a masterwork carbine and a masterwork chain pistol upon completing a certain quest.
* Molting basilisk husk now has the right description.
* Companions who can technologically generate force bubbles now respect being told not to.
* The sacred well should be less flammable.
* Dawning apes are now more convincingly considered robots.
* Messages now refer to 'the' amaranthine prism instead of 'an' amaranthine prism.
* Added spitting slugs back to regional populations.
* Improved the consistency of object placement inside of village buildings.
* Cages now have a new tile and can be entered.
* Fixed several map generation issues due to reachability being incorrectly calculated.
* Faundren villagers are now docile by default.
* 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.
* Made some improvements to liquid freezing.
* Fixed a bug in village generation that caused partial, garbled WFC-generated buildings.
** It now takes a larger, more sensible volume of liquid to freeze into large rock walls, for those liquids that freeze into rock.
* Fixed a bug in village generation issue that caused extra holes in buildings.
** Freezing containers of convalessence no longer obliterates them.
* Fixed a rare world generation exception.
** Creatures in the same tile as a liquid that freezes into a solid wall now become stuck.
* Fixed a rare village generatione exception.
** Creatures that become stuck from a pool of liquid freezing under them are now immediately freed if the pool melts or is destroyed.
* Fixed an issue that caused garbage liquids to leak into system memory and cause crashes in Golgotha.
* Being stuck is now included in creatures' display name, like sitting or lying down.
* Fixed the display name of small sphere of negative weight when it's offered as a reward for completing a village quest.
* The stuck effect now displays more information about what you're stuck in.
* Fixed some plurality issues in messages generated about identifying cybernetic implants.
* When you talk to Sparafucile during A Call to Arms, you no longer reference equipped items you don't actually have equipped.
* Fixed a capitalization issue with generated messages about pulsed field magnets interrupting autoact.
* Turbow and linear cannon now have appropriate tinker categories for the purpose of SchemaSoft implants.
* Fixed a bug that caused the 'S' after an possessive apostrophe to be capitalized when naming an item.
* Added a heavy weapons category to SchemaSoft.
* 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.
* Changed the tile and color for fossilized remains.
* Fixed a bug that caused Tinker and Artifex starts to not receive their schematic from Tinker I and II.
* Short display names for liquid pools no longer display the number of drams in the pool.
* Fixed a bug that prevented the Yd Freehold asterisk from affecting the reputation cost of pacifying nephilim.
* Achievements based on equipping things now only trigger if the item is equipped properly.
* Tagged some objects as mass nouns.
* Food no longer typically has 'equip' as its default action.
* [modding] The DestroyContiguous part of nullray can now be used for melee weapons on hit.
* When navigating to a point of interest that's a creature, you now more reliably go to that creature's new location if they move.
* [modding] GiganticInventory now makes restocked inventories gigantic.
* Fixed a bug that allowed item duplication when twinning and trining lampreys made new lampreys.
 
* Fixed a bug that caused the Non-Locally Sourced achievement to be uncompleteable.
=== 206.52 ===
* Fixed a typo in the message displayed when something falls on a creature.
 
* Fixed some grammar errors in tomb inscriptions.
[https://freeholdgames.itch.io/cavesofqud/devlog/661131/feature-friday-january-5-2024 Released January 5, 2024.]
* [modding] Conversations now support negated versions of the IfHasBlueprint and IfWearingBlueprint predicates, IfNotHasBlueprint and IfNotWearingBlueprint.
 
=== 204.61 ===
* Cathedras now supply the same bonus to tinkering as sitting in the nicest chairs.
[https://freeholdgames.itch.io/cavesofqud/devlog/500845/feature-friday-march-10-2023 Released March 10, 2023.]
* Curio summoned salt krakens will no longer wander.
* Gaze and light-based attacks are now blocked by vantabud and vantabloom darkness.
* Creatures with power switches who are promoted to have conversations will no longer default to the interaction menu when used.
* Spaser rifles now deal plasma damage instead of light damage.
* Statues are now diggable.
