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


Often these updates break save compatibility with games saved in the previous version. If you'd like to continue a save from a previous patch, you can switch back to that patch's branch. From Steam, right-click Caves of Qud > Properties > Betas > choose a branch.
Often these updates break save compatibility with games saved in the previous version. If you'd like to continue a save from a previous patch, you can switch back to that patch's branch. From Steam, right-click Caves of Qud > Properties > Betas > choose a branch.
==Version scheme==
Example version: <code>2.0.195.1</code><br>
Caves of Qud is currently on version 2.0. The third number in the version string, like '195', increases every week. The fourth number is 0 unless there is a hotfix to fix a critical bug.


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


==2019==
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.
===2.0.194.0===
Released September 27, 2019.
* Walls, furniture, and tombstones now occasionally appear with [[graffiti]].
* If the creature you're [[domination|dominating]] gets turned to stone by a [[lithofex]] gaze, you no longer erroneously die.
* [[life loop|Life loops]] now prevent the limb they're equipped on from being severed.
* [[Sheba Hagadias, Librarian of the Stilt|Sheba Hagadias]] no longer has the chance to spawn as a [[pulsed field magnet]].
* Fixed some display and reputation bugs on items painted or engraved with historical events from [[Resheph|Resheph's]] life.
* [modding] Conversation node text now ignores leading whitespace. You can now insert a space manually with the special character sequence "/_".
* [modding] Fixed a bug in PlayerMutator.
* [modding] Added a new property to item mods: NativeTier. When generating mods for an item, if a mod's native tier is higher than the to-be-modded item's tier, its likelihood of being chosen is reduced by a factor of (NativeTier-ItemTier)*10.
* [modding] We refactored liquids.
** Liquids are now derived from BaseLiquid and are tagged with the [IsLiquid] attribute.
** Removed the byte identifiers. All liquid references are now based on string IDs mapped to the value assigned in BaseLiquid::ID.
* [modding] Added support for extending the JoppaWorldBuilder. Classes that extend IJoppaWorldBuilder and are tagged with the JoppaWorldBuilder attribute now have their before and after methods called during JoppaWorldBuilder execution. Here's an example.
    [JoppaWorldBuilderExtension]
    public class MyJoppaWorldBuilderExtension : IJoppaWorldBuilderExtension
    {
        public override void OnBeforeBuild( JoppaWorldBuilder builder )
        {
        }
        public override void OnAfterBuild( JoppaWorldBuilder builder )
        {
        }
    }
* [modding] Added support for generically extending world builders. Classes that extend IWorldBuilder and are tagged with the WorldBuilder attribute now have their before and after methods called during all WorldBuilder executions. The world builders typically (but not necessarily) extend WorldBuilder. Here's an example.
    [WorldBuilderExtension]
    public class MyWorldBuilderExtension : IWorldBuilderExtension
    {
        public override void OnBeforeBuild( string world, object builder )
        {
        }
        public override void OnAfterBuild( string world, object builder )
        {
        }
    }
 
===2.0.193.0 ===
Released September 20, 2019.
* We tweaked the layout of [[Joppa]].
** Moved the sultan shrine to the map north of Joppa, near the graveyard.
** Added a guaranteed shrine to [[Resheph]] where the sultan shrine used to be.
** Added a dirt path leading from central Joppa to the graveyard and sultan shrine, and a sign to guide the way.
* Added a new item: [[tattoo gun]].
* Added a new item: [[precinct navigator]].
* Added some new bracelet tiles.
* [[Force bracelet]] now appears slightly more often in rare artifact loot tables.
* Fixed a bug that occurred while cooking with [[convalessence]].
* [modding] DischargeOnHit now triggers on thrown weapons and projectiles.
* [modding] Added a new event, ProjectileEnteringCell, which gets passed to all objects in a cell before projectile impact occurs. It has the following parameters.
** Cell: the current cell
** Path: the list of Points in the current missile path
** p: the int value of the current index in the missile path
** Attacker: the attacking creature
* Returning false skips this cell's projectile impact. You can modify the path during this event; any changes from index p onward will take effect.
 
===2.0.192.0===
Released September 13, 2019.
* Added a Sixth Great Sultan to the history of Qud: [[Resheph]]. His history is depicted via shrines like the other sultans but remains the same from game to game.
* Converted the dates that appear in sultan and village histories to the new Reshephian calendar.
* Added a new faction: Cult of the Coiled Lamb.
* Added a secluded shrine to Resheph in the Stiltgrounds.
* Added a new NPC to the Stiltgrounds: [[Tszappur, disciple of the Coiled Lamb]]. Tszappur will muse with you over the significance of the events in Resheph's life.
* Altered the entry point tile of the [[Six Day Stilt]].
* Revamped the post-quest dialog for '[[What's Eating the Watervine?]]'.
* Life drain now properly ceases if the drainer dies.
* Fixed a bug that caused the attacker to be treated as the defender during some critical hit effects.
* Fixed a typo in [[maghammer|maghammer's]] description.
* Fixed some other typos.
* [modding] Mods can now include a Commands.xml file that adds mod-specific keybinds. The command IDs are fired as events on the player body.
* [modding] Mods can now include an Options.xml file that adds mod-specific options.
* [modding] The NameMaker and Tinkering classes are now public.
* [modding] Added a new attribute and interface: PlayerMutator and IPlayerMutator. You can use them to modify the player object before the game begins. Any class tagged with the PlayerMutator attribute is instantiated after the player object is created and assigned, and the "mutate" method is called with the player as the parameter. For example:
    [PlayerMutator]
    public class MyPlayerMutator : IPlayerMutator
    {
        public void mutate(GameObject player)
        {
            // modify the player object before the game starts
        }
    }
 
===2.0.191.0===
Released September 6, 2019.
* Added a new item: [[maghammer]].
* Added a new eyewear mod: [[nav]].
* Added new tiles for the following items, creatures, and locations.
** [[Mechanmist rummager]]
** [[albino ape pelt]]
** [[ogre ape pelt]]
** [[ripe cucumber]]
** [[arsplice seed]]
** [[crystal of Eve]]
** [[Eater's flesh]]
** [[mental aggregator]]
** [[leafy helm]]
** [[croccasins]]
** [[elastyne slippers]]
** [[yeshyrskin slippers]]
** [[ape fur hat]]
** [[plastifer bonnet]]
** [[polyhedral rings]]
** [[eyeless crab shell]]
** [[gyrocopter backpack]]
** [[tread guard]]
** [[VISAGE]]
** [[wool kilt]]
** [[Clay pot]]
** [[the rusted archway]]
* You can now mod items by interacting with them in your inventory and choosing "mod with tinkering".
* The tinkering screen now indicates when there are hostile creatures are nearby.
* Recharging energy cells now takes a turn and cannot be done while frozen.
* You can no longer apply the following melee mods to missile weapons: electrified, freezing, flaming, and counterweighted.
* Fixed a bug with the trade/violence reward branch in [[Kith and Kin]] that caused the grenade stockpile reward to be only half as many grenades as it should have been.
* Fixed a bug that made hats ineligible for several mods they were designed to be eligible for.
* Fixed a bug that sometimes caused baboons to fail to generate as villagers.
* Fixed a bug that caused unique baboons to have the name 'baboon hero' instead of a proper name.
* Fixed a typo in the description of effects that alter your move speed while you're in a pool of liquid.
* Fixed a bug that caused skill-based speed bonuses to world map travel to not work (e.g., bonuses granted by the Survival skill powers).
* [modding] You can now set the Owner field on objects in the map editor.
 
===2.0.190.0===
Released August 23, 2019.
* Arconauts report the continued unearthing of a massive tomb complex surrounding the [[Spindle]] at [[Omonporch]]. A stolen ledger reveals the presence of catacombs, a crematory, crypts, and sepulchers for each of the Six Great Sultans. They insist that we monitor the site for further developments, which, they say, will continue to come.
* The description on shields now clarifies that shields only grant their AV when you successfully block an attack.
* Shield block messages and particle text now display the bonus AV granted.
* Added a background to the mod configuration page.
* [[Indrix]] now repeats his directions to [[Mamon Souldrinker]] when you talk to him again after starting [[Raising Indrix]].
* [[Sparking baetyl|sparking baetyls]] no longer ask for unobtainable glow-wight corpses.
* Lairs are no longer sometimes generated with a mysterious 'baboon hero' occupant.
* Dialog nodes with consequences can no longer be avoided by performing the water ritual or entering the trade screen.
* Removed some deprecated skills from NPCs.
* Updated the description of [[Disintegration]] to clarify that bonus damage is done to structural objects rather than inanimate objects.
* Fixed a bug that caused indigenous village tinkers to be unable to repair, identify, and recharge items.
* Fixed a bug that caused various skill powers to fail to work with natural equipment (e.g., fists).
* Fixed a bug that caused issues when amphibious player characters traveled on the world map.
* Fixed a bug that allowed you to disassemble equipped items without actually losing the item.
* Fixed a bug that caused [[Shake It Off]] to fail to attempt to prevent daze or stun the first turn the effect was acquired.
* Fixed a bug that prevented medicinal liquids from attempting their disease prevention effect in the case of [[Ironshank]].
* Re-enabled the Modding Utilities menu background image.
 