* Phase cannons and decarbonizers now deal disintegration damage instead of light damage.
* Floor cushions are now decorative.
* Plasma damage now has its own death message.
* Improved the random baetyl rewards from building the golem.
* Nerfed psychodyne helmet.
* Onboard recoilers are now excluded from the recoil menu until they are implanted.
* Added several new wall descriptions.
* [redacted] will now spawn creshes in adjacent cells.
* Added an Ego requirement to [redacted].
* Random mental mutations offered via the water ritual will now be rerolled if you acquired the selected mutation elsewhere.
* You now need to be adjacent to a creature to perform the water ritual.
* Fixed a bug that caused the pit in Golgotha to sometimes spawn directly under a chute.
* Primordial soup no longer cools into shale.
* Fixed a rare bug that caused an exception while saving the game.
* Removed an outdated version of cryokinesis from ice frogs and gave them Freezing Ray.
* Fixed a bug that caused autowalk to stop before entering a cell with a sealed container of a dangerous liquid.
* Star kraken no longer excrete quasi-real starch and lignin.
* Fixed a bug that caused spaser fire to not properly generate plasma if the target died.
* It's no longer possible to deal negative damage.
* Fixed a bug that allowed traders to identify items for players with Dystechnia.
* Dromad traders now politely pretend to be fooled by the disguises their customers wear.
* Fixed a bug that caused tonic stacks dropped by creatures to be capped at 5 injectors.
* Made further adjustments to make creatures prefer not to use non-weapon equipment as improvised weapons.
* Fixed a bug that caused non-crop objects to count as crops destroyed during A Call To Arms.
* Messages displayed for taking zero damage now say "no damage" rather than "0 damage".
* Fixed a bug that rarely caused an entire fence side to be missing from farms and forts.
* Added rules text for what camel bladder does.
* 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.
* Accomplishments based on eating something no longer complete if you fail to eat the thing.
* 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.
* Pyrokinesis and Cryokinesis can no longer be activated on the world map.
* Fixed a bug that caused templar mechs to be overburdened.
* Cooking effects triggered by drinking freshwater no longer trigger on the world map.
* Fixed a bug that caused treating with the Girsh nephilim to not complete the quest step 'Beast Slouching'.
* Added a basic description to Rebuke Robot ability.
* Fixed a bug that caused village tinkers and apothecaries to sometimes not have their intended stock.
* The heads of high-level robots now more consistently contain high-level bits.
* Fixed a bug that allowed you to dash vertically through multiple floors without stairs using the flume-flier.
* You now get an appropriate message when you attempt to shield slam a target you can't reach because it's playing.
* You now get an appropriate message when you attempt to shield slam a target who's out of phase with you.
* Twinning and trining lampreys now spawn with the same effects in place that the lamprey spawning them has.
* Fixed various bugs that caused the allegiance of twinning and trining lampreys to behave strangely in some interactions of their spawning behavior, Proselytize, Beguiling, love injectors, and/or cloning.
* Fixed a bug that caused Disintegration, Light Manipulation, and Stunning Force not to benefit from Two-Headed.
* Fixed a bug that allowed you to eat a luminous hoarshroom at no action cost if you did it through thethe overlay UI inventory view.
* Fixed a bug that caused agolmaggots to lack any natural weapons.
* Fixed a bug that made non-companion creatures sucked through spacetime vortices create action queue inconsistencies.
=== 204.60 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/497700/feature-friday-march-3-2023 Released March 3, 2023.]
* We refreshed the corpus of game text used to generate text for white-titled books, graffiti, urn inscriptions, and bird dialog. You'll now see text from the last several updates appear.
* Beak and hooks for feet no longer benefit from having the Horns mutation.
* Quantum ripplers have a new tile.
* Two quantum ripplers a space apart now spawn a spacetime rift between them and stabilize it so that nothing emerges.
* Dyvvrach now only mentions the chiming rock if you've talked to it.
* Acid humors now leave behind brackish acid pools rather than pure acid pools, meaning they'll evaporate over time.
* Creatures now have considerably greater tolerance for friendly fire incidents from allied creatures that are not controlled by the player.
* Flashbang grenades can now confuse creatures that are immune to psychic confusion.
* Being confused now prevents vantabuds and vantablooms from absorbing light.
* Unidentified modded pickaxes no longer appear as small boxes.
* Creatures are now less willing to equip items that have missile weapon, shield, or thrown weapon functionality as melee weapons.
* Flying companions are now more mindful when swooping with friendlies in their paths.
* Exiled Keh & Kesehind no longer immediately disappear when dismissed as proselytes.
* Crafting recipes listed in the water ritual no longer include the penetration and damage values of weapons.
* Fixed a bug that made thrown phials of neutron flux fail to explode and instead leave behind a strange puddle of null liquid.
* Fixed a bug that caused gigantic pieces of armor to be considered highly potent melee weapons by NPCs.
* Fixed a bug that caused Stingers to not always sting when charging or lunging.
* Fixed a bug that caused jump animations to play on inactive zones.
* [modding] Implanted missile weapons now validate whether they are equipped on an appropriate body part using CyberneticsBaseItem.Slots rather than Physics.UsesSlots or MissileWeapon.SlotType.
* [modding] Previously, when objects were being destroyed with the Obliterate flag, the return value of BeforeDestroyObjectEvent was ignored, meaning the normal object destroy process continued (as opposed to without Obliterate, where returning false would prevent destroy). Now, the return value of BeforeDestroyObjectEvent is always honored, and BeforeDestroyObjectEvent handlers are responsible for checking the Obliterate flag if they need to before returning false.
=== 204.59 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/491596/feature-friday-february-17-2023 Released February 17, 2023.]
* Spacetime vortices can no longer be coated in liquids.
* We made some performance improvements to spacetime vortices. They no longer immediately load new zones when spawned, meaning playing with Spacetime Vortex and Quantum Jitters should be smoother.
* The Discharge power from the Electrical Generation mutation now requests confirmation before targeting yourself.
* Barathrumite tinkers now spawn with a leather cloak rather than a cloth robe they cannot wear.
* Baetyl rewards received as part of the [redacted] creation process are now written to the message log.
* Gaslight weapons now consistently display their powered performance in the tinkering UI, rather than gaslighting you about their stats.
* Fixed a bug that caused the reputation bonus from the custom visage implant to persist when swapping bodies.
* Fixed a bug that made creatures with random cybernetic implants sometimes receive implants in excess of their license tier.
* Fixed some bugs with Juke, like how juking out of your own force bubble left the forcefield in place until you moved again.
* Fixed a bug that prevented dreamcrungles from becoming sated after you woke up peacefully.
* Fixed a bug that caused mutation ranks not to stack with the [redacted] if you gained ranks from multiple sources.
* Fixed a bug that caused [redacteds] with the custom visage implant not to apply their reputation bonus when controlled.
* Fixed a coloration issue with dromad caravan journal entries.
* [modding] Added IfZoneVisited conversation predicate, which is true when the specified zone ID has been visited by the player. Fixed the RemoveItem/RemoveSpeakerItem delegates.
=== 204.58 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/488508/feature-friday-february-10-2023 Released February 10, 2023.]
* Pickaxes now count as axes for melee purposes.
* Pickaxes and nanopneumatic jackhammers now display rules text for their wall penetration behavior.
* Gigantic pickaxes and nanopneumatic jackhammers, and burrowing claws on gigantic creatures, now destroy walls in half as many penetrating hits.
* NPCs with air current microsensors or optical multiscanners implanted no longer reveal stairs to you. The exception is if the NPC is your follower and close enough for you to hear them.
* Added an animation to jumping.
* Arrows wielded as melee weapons now use the Short Blades skill.
* Dawngliders have a flaming bite again.
* Turret tinker followers now respect being told not to set up turrets.
* You now get an appropriate failure message when you try to apply a tonic to a robot.
* The repulsive device can no longer be taken back from the Children of the Tomb.
* Conveyor belts now stop animating when their drive is destroyed or disabled.