===2.0.189.0===
Released August 16, 2019.
* Reclassified various mushroom-based consumables as fungi rather than plants.
* Reduced the Ego requirement of [[Menacing Stare]] (and thus the [[Persuasion]] skill) to 17.
* Feral lah now get XP for kills made by their pods, unless the pods have found a new party leader.
* You no longer get a popup message when one of your burgeoned plants dies.
* If you [redacted] while wielding the [[amaranthine prism]], [redacted].
* Did some more adjustment of creatures roles, fixing several cases of creatures having reduced or inflated stats.
* [[Lase]] now tells you when your laser beam fails to penetrate your target's armor.
* Items covered in liquid now correctly have their display names modified (e.g., "sticky Mehmet").
* Effect text that referred to regaining hit points as "regeneration" now instead uses "natural healing rate" to avoid confusion with the [[Regeneration]] mutation and clarify that limbs aren't regenerated naturally.
* Fixed a bug that prevented [[Beguile]] from working when used via a cooking effect.
* Beguiling a creature via a cooking effect now uses the correct [[Beguile]] level (the one that's listed in the effect description).
* Made the target picker more descriptive when beguiling via a cooking effect.
* Changed the wording in the effect description of [[resonance grenades]] from "inorganic matter" to "structural objects" to clarify that they don't do bonus damage to robots.
* Replaced number words with their easier-to-parse numerals in a few contexts.
* Removed duplicate brain parts from arconauts and great saltbacks.
* Standardized the spelling of the various tenses and forms of the word 'worshipping'.
* Fixed some subject-verb agreement issues with unidentified artifacts.
* Fixed a typo in the dawnglider tail description.
 
===2.0.188.0===
Released August 10, 2019.
* Added a new Tactics power: [[Deft Throwing]].
* We changed how the [[Backswing]] power works.
** Removed the Axe version of the power.
** New Cudgel version: whenever you make a cudgel attack with your primary hand, there's a 25% chance you make an additional free attack with the same hand.
* Added a new cooking ingredient: [[congealed love]].
* [[Glowpad]] corpses are now considered plant-based instead of meat-based.
* Made [[beguiling|Beguiling's]] description more descriptive and removed the inaccurate reference to a level cap.
* Gave the torch sconces in the [[Six Day Stilt]] cathedral working tiles.
* Fixed a rare exception caused by [[ganglionic teleprojector]].
* Fixed a rare exception during village zone generation.
* Rare exceptions during the generation of [[greater voider]] lairs no longer cause the zone to fail to build.
* Fixed a color formatting issue in the manual.
* Fixed a typo in the description of [[linear cannon]].
* Fixed a grammar bug in [[Slog of the Cloaca|Slog's]] description.
* Changed the detail color of [[Congealed blaze|congealed blaze's]] tile.
* [[Beguiling|Beguiled]] and [[Proselytize|proselytized]] creatures now have beguiled and proselytized status effects, respectively.
* Fixed some memory leaks with [[Burgeoning]].
 
===2.0.187.1===
Released August 2, 2019.
* Added a chance for generated villages to have their own village tinker. Starting villages always have a village tinker.
* Tinkers now sometimes immigrate to villages during village history generation.
* [[Clairvoyance]] now grants visibility through [[vantabloom]] and [[vantabud|vantabud's]] blackout effect.
* Unpreserved mushrooms are now correctly considered mushrooms.
* Long blade powers now appear under the Skill category on the Abilities screen, like all other skill powers.
* Removed some incorrectly assigned creature roles that were causing some creatures to have reduced stats and XP awarded.
* Added a message when you reach the current end of the main questline.
* The [[Mechanimist]] faction name is now correctly formatted with the definite article in certain contexts.
* [[Ogre ape]] corpse now has the correct display name.
* Changed Mouldering Corpse object name to Moldering Corpse.
* Added informative descriptions to [[gentling mask]] and [[gentling cone]].
* Gave gentling cone the same tile as gentling mask.
* Fixed a bug that prevented some followers from gaining XP.
* Fixed a bug that caused NPCs with slime glands to refuse to spit slime.
* Fixed an object blueprint typo that caused all trinkets to be ineligible for dynamic encounters.
* Fixed a typo in [[urberry|urberry's]] eat message.
* Fixed a grammar issue that appeared in the follower death message when the follower was of pseudo-plural gender.
* Fixed a grammar issue that appeared in the wild-eyed watervine merchant's description when they were of pseudo-plural gender.
* Fixed a bug that caused the description for the [[Slime Glands]] mutation to be truncated.
* Fixed a typo in the take-all weight limit message.
* Reduced lag while on the world map.
* [modding] Added a new tag, HeroLevelMultiplier, that can be put on creatures and hero templates. It lets you specify the level multiplier applied when a creature is uplifted to a unique. The default unspecified value is 1.5.
 
===2.0.186.1===
Released July 27, 2019.
* You now get a popup message when one of your followers dies, with some exceptions for temporary or swarming followers.
* Added some conditional dialog to [[Yurl]].
* Added the framework for certain dialog options to reveal secrets in the Gossip and Lore tab of your journal.
* Increased the specific heat of all objects.
* Extremely hot objects now cool off a small percentage of their heat instead of a low, flat amount per round.
* [[Phase cannon]] and [[swarm rack]] turrets now start with much less ammo.
* Excluded some offensive words from generated text results.
 
===2.0.185.1===
Released July 19, 2019.
* Added a new music track to historic sites.
* Villages can now undergo historic events that cause them to become abandoned. You'll now occasionally come across abandoned villages in your travels.
* [[Sheba Hagadias]] now accepts village history books for trade-in.
* Added new conditional dialog for [[Jacobo]].
* Forcefields no longer push other forcefields or holograms.
* You now get dialog confirmation when using the 'Take all' command if it would put you over your weight limit.
* Fixed a few typos in the Barathrumites' dialog.
* Fixed a bug that caused some saved games from the previous game version to fail to restore.
* Removed a duplicate part on mirror shard.
* Fixed a typo referring to Shakesprig.
* Fixed some issues with ANSI coloring in book text.
* Fixed a rare exception when installing a skillsoft implant.
* [modding] Scrap buffer generation is now thread-safe.
 
===2.0.184.0===
Released July 12, 2019.
* We did some work on Grit Gate.
** Gave new dialog, description, skills, and equipment to [[Mafeo]], [[Jacobo]], [[Sparafucile]], [[Dardi]], [[Aloysius]], [[Hortensa]], [[Iseppa]], [[Neek]], and [[Shem -1]].
** Gave [[Ereshkigal]] new dialog.
** Added a new piece of jewelry: [[silver rondure]].
** Added a new item: [[umber frock]].
** Made the completion of [[The Earl of Omonporch]] quest more robust.
** Removed a duplicate dialog option that appeared in conversations with [[Barathrum the Old|Barathrum]] after you completed '[[Pax Klanq, I Presume?]]'.
* Gave [[Tam]] new dialog.
* [[Space-Time Vortex|Spacetime vortices]] now work again.
* Vomiting on the world map no longer covers a square parasang in putrescence.
* [[Sheba Hagadias]] no longer has the chance to spawn as a creature with no inventory and thus no ability to receive books.
* You no longer get spurious warning messages when you manipulate an object you don't own but you've already stolen.
* You no longer get spurious popup messages when other creatures mutate due to a [[gamma moth]] gaze.
* Fixed a bug that caused the chance of falling while flying to be 1% lower than it should have been.
* Fixed conversations bugging out when there were too many dialog options.
* Fixed some [[Oboroqoru]] typos.
* Fixed the spelling of the 'statpenalty' wish.
 
===2.0.183.0===
Released June 28, 2019.
* Added two new rare items: [[programmable recoiler]] and [[reprogrammable recoiler]].
* Abilities that require a particular weapon type to be equipped are now smarter about which weapon they choose if there are multiple options.
* Added new descriptions for the following creatures and items: [[qudzu]], [[irritable tortoise]], [[jilted lover]], [[rustacean]], [[salthopper chip]], [[phase spider]], and [[scrap-clad hermit]].
* Renamed safety bracelet to [[life loop]] and rewrote the description.
* Added a message for when a life loop dematerializes its wearer.
* Butchery's visual effect and bloodsplatter are working again.
* Fresh corpses may now bleed when struck.
* Bumped up the [[bloated leech]] corpse chance to 100%.
* [[Chromeling|Chromelings]], [[Plated chromeling|plated chromelings]], and [[Waydroid|waydroids]] in sleep mode no longer appear in dynamic encounters.
* [[Otho]] now waits for you to actually give him the signal disk before leaving his study to discuss the signal with [[Barathrum]].
* Fixed a bug that caused Otho to not return to his study and discussing the signal.
* Added some fallthrough dialog for Otho.
* Made the completion of [[The Earl of Omonporch]] a bit more robust.
* Copies of the [[sheaf of bloodstained goatskin parchment]] no longer appear in the world with the title "Illuminated".
 