* Animated doors and walls are now affected by Slam as creatures, not as walls/doors.
* Stunning from Slam can no longer allows a successful save on a natural 20.
* Slam now propels creatures across pits in the middle of their path of being slammed.
* Slam now moves items on the ground along with a slammed creature regardless of whether the creature dies as a result of the slam.
* Slam now shakes the camera if the player is anywhere in the chain of creatures moved, rather than only if the player is the initial target.
* Creatures are no longer blocked from being moved by Slam by non-square-occupying items on the ground.
* Death due to the damage from being Slammed through walls now has case-specific death messaging.
* Using Slam while engulfed now results in slamming the engulfing creature in the direction indicated (unless you choose no direction, in which case you still Slam yourself).
* Creatures that are rooted in place can no longer be knocked prone.
* You are no longer considered able to move your extremities while enclosed in furniture like an iron maiden, regen tank, or sarcophagus.
* Removed the penetration cap from phase spider bite.
* NPC and starting player equipment usage is now less willing to use non-melee-weapon items as improvised melee weapons.
* Fixed an issue causing fungal infections to misbehave.
* Fixed a bug that made creatures fail to equip items over natural gear.
* Fixed a bug with applied tonics that looked at the applying creature's attributes rather than the applied-to creature.
* Fixed an issue with the rendering of taproot floor in Chavvah's keter.
* Fixed a rare infinite zone generation bug when generating dynamic quests after all secrets have been exhausted.
* Fixed a bug that caused amnesia to trigger on the world map.
* Fixed a bug that rarely caused the Bell of Rest to recall the player directly over an open pit, killing them.
* Fixed a bug that caused data disks to give every effect when used as hamsa.
* Fixed a bug that caused qudzu and their symbiotes to not rust your items.
* Fixed a bug that caused beguiling via cooking effects to always fail.
* Fixed a bug that caused creatures temporarily beguiled via cooking effects to replace your permanent followers.
* Fixed a bug that caused limb regeneration faculties to fail to regenerate dismembered treads and hardpoints from cybernetics. (Treads and hardpoints already severed in saved games are not affected.)
* Fixed a bug when you acquired Monochrome in the body of a dominated creature that resulted in being permanently unable to cure it.
* Reverted the input manager change that caused some issues on Linux machines. This will re-break some issues on MacOS without the bugfix enabled, but now it's broken in a more historically normal way.
* Fixed a bug that caused some small inconsistencies in spawns.
* Fixed a bug that made Slam destroy items on the ground in the same square as a slammed creature in some circumstances.
* Fixed a bug that usually made Slam's damage message from hitting walls not be displayed.
* Fixed a bug that could cause crashes when wading and proneness interacted.
* Fixed a bug that caused some NPC and player equipment loadouts to feature items being equipped multiple times in the same loadout.
* Fixed a bug that could cause games to crash on startup.
* [modding] Body parts added by cybernetics (motorized treads, gun rack, equipment rack, magnetic core) are no longer tracked as extrinsic (like body parts added by helping hands and two-faced headgear). They're instead considered long-term parts of the body in the same way limbs added by mutations are.
* [pets] Creatures no longer fruitlessly try to attack Gloaming or Either/Or. You'll have to re-redeem these pets for this change to take effect.
=== 204.56 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/485523/feature-friday-february-3-2023 Released February 3, 2023.]
* Increased the default HP for all items.
* Increased the default HP for all armor to 100.
* Put the Phase harmonic modulator implant in cybernetic loot tables.
* On the equipment screen, when you default interact with a natural weapon, you once again attempt to equip over it. You can press Ctrl+Space to look at it instead.
* You no longer autoexplore over dilute warm static.
* Items unintentionally dropped by your companions are now auto-picked-up when the "Auto-pickup special items" option is enabled.
* Natural gear of gigantic creatures is now always gigantic (including +3 damage and Slam bonus for cudgels).
* Rampaging sultans who earn a title as a result of their rampage are no longer called the Untitled.
* Removed the "flower" object from the game but left "flowers", making baetyl requests less ambiguous.