===2.0.182.1===
Released June 22, 2019.
 
Hotfix for 2.0.182.0 fixing a save issue.
 
===2.0.182.0===
Released June 21, 2019.
* Updated the dialog and changed the quest turn-in sequence for [[Decoding the Signal]] to make more sense narratively.
* Added new descriptions to one of the arc sconces, glass, tinted glass, [[urshiib]], [[newfather]], [[chromeling]], [[chain laser]], forcefield, and force barrier.
* Fixed a bug with [[Time Dilation]] that caused it to speed up creatures rather than slow them down.
* Added more information to the Time Dilation mutation description.
* Folks now refer to each other with a more intimate appellation after they've performed the water ritual together.
* You can no longer lay mines or set bombs on the world map.
* [[Force bracelet|Force bracelets]] and [[Stopsvalinn]] no longer continue operating when you move to the world map.
* [[Charge]] no longer goes on cooldown when aborted.
* You can no longer take objects while frozen.
* Limbs severed from plant and fungal creatures are no longer considered meat suitable for carnivores.
* The overlay inventory screen can now handle it when you have hands but no arms.
* The menu actions for "learn" and "build" on data disks now have their activation keys highlighted.
* When tinkering recipes produce more than one of an item, it's now apparent on the tinkering screen and in data disks' descriptions.
* Forcefields of all kinds no longer fall through holes in the ground.
* The entire word "blow" is no longer highlighted in the interaction menu for [[Grandfather horn|grandfather horns]]. Now only the 'b' is highlighted.
* [[Asphodelyte|Asphodelytes]] and faction delegates no longer to spawn inside the building at [[Omonporch]].
* Fixed some issues with [[Force bracelet|force bracelets]] and [[Stopsvalinn]] along zone boundaries.
* Fixed a bug that caused the frenzied status effect to become permanent.
* Fixed a typo in hatter dialogue.
* Fixed a bug that caused some objects to be classified in the Unknown category in inventory lists after a save and reload.
* Fixed a bug that caused some text to be cropped in the Abandon Character dialog.
* Fixed a bug that occasionally caused liquid containers to generate without liquid in contexts where they should have had liquid.
 
===2.0.181.0===
Released June 14, 2019.
* Added new dialog for ichor merchants, shoemakers, gunsmiths, grenadiers, armorer, and haberdashers.
* You can no longer use [[Spiral borer|spiral borers]] on the world map.
* Changed the stats of [[leather apron]] and gave it a new description.
* Gave a DV penalty to [[spiked gauntlets]] but increased their bleed damage and save target.
* Updated the description for [[telescopic monocle]]. It now includes information on its artifact examination bonus.
* Added information about [[Grassy yurtmat|grassy yurtmat's]] camouflage properties to its description.
* Gave [[vine-weave tunic]] camouflage properties and updated its description.
* Carapaces, quills, and wings no longer show up in armor racks.
* Latch-on weapons and [[Hook and Drag]] now disengage once you're no longer hostile to the target.
* Added a message to the message log for when you swim through a tile (you swim when you move through a pool of water that's at least 1,000 drams).
* Clones of your [[Evil Twin|evil twin]] are now appropriately described as evil in their short descriptions (appropriate for your perspective, that is).
* Holograms and force bubbles created by [[Temporal Fugue|fugue clones]] no longer become permanent when the clones disappear.
* Time dilation speed penalties no longer permanently affect clones of someone who was time dilated.
* When a creature occupies the same tile as a wall, projectiles no longer pass through the wall when they miss or pass through the creature.
* Projectiles can now damage walls and other non-creature solid objects they strike.
* Fixed a bug that occasionally caused the wrong sacred liquid to be displayed in the water ritual dialog choice.
* Fixed a bug with generating certain zones.
* [modding] Mod build errors are now logged to a separate file: build_log.txt.
 
===2.0.180.0===
Released June 7, 2019.
* The 'cook a recipe' popup now displays the effect of the meal, sorts favorites to the top and hides uncookable recipes by default.
* The console version of the 'cook a recipe' popup got a make-over.
* The ingredients list in the cooking menu is now sorted alphabetically.
* You will no longer automatically [[Trash Divining|rifle through trash]] if that trash is a quest item.
* Heat resistant NPCs will now avoid hot areas less, acid resistant NPCs will avoid acid less and NPCs immune to slipping on slimy liquids will not avoid slimy liquids.
* All 'pick a choice' popups accept scroll wheel to move up and down now.
* [[Desalination pellet|Desalination pellets]] no longer consume an entire stack of pellets when used.
* Companions will now join the player at more sensible locations when moving via the world map or recoiling.
* [[Air current microsensor|Air current microsensors]] and night vision implants' toggleability will no longer stop working after a save and restore.
* [[Thistle pitcher|Thistle Pitchers]] will no longer appear in dynamically generated populations
* [[Hook and Drag]] has been moved to the the proper "Skill" section in the ability list
* [[Electrobow]] bolts are now immune to damage
* Dueling stance [[Swipe|Swipe's]] save target was much higher than described, causing it to never fail. The save target has been adjusted to it's proper, lower, value.
* [[Hypertractor|Hypertractors]] now function properly.
* While on the world map you can no longer fire missile weapons, throw things, drop things, activate summoning curios, burrow, or pour liquid other than between containers.
* You can now use the natural ranged weapons of [[Slugsnout|slugsnouts]], [[Two-headed slugsnout|two-headed slugsnouts]], [[Agolfly|agolflies]], [[Glowmoth|glowmoths]], and [[Gamma moth|gamma moths]] while dominating them, and they will show up in the sidebar.
* [[Wounding Fire]] now performs the proper effect rather than duplicating the effect of [[Suppressive Fire]].
* Equipped [[blast cannon]], [[arc cannon]], [[Mortar tube|mortar tubes]], and [[Swarm rack|swarm racks]] are no longer duplicated by [[cloning draught]].
* [[Cloneling|Clonelings]] produce somewhat less faithful clones than cloning draught again, as was previously the case.
* Being in the same cell with slippery liquids no longer causes chairs, beds, [[Iron maiden|iron maidens]], and [[Psionic sarcophagus|psionic sarcophagi]] to malfunction.
* Fixed a bug causing some mutation granting effects to show extra messages
* Fixed a bug that made [[Gas mask|gas masks']] and [[Vinewood sap mask|vinewood sap masks']] behavior with regard to status effects persist after removing them.
* Fixed a bug that made [[Hologram bracelet|hologram bracelets]] and [[Compass bracelet|compass bracelets]] malfunction if worn across a save and restore.
* Fixed a bug that made some emergency teleportation effects stop working across a save and restore.
* [modding] The DesalinationPellet part can now be modded to remove or convert different liquids; see the Desalination Pellet blueprint for its configuration attributes.
 
===2.0.179.0===
Released May 31, 2019.
* Added new autoexplore options to ignore enemies based on their distance and your evaluation of their difficulty.
* Autoexplore will no longer run into immobile friendlies and stop.
* Autoexplore and pathfinding will now merely avoid campfires, torches, and sconces rather than considering them absolute no-go areas.
* When you stop autoexploring or autowalking because you see a hostile creature, the message will now indicate in what direction you saw them.
* You must now type ABANDON in a prompt to quit without saving
* [[oven|Ovens]] now appear on the alt display.
* Charge's animation will now display the charging creature's tile rather than its text character, if it has a tile.
* NPCs no longer waste time trying to charge through solid objects or hesitating when they mean to charge.
* Defoliant gas now works properly on the plant matter created by [[Seedsprout worm|seedsprout worms]] and [[Sprouting orb|sprouting orbs]].
* Being dismembered will now interrupt the player.
* [[Blue jell|Blue jells]] now bleed [[Convalessence|convalessence]], not slime.
* Pouring from a vessel owned by somebody else into one of your own containers no longer confirms twice.
* Examining or disassembling an artifact that is inside a container owned by somebody else now confirms before proceeding (disassembly previously proceeded without confirming and angered owners; examining in this circumstance didn't anger owners but now does if you break the artifact).
* [[Grit Gate]] medical furniture is now properly considered owned by the Barathrumites.
* [[Hologram bracelet|Hologram bracelets]] now have a 'deactivate' command rather than using 'activate' again to deactivate them.
* [[Jotun, Who Parts Limbs|Jotun]] is back where he's supposed to be.
* Fixed an issue causing multiple hostiles to spawn in a single cell (most noticeable with turrets)
* Fixed a bug that prevented renaming of companions after you had already renamed them once.
* The conversation UI now allows scrolling
* [modding] Conversation UI has some new overridable methods on ConversationNode and ConversationChoice sub-classes.
* [modding] Many conversation hooks have events now, see (wiki to be updated later) for more information
 
===2.0.178.0===
Released May 25, 2019.
* When mouse input is enabled, target pickers will no longer snap to the mouse locations unless the pointer moves.
* Mouse input will be disabled for 0.25s after the application regains focus, so you won't move when clicking back to the application with mouse input enabled.
* Librarians who are seed-sprout worms will no-longer passively burrow themselves when bored.
* Fixed a bug causing [[Stopsvalinn]] to prompt for a direction on only the first activation.
* Fixed a bug that allowed esper hunters to be generated as waydroids who could be forced to friendliness by a droid scrambler.
* Various tasks requiring physical movement which did not previously respect being frozen now do.
* NPCs who are on fire but cannot actually do anything about it will no longer stop moving or acting because of this.
* When [[Sheba Hagadias]] is a [[seedsprout worm]], she will no longer burrow just because she's bored.
* When Sheba Hagadias is a [[panhumor]], she will no longer immediately die from her own acid pool.
* Having a scrapped [[waydroid]] repaired by an NPC tinker now applies all the effects of repairing it in any other way.
* Autoexplore and pathfinding will now avoid spider webs, asphalt, honey, sap, and wax more and cider, cloning draught, convalessence, primordial soup, putrescence, salt, and wine less, and will not treat lava and acid that has been mixed with blood as safe to walk on.
* Autoexplore and pathfinding will now do more avoiding things you might not want to walk on in general, but also be more willing to walk into potentially troublesome but not actively harmful places in order to reach a destination.
* There is now an option to control the maximum speed of autoexplore, defaulting to 10 squares per second.
* The inhabitants of Grit Gate will now be more reliably forgiving of friendly fire incidents during the quest A Call to Arms.
* [[Cloning draught]] now only clones creatures (and continues to not clone anything inorganic).
* Clones will no longer spawn on the world map.
* The character generation info for castes and callings has been partially reworked.  It is no longer possible for most elements of it to disagree with the actual implementation.  As a result, some information is new, such as Wardens having the Pistol skill.  Another difference is that powers automatically included with a skill are no longer listed if the type has the skill.
* On the status screen, the mutation list will now scroll if you have more than 12 mutations.
* Liquid auto-collection now respects the "auto-pickup if hostiles are nearby" option.
* Liquid auto-collection now takes a turn.
* Liquid auto-collection no longer takes adjacent water containers.
* Items you mod while equipping them will now get reequipped after you're finished modding them.
* Heat resistance and cold resistance no longer apply against temperature changes that would appear to be helping you because they'd be warming you up from being cold or cooling you down from being hot, respectively.
* Fixed a bug that made NPC tinkers unable to repair items the player did not understand.
* Fixed a couple of bugs causing flight from items to behave poorly around the items being unequipped, especially but not exclusively after a save and restore while flying.
* Fixed a bug that made short bow turrets non-functional and immortal.
* Fixed a bug that made waydroids neutral to the player.
* Fixed a bug that made the [[Consortium of Phyta]] inappropriately hostile.
* Fixed a typo in cloning draught's name.
* Fixed a bug that made liquid auto-collection sometimes destroy liquids without collecting them.
* Fixed a bug where modding an item you were equipping could result in the item to mod stacking with similar items in your inventory and being lost.
* Fixed a bug that made some village denizens noncommunicative.
* Freshly obtained village recoilers no longer put you inside walls.
* Fixed a bug causing Stopsvalinn to prompt for a direction on only the first activation.
* Fixed a bug that allowed esper hunters to be generated as waydroids who could be forced to friendliness by a droid scrambler.
* [modding] Genotypes and subtypes have been reworked to be more moddable.
** Skills are no longer designated via a comma-separated attribute called Skills; now there is a <skills> element that can contain <skill Name="Skill_PowerName" /> elements, as well as <removeskill Name="Skill_PowerName" /> elements.
** Reputations are no longer designated via a comma-and-colon-separated attribute called Reputation; now there is a <reputations> element that can contain <reputation With="Faction" Value="100" /> elements.
** Save modifiers are no longer designated via the SaveModifierVs and SaveModifierAmount attributes; now there is a <savemodifiers> element that can contain <savemodifier Vs="Stun,Poison" Amount="1" /> elements.
** The old Skills, Reputation, SaveModifierVs, and SaveModifierAmount attributes are still supported for compatibility, but a warning will be issued in the game output log when they're loaded, and mods should be ported to the new mechanism.
** Genotypes.xml and Subtypes.xml now support self-closing XML tags, like <tag />.
** The <chargeninfo> element on subtypes is no longer used.  Most subtype chargen information is automatically generated.  Arbitrary text that should be added can be placed in <extrainfo>Some text to show.</extrainfo> elements.  <removeextrainfo></removeextrainfo> elements can also be used to remove extra info items.  (<chargeninfo> is still used on genotypes.)
 
===2.0.177.0===
Released May 17, 2019.
* The inventory screen now allows filtering (Ctrl+F or ,). Filtering from the overlay UI isn't supported yet.
* Baetyl locations are now recorded in the journal.
* Beguiling is now put on cooldown when you attempt to beguile and fail.
* Tractor beams no longer move stairs.
* Liquid containers now let you toggle whether you want to autocollect the liquids they contain, if they contain pure liquids.
* Creatures with whom you've performed the water ritual now have positive personal feelings toward you separate from their faction-derived feelings.
* The outskirts of generated villages and Bey Lah now have appropriate map names.
* Sewage eels now respect phase and flight.
* Telepathy no longer works on creatures without minds or creatures with sufficiently unfamiliar minds.
* Desalination pellets now remove the salt from a liquid mixture rather than converting it to the other liquids.
* Objects with onboard fusion reactors now explode with less force when they're destroyed.
* Your character tile and the tiles of your companions are no longer recolored to white when the option to color tiles according to HP status is disabled.
* The overlay inventory UI now remembers the open and closed states of its foldouts.
* You can now delete game summaries from the high scores menu when using the original text UI. Deletion from the overlay UI isn't supported yet.
* Data disk blueprints for item modifications now include a description for the modification and the skill required to build it.
* Made some improvements to choice dialogs, including cleaner wrapping and scrolling.
* Fixed several issues with recoiler quest rewards.
* [modding] Factions are now moddable. Check out Factions.xml.
* [modding] You can now add the part VariableReplacementInDisplayName to objects in order to use the =pronouns.x= style referent variables in the object's display names. (These variables are used extensively in object descriptions.)
* [modding] In-game text references to the player as 'human' have been replaced with referent variables, so mods that introduce new player character species aren't contradicted.
* [modding] Added category names for the arcologies to Subtypes.xml so new castes can be added to them.
* [modding] Added scrolling functionality to the Subtypes selection screens ('Choose Calling' and 'Choose Arcology & Caste').
 
===2.0.176.0===
Released May 10, 2019.
* When you're looking at something with the Look command, you can now hit space to bring up an interaction menu for the object you're looking at. From there you can target the object, untarget it, or bring up its list of visible status effects.
* Special follower interactions (rename, give items, attack target) are now accessed through the look interaction menu. Some of them work at a distance but only if your companion is able to hear you or you have telepathy.
* Renaming and giving items to a companion now takes a turn.
* Directing companions now has an action cost of 100, or 10 if you are able to communicate telepathically.
* Companions who unfollow you because you beguiled or proselytized a new companion no longer continue following the last order you gave them.
* Added an option to enable music while the application is in the background.
* Halved the default horizontal size of the overlay message log and made it reposition itself depending on where you are on the map.
* Fixed long messages from being improperly truncated in the overlay message log.
* Added overlay icons for dragging and resizing the message log.
* Added gentling cones, which function like gentling masks but occupy the head slot.
* The wild-eyed watervine merchant now sells legitimate severed body parts instead of mockups.
* Sparking baetyls no longer request mockup severed body parts.
* Metal folding chairs can now be repaired.
* Attacks against sleeping creatures now have a +4 penetration bonus.
* 'Energy cost' is now referred to as 'action cost'.
* The game manual (F1) now includes a section on action cost.
* NPCs who can't melee attack their target because of a phase or flight mismatch now look for another reasonable target to attack, or they temporarily flee.
* Electrical discharges now respect phase and are visually distinguishable by their phase.
* Cave spider hired guards no longer attack anyone who gets stuck in their webs.
* The NPC-only Heightened Smell mutation is now more fully implemented.
* The force barrier that protects Grit Gate's front entrance now works more reliably.
* Chromelings no longer open the tinted glass doors in front of Grit Gate when they're bored.
* Jab now correctly doesn't work with robotic hands, as described in its description.
* Made the Swimming power description more descriptive.
* Floating yell-text now only shows up if you're in earshot of the yeller (ex: zealots and preachers).
* Severed limbs and equipment lost due to dismemberment now more reliably drop into empty adjacent tiles if the creature whose limb is being severed occupies a square with a solid object.
* Temporal fugue clones that use Force Bubble no longer leave ghost bubbles behind.
* Oboroquru's lair no longer gives an incomplete message when you find it.
* Fixed a bug that may have caused a game lockup when completing Kith & Kin with illness motivations.
* Fixed a typo in the clan names of certain legendary goatfolk.
* [modding] Added support for binary serialization of types from mods.
 