* Creatures are now pickier about equipping gear over their natural gear if the natural gear might be better.
* Added some more wall descriptions.
* Made magnetic bottles in trader (particularly tinker) inventories more reliably generate empty.
* Tweaked the ANSI in sultan murals.
* Fixed a bug that made glowmoths and gamma moths fail to attack.
* Fixed a bug that made True Kin register as mutants.
* Fixed a bug that made normality gas pumps use two slots even when you had giant hands.
* Fixed a bug that made some creatures' natural gear disappear when they gained some physical mutations.
* Fixed a bug that made most creatures' natural gear that had previously been visible in their descriptions stop showing up.
* Fixed a bug that made the Ruin of House Isner fail to have a guaranteed critical on its seventh shot.
* Fixed an issue that occasionally occurred with Sheba Hagadias's detail color.
* Fixed a grammar issue with some implant-related historical messages.
* Fixed some grammar errors in historical information and village quest text.
* Fixed several issues with MacOS and non-English keyboard layouts.
* Improved the grammar of some polygel duplication messages.
=== 204.53 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/482218/feature-friday-january-27-2023 Released January 27, 2023.]
* Chimeras can now eat the Cloaca Surprise and Crystal Delight.
* Extra floating nearby slots you obtain are no longer removed by transformative meals.
* Any time the player is forced to drop an item, that item is now considered a "special item" until the next time the player or a companion of the player picks it up, meaning autoget will pick it up if "Auto-pickup special items" is on.
* Space-time vortices caused by Quantum Jitters now have a short delay before they begin moving.
* Creatures' natural weaponry can now be equipped over, generally. This change resolves various cases of natural weapons appearing twice in creature descriptions. It also allows creatures to equip items over some natural weapons, like bites and claws.
* Shield Wall can no longer be activated without a shield equipped.
* Natural gear can now be interacted with from the equipment screen.
* Gigantic items can no longer be randomly generated by tinkering.
* Transkinetic cuffs are now actually spawnable.
* Extradimensional True Kin are no longer unable to install implants. (Existing instances in saves will not be affected.)
* Made metachrome weapons count as gigantic (and so get the +3 bonus) but reduced their base damage roughly by half.
* Palladium electrodeposits now implant into the head slot of your [redacted], if available.
* The "Auto-pickup ammo" option no longer strips energy cells out of devices.
* You can now harvest plump mushrooms from mushroom cases.
* You can no longer pour neutron flux to or from magnetic bottles if they aren't in working order.
* You're now warned when pouring neutron flux from a magentic bottle to an unsafe container.
* Schrodinger pages now display their faction when offered as a reward.
* Renamed cactus cherub to fractus cherub.
* Fractus cherubim are now considered members of the fractus species.
* All urshiib now have the Triple-jointed mutation.
* You can now throw recycling items or items fitted with filters down the Sacred Well.
* Turret tinkers are considered now hexapedal robots.
* Robot cheburim are now considered wheeled robots.
* Drillbots have short blades skills now.
* Pulse field magnets can no longer pull away natural gear.
* Small spheres of negative weight can now have some mods.
* You can no longer get infinite chrome keys from Otho.
* The hindren of Bey Lah are now interested in secrets about Kindrish.
* Heartbiter goatfolk now have the modern Adrenal Control mutation instead of the old one.
* Asphodel no longer becomes unresponsive at certain phases in the Earl of Omonporch quest.
* The gesticulating mod strength bonus now scales with item tier.
* Wheeled creatures like the mopango charioteer now have two wheels.
* Phase cannons are now considered heavy weapons.
* You can no longer get Chavvah's roaming keter by traveling to the map above Eyn Roj.
* Modified the stats of Wardens Esther so that they appropriately spawn 4 clones with Temporal Fugue.
* Table [redacted] no longer have blue detail color.
* Fixed a bug that caused skulk injectors not to be consumed if you were already under the effects of one.
* Fixed a bug that caused certain invalid limbs to break the Atzmus menu.
* Fixed a bug that caused old saves with Issachari present to behave strangely.