===2.0.175.0===
Released May 3, 2019.
* Added a new book: The Artless Beauty.
* Added a new energy cell mod: radio-powered.
* Added reasons for why satellite-sourced radio-power might be occluded: orbital debris, glass storms, flocks of birds, acid rain, drift film, or unidentified anomalies.
* Added new dialog for hatters, glovers, and chefs.
* You can now name unnamed locations in your journal (Locations tab > hit 'N').
* All villagers can now give you directions, regardless of their species.
* You can no longer jump while prone.
* Robots in sleep mode no longer snore.
* When a creature with a carapace is knocked prone, there's a chance they become stuck in that position until they make an Agility save. This applies to players with the Carapace mutation.
* When the Barathrumites teach you to craft thermoelectric cells via the water ritual, they no longer pour lava on you. Same with lead-acid cells and acid.
* Amnesia no longer causes autoexplore to cycle endlessly.
* Recoilers are no longer auto-identified, except for the ones you receive as quest rewards.
* Feral lah no longer produce pods while frozen.
* Dazed now applies the correct move speed penalty.
* Dart and booster turrets deployed by dynamic turret tinkers now use only empty injectors as ammo.
* Large-scale reality stabilization effects are less laggy.
* Remove the errant dais tiles from the top of the Six Day Stilt cathedral map.
* Fixed a bug that sometimes caused you not to receive the recoiler reward from non-Joppa starting village quests.
* Fixed a bug that caused Heightened Hearing and Sense Psychic to continue detecting creatures once they moved outside your range of detection.
* Fixed a bug that caused historic relic retrieval quests to fail to register as completed.
* Fixed a bug that prevented rocket turret tinkers from properly setting up their turrets.
* Fixed a bug that caused juice saps to obliterate stacked energy cells.
* Fixed a bug that caused unequip messages to appear when a creature died.
* Fixed Sparafucile's maker's mark.
* Fixed some grammar issues when traversing historic sites on the world map.
* Fixed typos in Barathrum's dialogue and Issachari dialogue.
* [modding] Added a new tag, TurretStockExclusive. Among the ammo blueprints that are candidates for a turret's stock ammunition (via MagazineAmmoLoader), if at least one has this tag, then all the blueprints that don't have this tag are excluded from consideration.
* [modding] Added a new tag, TurretStockWeight, that can be used to specify a blueprint's relative frequency in turret ammo stocks. Specify the weight in the value; the default is 1.


===2.0.174.5===
{{Version History Nav}}
Released April 27, 2019.
== 2024 ==
* We remodeled Grit Gate.
=== 206.77 ===
** The whole layout is new. Explore!
[https://freeholdgames.itch.io/cavesofqud/devlog/721540/feature-friday-april-26-2024 Released April 26, 2024.]
** Added a new music track to Grit Gate.
** Added a functional power grid to Grit Gate. Power is generated at power stations, conducted through power lines (or, in rarer cases, wirelessly), and consumed by various kinds of artifacts in place of battery power.
** Added new objects in support of the power grid infrastructure: fusion power station, broadcast power station, wired fulcrete, wired door, power line, and heavy power line.
** Added a functional hydraulic power system to Grit Gate. Power is generated at pumping stations, conducted via liquids through pipes, and consumed by various kinds of artifacts in place of battery power.
** Added new objects in support of the hydraulic infrastructure: fusion pumping station, glass hydraulic pipe, metal hydraulic pipe, fulcrete with piping, and hydraulic irrigator.
** Added three new Barathrumites: Hortensa, Iseppa, and Neek. They'll be getting personalized descriptions soon.
** Urshiib now correctly have the Quills and Triple-Jointed mutations.
** Gave several of the Barathrumites new tiles.
** Gave several of the Barathrumites relevant tinker skills.
** Gave several of the Barathumites guns.
** Barathrumites now repair broken contraptions if they're nearby.
** Barathrumites now flee from danger if their HP gets low.
** Wounded Barathrumites now seek out healing installations.
** Added several new gadgets: unicomputer, liquid-cooled unicomputer, powered telescope, loudspeaker, gas burner, hydraulic brass foaminator, and chromeling signal relay.
** Added two new types of workbenches.
** Added some powered defensive structures to the grid: chain laser emplacements and force projectors.
** Added a new forcefield variant: force barrier. Force barriers block all projectiles and block movement for creatures who don't have proper clearance.
** Replaced the force field entrance to Grit Gate with a force barrier.
** Added a mainframe computer to Grit Gate. She calls herself Ereshkigal.
** Added mainframe supporting objects: monitor, control panel, status panel, and vacuum column tape drive.
** Added an intercom to the mainframe room.
** Added two new sculptures: chrome bust of Mehmet I and chrome bust of K4K5.
** Added a new type of arc sconce.
** Made some architectural adjustments to Barathrum's Study.
** Refreshed Rodanis Y's stats and abilities. They now default to an unpowered state but can be powered -- via the grid -- by interfacing with Ereshkigal, assuming you have the appropriate security clearance.
** Refreshed chromeling and plated chromeling's stats and abilities.
** Added a new chromeling status effect: overclocked.
** Gave certain NPCs a new item: safety bracelet.
** Grit Gate quests now correctly award Barathrumite reputation again.
** We fully refreshed the quest 'A Call to Arms'.
** Added two new subquests: Grave Thoughts and The Assessment.
** Tweaked the stats of several existing Putus Templar.
** Added a new item: gentling mask.
** Added a new member to the Putus Templar ranks: newfather. Newfathers spawn with force-domesticated creatures (via gentling masks) who are eager to win their affection.
** Tweaked dialog all across the entire Grit Gate questline.
* Made several other small tweaks in support of the remodel.
* Added a new heavy weapon: chain laser.
* Added power buttons to some grid-powered contraptions. You can power them off and on if you have the proper security clearance.
* Added support for grid power to several gadgets.
* You can no longer beguile, proselytize, or otherwise woo wraith-knights.
* Wraith-knights are now excluded from dynamic encounters.
* Added new tiles for glass walls and doors.
* Added new tiles for tetraxenonoglass walls.
* Added tinted glass walls and doors.
* Added a new vase tile.
* Added a new tile for taco suprema.
* Added color and tile variety for tables with objects on them.
* Banner of the Holy Rhombus now only bestows its status effect if its being wielded or on the ground in the 'raised' position.
* Furniture is now excluded from autoget.
* Force walls and portable walls may no longer be built on diagonals.
* Portable walls must now start adjacent to their deployer.
* Creatures with the Quills mutation are now immune to other creatures' quills.
* Creatures with the Force Wall mutation can no longer walk through the forcefields they create with it.
* Smart use on unidentified artifacts now brings up their interaction menu.
* Reasonably intelligent NPCs are now somewhat more tolerant to friendly fire.
* You are no longer considered to have violated the covenant of the water ritual if the NPC who died was responsible for their own demise or if they were non-hostile to you and the damage that killed them appears to be accidental.
* Creatures who like to occasionally wander now occasionally teleport if they have the ability to.
* When you're on fire, beating at the flames now requires you to have hands. The alternative of rolling on the ground is available to you as a fallback, if you are on the ground and capable of interacting with it.
* Creatures who are on fire now try to put out the fire with the methods available to them, depending on their intelligence and willpower.
* Creatures and objects that are on fire now have a "fight fire" interaction menu option that you can use to try to beat out the flames with your hands.
* Weapons that stun or electrify on hit are now rated more highly by creature AI.
* NPCs can now use Jump.
* You can no longer jump without feet.
* Hindren, ice frogs, and bloated pearlfrogs now have Jump.
* When you kill one of your companions, they are no longer awarded XP for their own death.
* Gathering liquids with the 'collect' command now carries the same dangers as pouring those liquids.
* Force bubbles no longer generate fresh force fields every time their emitter moves.
* Technological force emitters now have a chance per turn to regenerate destroyed fields.
* Activating and deactivating force bracelets now costs a turn.
* Forcefield activation and movement no longer pushes objects that are out of phase with the forcefield or creatures that have a forcefield nullifier implant.
* Solar arrays that are nonfunctional due to not being in the sun now display that status if you have access to telemetry.
* The prone status effect now gives -6 Agility, -5 DV, and -80 move speed.
* There are now some creatures who cannot be knocked prone and others who cannot stand back up if knocked prone.
* Fixed an AI pathing issue.
* Fixed a formatting issue with the Ruin of House Isner story.
* [modding] The tag ExcludeFromTurretStock will now prevent an ammo blueprint for being considered for the stocks of turrets that use MagazineAmmoLoader weapons. This can be used to avoid the situation that has been arising where mods that add new kinds of ammo cause turrets to show up with small amounts of each of the different varieties.


===2.0.173.0===
* Flaming tar pits are once again flaming.
Released April 12, 2019.
* Terrified creatures no longer charge.
* The Barathrumites are still remodeling. Continue staying tuned.
* Tumbling pods that are cult leaders now grant XP if they explode during combat.
* Added new item: blood-gradient hand vacuum.
* You can now select stacks of items when donating books to Sheba or throwing artifacts down the Sacred Well.
* We refreshed how turrets work.
* You can now rename yourself in your original body or one your mind is stranded within.
** Turrets now require ammo to fire. You can supply a friendly turret with ammo when you deploy it, via its interaction menu, or via smart use.
* The name for your saved game is now updated when you take a new name via stranded mind or otherwise.
** Turrets must now reload their weapons.
* Stilt Day Stilt pigs no longer open their pens.
** Turrets now have power switches. You can only access them if you have sufficient security clearance.
* Conjoined girshlings are now considered plural.
** You can now find dynamic turrets -- turrets created from arbitrary missile weapons -- in the wild.
* If you're standing next to friendly creature, you can use their culture when renaming your companions.
** Added the following new creatures: low-light laser turret tinker, eigenturret tinker, blast cannon tinker, phase cannon tinker, and dynamic turret tinker.
* Clarified the popup message when you can't autoexplore the full map due to unusually dark darkness.
** Added two new supporting items: storage tank and gourd.
* Goggles are now referred to in "pairs" rather than sets".
** Added a new item mod, jacked, which allows gear to be powered by robots (particularly turrets) who wield it via their onboard systems or from grid power they have access to.
* Gave thistle pitches a sell value.
** Traipsing mortars now use ammo and can scavenge to fabricate it.
* Made Asphodel's description respect dynamic pronouns.
** Seed-spitting vines, thirst thistles, slugsnouts, and agolflies now generate ammo through biological mechanisms rather than not use ammo.
* Added info about using the Alt overlay to the manual.
* Slugsnouts now have tusks.
* Fixed a bug that caused a popup message when one of your companions incurred extradimensional disappointment.
* Agolflies now have mandibles.
* Fixed a bug that caused intact cryochambers to spawn on stair landings.
* Added a new tile for troll foals.
* Fixed a bug that caused Neelahind to say the well has been poisoned by a previous accusation when the evidence did not match the culprit.
* Base troll creatures no longer appear outside of Bethesda Susa.
* Fixed a bug that caused the 'Jeweled Dusk' achievement to unlock when you were not the target of the gemming attack.
* In most cases smart use now prefers to pet creatures, if possible, rather than talk to them.
* Fixed a bug that caused the waking dreamers to always start one experience point away from leveling up.
* Dart guns and booster guns now use the Pistol skill rather than Heavy Weapons.
* Fixed a bug that caused temporary merchants to drop non-temporary wares on death.
* Grenade launchers now have the correct weight of 15 pounds.
* Fixed a bug that caused 'Petals on the Wind' to be unfinishable if you had already started 'Find Eskhind'.
* Fleeing creatures now prefer to flee into tiles that have fewer adjacent enemies, unless they are panic-fleeing due to a fear effect.
* Fixed a bug that caused 'The Earl of Omonporch' delegates to spawn with and leave behind companions.
* Aquatic creatures no longer pathfind or flee into tiles containing liquid containers or puddles too small to swim in. This also applies to player auto-movement while dominating an aquatic creature.
* Leering stalkers, chrome pyramids, traipsing mortars, and boosterbots no longer drop their ranged weapons upon death (once again).
* Repairing items via the trade screen now correctly charges the listed water cost.
* Norm cores now have a power switch that can be accessed if you have sufficient security clearance. They occasionally start in the off state.
* Liquids that fizz away when using the pour command now exhibit the same behavior when using the collect command.
* HP restored by life drain is now treated as healing and includes messaging and floating text.
* Fixed a bug that broke night-vision implants when they were reimplanted after the game had been saved and restored.
* Fixed a bug that caused phase-conjugate grenades to not shift phase after the game had been saved and restored.
* Fixed a bug that caused dismembered limbs and equipment to not appear on the ground if the dismembering attack killed the target.
* Fixed a bug that allowed the player to accumulate multiple beguiled or proselytized companions by leaving them in far-away zones and later returning to them.
* Fixed a number of bugs involving stat modifiers from effects becoming permanent on your clones.


===2.0.172.0===
=== 206.75 ===
Released April 5, 2019.
* The Barathrumites are remodeling. Stay tuned.
* Tumbling pods are now considered hostile at distances greater than 1.
* Warden Indrix and Mamon Souldrinker can now use grandfather horns, while goat herders can no longer use them.
* Effects and items that cause astral burdening and tethering, especially norm cores, now have less of a performance impact on the game.
* If you inject an NPC with a love tonic, then beguile, proselytize, or recruit them to your party, their loyalty no longer suddenly ends when the love tonic wears off.
* The Ruin of House Isner's critical bonus now works as described. Preivously non-seventh-shot criticals were only getting half their penetration bonus.
* Bey Lah is no longer referred to as "some Bey Lah" when you pass it on the world map.
* Loading an energy cell into a socket now correctly uses a turn when the socket did not previously contain an energy cell.
* Weaponless turrets no longer appear inside historic sites and lairs.
* Stun rods and prayer rods no longer need to penetrate armor in order to apply their stun effect.
* Fixed a bug that occasionally caused the Ruin of House Isner's ego bonus to become permanent.
* Fixed an issue that caused too much XP to be awarded upon completion of Spread Klanq.
* Fixed some bugs that prevented grandfather horns from working properly and prevented goatfolk from equipping them.
* Fixed a bug that caused some stun effects to be trivial to save against.
* GRIT GATE REDESIGN
** Tables with things on them should look more varied/have more varied colors.
** Added new table variants.
** Added new gadgets: unicomputer, titrator, loudspeaker, telescope.
** Fixed dicalyptus typo.
** Gives urshiib quills and triple-jointed.
** Grit Gate faction reward fixed.
** Placing objects in containers is now messaged as you putting the object in the container instead of as you dropping the object and the container taking it.


===2.0.171.0===
[https://freeholdgames.itch.io/cavesofqud/devlog/714013/feature-friday-april-12-2024 Released April 12, 2024.]
Released March 29, 2019.
* Added a new grenade mod, phase-conjugate, that causes grenades to shift phase right before they explode.
* Added new dialog for scribes, vintners, shoemakers, and Issachari tribesfolk.
* Increased feral lah HP and gave them a flabby leaf natural weapon.
* Increased tumbling pod explosion damage.
* We fixed some bugs with the Spread Klanq quest.
** Fixed a bug that caused the Puff Spores ability to fail to work after a save/load cycle.
** Fixed a bug that prevented many of the dynamic objectives of Spread Klanq to fail to complete.
** The Puff Spores ability is now removed upon completing the quest.
* Ice frog corpses are now butcherable for frog meat.
* Puffer fungi raised as domesticated crops by villages no longer puff at those villagers.
* The amanranthine prism can no longer be damaged by beating on it, nor can it be unequipped by spraying it with acid.
* Tinkers now properly repair your items when you select repair from the tab submenu of the trade screen.
* Canned mystery meat now occasionally shows up in the world outside of arconaut starting gear.
* NPCs that are susceptible to acid now attempt to get out of acid pools.
* The messaging around placing objects in containers is now more sensible.
* The 'collect' liquid interaction command now acknowledges container ownership.
* Fixed a bug that prevented those with photosynthetic skin from cooking with their starch and lignin.
* Fixed some bugs that occasionally caused the DV penalty from paralysis to stick around after the effect wore off or that caused an additional phantom DV penalty.
* Fixed a bug that caused items to improperly remain stacked when an energy cell was inserted into one of them.
* Fixed a formatting issue on the Quests UI when displaying completed quest steps.
* Fixed an autoexplore loop bug with water pickup.
* [modding] Added a "stage6" wish, which jumps to the Pax Klanq quest sequence.