* Fixed a bug that caused some effects not to be listed in your status effects readout on the main screen.
* Fixed the pronoun for the Slam bonus in the description of gigantic plural weapons.
* Fixed a grammar issue in message for fully identifying an artifact.
* Fixes Tau's gender.
* Fixed some grammar in generated text.
* [modding] Robots and [redacted] are no longer considered mutants by the method GameObject.IsMutant().
* [modding] Fixed an error that could occur with custom Options.xml loading
* [modding] Added optional predicates to several GetCreatureAroundPlayerLevel methods in EncountersAPI.
* [modding] ModColossal is no longer hardcoded to be disallowed as a bonus mod, so its settings in Mods.xml are better adhered to.
=== 204.52 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/479190/feature-friday-january-20-2023 Released January 20, 2023.]
* Added a new item: transkinetic cuffs.
* The slynth of the Hydropon can now resettle on Chavvah, the Tree of Life.
* The bottom level of the rusted archway now consistently builds with an electrical power grid rather than a hydraulic system.
* Being on fire no longer shows a damage message when the damage amount is zero.
* Reduced slynth level and gave them more AV.
* Crypt sitters should be more responsive to attacks.
* Tillifergaewicz now wears her clay pot and also has an extra one.
* Certain significant body transformations now change your species.
* Urn dusters now equip and attack with their ash shovels.
* Added a couple seats to the Grit Gate library.
* Leeches are now worms instead of mollusks.
* Eating luminous hoarshrooms now costs energy.
* Several creatures that had hands or hands-variants but not a Hands slot now do.
* Something being coated in neutron flux now results in its immediate explosion.
* Responsibility for neutron flux explosions is now tracked better.
* Added new hamsa effects to tartbeard glands and gallbeard glands.
* The reshaping nook and pad are now rebuilt if destroyed.
* Dromad [redacted] are no longer uniformly brown.
* Mopango charioteers now make [redacted] charioteers.
* The repulsive device now has an associated incantation when chosen for the [redacted].
* Reduced the chance that extradimensional hunters ambush you inside your [redacted].
* Tweaked the wording of Wilderness Lore skills to be clearer.
* Added new descriptions to several creatures.
* Changed kipper detail color.
* Changed beetlebum's color.
* Fixed a bug that made neutron flux poured or spilled on the ground fail to explode.
* Fixed a bug that caused using the Spacetime Vortex mutation to undergo two normality checks instead of one.
* Fixed a bug that made broken power lines sometimes appear working and working power lines sometimes appear broken.
* Fixed a bug that caused craftmarks to appear in the middle of some partially identified artifact names.
* Fixed a bug that made shots fired by your point-defense drone incur an action cost on you and interrupt your ongoing actions like Sunder Mind.
* Fixed a bug that caused dynamic village mayors to become unresponsive after the slynth had settled there for a week.
* Fixed a bug that gave you the Repair option on your [redacted] if you had the tinkering Repair skill.
* Fixed a bug that caused non-standard limbs with metachrome to not be eligible for offhand attacks.
* Fixed a bug that caused sub-limbs of extra body parts acquired from the an incantation to not receive metachrome natural weaponry.
* Fixed a bug that caused reputation giving items equipped to bodies you have released control of to be retained.
* Fixed a bug that caused the crystal chimes of Chavvah to not comment on the death of Aoyg-No-Longer when it occurred by your hand.
* Fixed a bug that prevented fungicide from destroying fungal spores.
* Fixed more instances of music notes appearing in quest texts.
* Fixed some grammar errors in village histories.
* Fixed some grammar errors in Two-Headed shake off messages.
* [debug] When The Golem quest has been completed, any subsequently wished-in mounds now have a 'Build' option available to construct it.
=== 204.51 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/476107/feature-friday-january-13-2023 Released January 13, 2023.]
* Added a tree [redacted].
* Fulling identifying an artifact now gives a different message than partially identifying it.
* Magnetic bottles now alert you when they're nearly out of power.
* Magnetic bottles generated in vendor inventories are now always empty.