===2.0.170.0===
* The salt desert is once again populated with scorpiocks.
Released March 15, 2019.
* Credit lockboxes are now made out of metal, as claimed.
* Added new dialog for snapjaws, cannibals, arconauts, apple farmers, pig farmers, apothecaries, beekeepers, bookbinders, kippers, and some other merchants.
* Gigantic tonics now indicate they contain double dosage.
* Hypertractors and phase cannons are once again affected by astral tethering and burdening.
* Flowers are no longer breakable.
* The following abilities, items and effects now respect phase: stunning force, blast cannon, disintegration, resonance grenades, electromagnetic pulses, thermal and freeze grenades, gas effects, gas seeping, gas mixing, stasis fields, and various kinds of explosions. Flashbang grenades affect creatures through phase but at a lesser severity than in-phase creatures.
* Symbiotic fireflies are now treated as live animals.
* Phased-out explosions, disintegration effects, and electromagnetic pulses are now visually distinguishable from their in-phase counterparts.
* Legendary animated objects now have "animated" in their display names, where appropriate.
* Thrown weapon autoequip now works while phased.
* Added plants and farmable plants to Mountains population tables.
* Liquids now have a 'collect' interaction command that uses whatever appropriate liquid container space you have available to store as much of the liquid as possible.
* Motorized treads and gun racks can no longer be dismembered.
* Items that consume or produce liquids are no longer treated as storage containers in the context of trader payouts, freshwater autopickup, or the 'collect' command if the liquid being collected is different than the one they consume or produce. For example, trading no longer fills up your flamethrowers and lead-acid cells with water.
* Made Spinnerets' web stickiness scale better with mutation rank.
* Autopickup fresh water no longer picks up containers of fresh water that weigh more than 1 lb.
* Clarified in Spinnerets' description that you are immune to getting stuck.
* You can no longer make camp or cook in situations where your mobility is severely restricted (ex: while inside of a regeneration tank or engulfed by a gelatinous creature).
* When you have Dystechnia, tinkers now give the right message when you ask them to identify an artifact.
* Immobile creatures now qualify as hostile for the purposes of stopping certain actions if you're adjacent to them.
* Light chords no longer display their blank armor stats.
* Norm cores now produce less lag.
* Stalagmites now render above liquid pools.
* The existence of astrally tethered or burdened objects in a zone no longer prevents random-destination teleporting across the entire zone.
* Creatures are now less prone to walking over catch basins and polluting their contents.
* Re-added the splash sound effect for when creatures walk or swim through large pools of liquid.
* Opening yourself when you are an animated container (for ex. a table) will now open your inventory rather than saying "You have nothing to trade."
* Re-added the splash visual effect for when invisible creatures walk or swim through large pools of liquid.
* Fixed a bug that caused some spiders not to weave webs.
* Reduced the incidence of things spawning on top of each other (in particular: young ivory and lurking beth).
* Fixed a bug that caused the AI to toggle many toggleable AI abilities on and off again repeatedly.
* Fixed a bug that caused poison's healing debuff to not apply to some healing effects.
* Fixed a bug that caused the sacred well to prompt you twice about important items.
* Fixed a bug that made non-dromad village merchants not have wares to sell.
* Fixed a bug that caused limbs dismembered from creatures implanted with a phase harmonic modulator to stay omniphase indefinitely.
* Fixed a bug that made village immigrants always animals rather than a wide variety of creatures.
* Fixed a color issue with mumblemouth.
* Merchants who carry multiple kinds of wares will now restock all of them instead of just one kind depending on the technical order of the types' addition (in the case of dynamic village merchants meaning they would restock the least desirable type among their wares).
* [modding] Fixed a bug that caused IPlayerParts to be deep copied.


===2.0.169.0===
=== 206.74 ===
Released March 9, 2019.
* Added new tiles for yuckwheat and yuckwheat stem.
* The fate of Bey Lah now more closely matches the outcomes described upon completing the quest Kith and Kin.
* Nests no longer attack you with fists.
* Creatures and most furniture are no longer converted into item stacks.
* Sphinx salt injectors no longer use two injectors every time you apply them.
* Fixed a bug that prevented true kin NPCs from successfully using precognition to avoid death.
* NPC use of precognition (via both mutation and sphinx salt) is now more consistent with PC use and interacts more smoothly with Domination.
* Fixed a bug that reduced thrown weapon accuracy when thrown along diagonal trajectories.
* Fixed a bug that occurred when dominating creatures with Heightened Hearing.
* Fixed a bug that caused companions to forget about you if you left their zone in a dominated body.
* Fixed a bug that caused liquids poured into empty containers to have phantom impurities.
* Fixed a rare inventory exception.
* Becoming nooks and the Sacred Well now have menu actions appropriate to their uses.


===2.0.168.0===
[https://freeholdgames.itch.io/cavesofqud/devlog/710299/feature-friday-april-5-2024 Released April 5, 2024.]
Released March 1, 2019.
* Tinkering messages are now cleared about which bits you need and which you have, and the list of bits you have is now presented in a consistent order.
* The game version is now displayed in relevant UI messages such as when a game fails to load.
* You can now order allies to stay put or follow you (via the Look UI). Staying put only stops them from following you around; they still move to defend you, themselves, or other allies.
* You can now order companions to move to a location (via the Look UI). They prioritize this command over combat.
* You can now give orders (via the Look UI) to your companions' companions.
* You must now be adjacent to companions to give them items via the Look UI.
* NPCs are now more willing to engage adjacent targets when they can't find a way to move toward their preferred target. They will attempt to hack their way back toward the preferred target if possible.
* You can now exchange water containers with your companions.
* Leather whips now latch onto opponents when they hit.
* Madpoles now use a different mechanism for latching onto their opponents.
* Thirsty NPCs now sip water if they have it.
* Autodrink now treats equipped water containers the same as containers in your inventory.
* Autodrink now shows you the source of the water you are drinking and its remaining volume.
* Autodrinking with glotrot can once again contaminate water containers.
* Tinkering messages are now clearer about which bits you need and which you already have, and the list of bits you have is now presented in a consistent order.
* Slugsnouts are now willing to attack at point-blank range.
* Fixed a bug that caused legendary companions to sometimes not attack after you commanded them to.
* Fixed an issue that occasionally prevented valid saved games from loading.
* Fixed some typos in the Templar squire description.
* Scrap no longer rusts an entire stack at a time.
* In most cases, like items with status effects like bloody or rusted now stack with each other.
* Being frozen or stuck in a web no longer interferes with your equipment becoming unequipped due to effects like rusting or the contraction of a fungal infection.
* [modding] GamestateSingletons used in mods are now properly called.


===2.0.167.0===
* Bundles of noisegrass are now more appropriately priced.
Released February 22, 2019.
* Added ability icons to the gas breath mutations of breathing lizards.
* We refreshed the Putus Templar.
* Fungus-ridden robots now actually host fungi.
** Tweaked the stats and gear of Knights Templar. Among other changes, this included lowering their level and HP but giving them fullerite armor and weapons.
* Spacetime vortices now remain stationary for the first round they appear, giving you a window to step outside their range.
** New creature: Gunner-Knight Templar
* Cragmensch and glittermensch are now harder to set on fire.
** New creature: Banner-Knight Templar
* High-powdered magnets now indicate when they are destroyed due to application.
** New creature: Knight Commander of the Holy Temple
* Your DV is now set to zero while you are dominating.
** New creature: Wraith-Knight Templar of the Binary Honorum
* Stasis now freezes the timer on bombs.
** New creature: Templar squire
* Fixed a bug that caused interact nearby, the nearby objects list, and the looker object list to consider objects inside solids differently from one another.
** New creature: phylactery squire
* Fixed a bug that caused the direction of the current local map to be displayed incorrectly when choosing a local map to travel to from the world map.
** New creature: infiltrator
* Fixed a bug that caused the item description in power switch abilities to be wrong.
** New item: banner of the Holy Rhombus
* Fixed a typo in murals describing the historic liberation of cities.
** New item: Templar phylactery
* Fixed a bug that caused dynamic turret tinkers controlled by you to be unable to place turrets.
** New status effect: war trance
* Fixed a bug in the ability text of turret tinkers that displayed the internal blueprint or table name it was using.
** Added a templar scout to Grit Gate.
* Fixed a bug that caused the target details text of a hidden sidebar to be clipped when using bio-scanning bracelet.
** Tweaked the logic for party selection in Templar faction encounters.
* Fixed a bug that caused cleave to indicate a target was cleaved even when it was immune to effects.
* You can no longer throw things while burrowed.
* Fixed a bug that caused zones below strata 50 of Eyn Roj to be devoid of creatures.
* You once again reap the rewards and suffer the consequences of kills made by your Burgeoned plants.
* [modding] Fixed a bug that caused population items that did not specify a load strategy to be skipped.
* Multiple lurking beth can no longer populate the same tile.
* [modding] Fixed a bug that caused load strategies on population groups to be ineffectual.
* Spinnerets now properly grant resistance to forced movement.
* [modding] The full file path is now displayed when a conversation part referenced in XML cannot be resolved.
* The Spinnerets description now includes the fact that the bearer can walk on webs.
* Fixed a bug that caused Slam not to work on walls and doors.
* There should be fewer game-breaking problems when you dominate a creature and a spacetime vortex consumes your dormant body.
* Fixed a bug that caused only baetyls to climb through spacetime vortices and rifts instead of all kinds of creatures.