* Great magma crabs now bleed lava.
* Ink now has value.
* Having something explode in your inventory while you're on the world map no longer destroys significant portions of the world map.
* Village mayors, wardens, tinkers, apothecaries, and merchants can no longer generate hidden.
* Somewhat reduced the priority Repair has as the default interaction on repairable items.
* You are now always able to make contact with equipped or inventory items for the purpose of repairing them.
* Creatures resistant to acid and heat are now more willing to traverse acid and lava, respectively.
* Extradimensional dromad hunters no longer spawn with their caravans.
* The masterwork carbine now bears Sparafucile's mark in its display name.
* Gave sandals of the river-wives a different tile.
* You can no longer eject from the [redacted] on the world map.
* Added some new creature descriptions.
* The repulsive device is now marked as important.
* Dormant waydroids are now marked as quest items.
* Deleted some extraneous conversation for Aoyg-No-Longer.
* Attempting to build a campfire in open air or over a pit now generates a better failure message.
* Fixed Klanq's pronouns in Barathrum's dialog.
* Fixed some bugs with the partially identified states of recoilers and chiral rings.
* Fixed a bug that caused creatures to spawn over pits in some contexts.
* Fixed a bug that with the Six Day Stilt n-pointed asterisk buff.
* Fixed a bug that caused repair attempts on scrapped waydroids to cost energy when they shouldn't have.
* [pets] Esbear is now of species bear. You'll have to re-redeem him for this change to take effect.
=== 204.50 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/473151/feature-friday-january-6-2023 Released January 6, 2023.]
* Albino apes now have the Albino defect.
* The data disk options you get for buying Tinker I, II, and III now match the item tier range for each of those skills.
* All winged mammals now correctly have wings.
* Robot cherubim now correctly use treaded body plans.
* You can now complete Decoding the Signal if you manage to do the decoding without traveling to the quest location.
* The Null Face can no longer be modded or generate with mods.
* Villager tinkers and merchants in dynamic villages should more often include their roles in their display names.
* Barathrum now correctly states the number of drams of neutron flux needed for [redacted] battery.
* Checkpointing and autosaves are no longer triggered when you enter or exit an interior space.
* Dream wrens now have their peck.
* Breathbeard gland paste no longer has the odd chance to bestow Teleportation when used as a hamsa.
* Mazebeard gland paste can no bestow Confusion when used as a hamsa.
* The interior of the [redacted] is now less prone to catching fire from its own catalyst liquid.
* Legendary soup sludge pariahs that get catalyzed by new liquids now update their names accordingly.
* Soup sludges that get catalyzed by warm static now grow entropic pseudopods.
* Legendary pilgrims in lairs no longer leave their lairs to go on pilgrimages.
* Slightly increased the population density of the Moon Stair.
* Fixed a bug that caused Klanq to wander inappropriately.
* Fixed a bug with the rendering of piped walls in the dark.
* Fixed a bug that made magnetized two-handed melee weapons, bows, rifles, and heavy weapons require two Floating Nearby slots. (Existing magnetized items in saved games won't be fixed.)
* Fixed a bug that made plasma-coated creatures and objects to not radiate heat.
* Fixed a bug that caused some crystal chimes to hide under the crystalline branches of Chavvah.
* Fixed a bug that let you start If, Then, Else several times and get multiple crystal keys.
* Fixed some branch confusion in Dyvvrach's dialog.
* Fixed a bug that caused Aoyg-No-Longer to respawn under certain conditions.
* Fixed a bug that caused you to sometimes be unable to reshape the [redacted].
* Fixed a bug that caused clones of the [redacted] to not follow you until piloted.
* Fixed a bug that crashed the game on systems using decimal commas when certain mods were installed.
* Fixed a bug that caused the tile of unidentified artifacts to be revealed when throwing them down the Sacred Well.
* Fixed a rare UI deadlock.
* Fixed some bugs with legendary creatures generating as village pets.
* Fixed a few grammar issues with generated text.
* [modding] Moved Moon Stair objects out of Staging.xml and into their appropriate data files.

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.