===2.0.166.0===
=== 206.72 ===
Released February 15, 2019.
* We refreshed the banana grove.
** Changed the stats, behaviors, and descriptions of the following creatures and plants: cyclopean gibbon, red death dacca, gelatinous palms (now called irritable palms), and fruit flies (now called adiyys).
** Added new tiles for banana trees and bananas.
** Added a new plant to the banana grove: dicalyptus tree.
** Added a new disease: ???
** Added instructions for the new disease's cure to the Corpus Choliys.
** Added a new cooking ingredient: sun-dried bananas.
** Bananas can now be preserved into sun-dried bananas.
** There are now occasionally villages in the banana grove.
* Many liquid containers can now be sealed and unsealed.
* You now get the appropriate reputation bonuses and penalties when your companions kill a reputation-awarding creature.
* Except for in the starting village, you can no longer perform the water ritual with the wardens of dynamic villages.
* Pathfinding and autoexplore now avoid aloes.
* Dynamic item retrieval quests now properly complete if the item is in your inventory when you receive the quest.
* Wardens are less likely to be hostile to the villagers they protect, and vice versa.
* Plants summoned by Burgeoning are now friendly to the caster's party leader (and their leader, all the way up the chain). This means your companions can use Burgeoning without causing havoc in the party.
* The descriptions of reputation-awarding creatures now more accurately reports the correct factions those creatures are loved by.
* Dominating creatures with Heightened Hearing or Sense Psychic no longer continues to give you hypersensory information after the domination ends or the mutation is removed.
* Baetyls now take only the number of objects they requested, not the entire stack.
* When you empty a container to fill it with another liquid, the emptied liquid now appears in your tile rather than disappearing.
* Carrying a ceremonial vibrokhopesh in a container no longer prevents you from moving to the world map.
* Fidget cells no longer slow the game down (or at least not very much) when you're moving on the world map.
* Unreal objects are no longer auto picked up.
* Fixed a bug with engulfing creatures.
* Prone creatures will now have to stand up before they attack or otherwise act, not after.
* Companions will no longer join you in new zones while asleep, stunned, or immobilized.
* Fixed a bug that made paralysis not work.
* Paralysis now sets DV to 0 if over 0, like stun.
* [modding] The GivesRep part now acknowledges the properties or tags NoHateFactions and NoFriendFactions, where you can specify comma-separated lists of factions that the NPC is never disliked by or admired by, respectively. If a relationship to a faction specified in NoHateFactions is generated, it defaults to a friendly relationship. Likewise, if a friendly relationship to a faction specified in NoFriendFactions is generated, it defaults to a dislike relationship. If a faction is specified in both lists, the final relationship is dislike.
* [modding] The LiquidVolume part now has the fields Sealed (a boolean which, if true, makes the liquid inaccessible), ManualSeal (a boolean that enables seal and unseal inventory actions on the item), and LiquidVisibleWHenSealed (a boolean which, when true, means the liquid can be seen while the volume is sealed; if false it cannot).


===2.0.165.0===
[https://freeholdgames.itch.io/cavesofqud/devlog/706206/feature-friday-march-29-2024 Released March 29, 2024.]
Released February 8, 2019.
* Most static quests now award reputation when completed.
* The maps "behind" the Spindle are no longer empty.
* Slam now costs a turn and goes on cooldown when used on inanimate objects.
* Quests with level-based rewards, like More Than a Willing Spirit, now indicate that their rewards are level-based in the quest accept dialog and on the quest screen.
* The asphodelytes now get along a *little* better with the other inhabitants of Omonporch.
* Red death dacca are now trees.
* Changed the tile for banana tree.
* Added new worldmap tiles for the banana grove.
* The attack indicators of lithofex and decarbonizer are now visible even if you can't see the creatures, and they now indicate the full path of the attack.
* Astral tethering now inhibits the cloning effects of gelatinous prisms and antiprisms. Cloning can still occur but it's less likely.
* Ontological anchors now have their effectiveness reduced in proportion to their wearer's psychic glimmer (even if it's below 20).
* Gave the Putus Templar long blade expertise.
* Tweaked the Putus Templar tiles.
* Player melee hits now display their penetration numbers again.
* Clonelings no longer clone your original body while you're dominating another creature.
* During liquid pouring, containers are no longer emptied until you confirm the number of drams you want to pour into them.
* Fixed some issues with item stacks and auto-disassemble where scrap occasionally stuck around even after it was disassembled for bits.
* Fixed a rare bug that occurred when the phased effect ended.
* Fixed a crash caused by interdictor effect rendering.
* Fixed a bug that occasionally broke the recoiler UI on use.
[Modding] Added support for a new zone template tag, <single>, that places the contents of the tag in a single random region on the map.
[Modding] Added a new part, Uplift, that uplifts the parent creature object to a named unique.
[Modding] Added a new part, Followers, that generates followers for the parent creature object. It has one field: Table (a population table that specifies the followers to generate).
[Modding] Added a new quest field, BonusAtLevel, where you can specify if the quest has bonus rewards if completed by certain levels. If you do, those quests indicate that their rewards are level-based on the appropriate screens.


===2.0.164.0===
* Extradimensional psychic assassin weeps are no longer noted in your journal on sight.
Released February 1, 2019.
* You are now allowed to pick your target when there are multiple creatures available to beguile or proselytize in a cell.
* Added a new book: Council at Gamma Rock.
* Flying objects that become stuck (for ex. in webs) will now stop flying and fall.
* Sapient plants are now considered to have minds and can be interacted with in all the ways mental interaction is supported (e.g., domination, beguiling, etc).
* Fixed a bug that caused some golems to retain their mental shield.
* You can now throw things through your own force fields.
* Fixed a bug that caused some golems to drop a corpse or their inventory on death.
* Haggabah can now be detected by Heightened Hearing and Sense Psychic.
* Fixed a bug that rarely caused several webs to spawn stacked in a single square.
* Feral lah pods now inherit the attitudes of their parent feral lah plant.
* Fixed a bug that caused phase webs to break immediately.
* Lurking beth clusters spawned by Burgeoning are now friendly to the spawner.
* Fixed a bug that caused phasing from phase webs to wear off immediately.
* Visiting a town of NPCs with amnesia no longer causes you to get amnesia.
* Fixed a bug that prevented the phased VFX from rendering.
* Waydroids are once again hostile by default.
* Fixed a bug that caused frost webs to behave differently for player and NPC use.
* Dominating creatures now causes less sudden hostility to develop between your companions and nearby creatures.
* Fixed a bug that rarely caused fixed settlement ovens to appear in random encounters.
* Brightshrooms no longer get locked onto in autolook mode.
* [modding] Added support for removing any blueprint tag by prefixing them with remove: e.g. removetag, removebuilder, removestat, etc.
* Urchin belchers now belch urchins less continuously.
* [modding] Buttons in Options.xml can now declare an OnClick method.
* Engulfing attacks now respect phase and flight.
* [debug] We made some changes to modding population tables.
* Thrown weapons now respect phase.
** Populations and their groups with the same IDs are now merged by default, specify Load="Replace" to replace them.
* Various abilities that respected phase at some point but then regressed now do so again.
** Objects and tables can now be merged by explicitly specifying Load="Merge".
* Sturdy items are now properly protected from becoming cracked.
** Any population item can now be removed by specifying Load="Remove".
* Life and stat saps properly drain stats again.
* Resistance bonuses gained from cooking with the gland paste of various bearded lizards are no longer permanent.
* Turrets set up by turret tinkers now have the correct appearance.
* Turret tinkers and miners no longer hijack control of their input when you dominate them.
* Girshlings, scorpiocks, and agolzvuvs equip their natural weapons again.
* Clones spawned by clonelings now spawn with their natural equipment.
* Thrown weapons are now stopped by physical solidity instead of visual occlusion.
* Thrown weapons can now pass through force fields that you can fire missile weapons through.
* Tweaked the stats of a bunch of plants.
* Fixed a couple of bugs that caused magnetic attraction to destroy the attracted objects.
* Fixed a bunch of errors that occurred when nest-type objects spawned as Mechanimist converts or the Stilt librarian.
* Fixed an issue that caused corrosive gas breathed from a mouth to not survive save/load cycles.
* Fixed an occasional error in randomized character generation.
* Fixed a bug that caused spurious mutations to sometimes appear on the character review screen for true kin when no cybernetic implant was chosen.
* Preserving an exotic food now only takes you back one menu step if you have other exotic foods to preserve.
* Added a UI option to change the take all binding to F1.
* Added F2 as an additional store items bind.
* Fixed some lockups caused by attempting to gain another mutation when you already have all the available mutation.
* Added a UI option that lets you map shift + direction to pagination keys (defaults to no, currently doesn't work for numpad direction input).
* [modding] Fixed an issue that caused worlds.xml to not properly hotload when a scripting mod that included it was approved. Previously, you had to restart the game to load the changes.
* [Modding] Having a player body without a Stomach no longer causes the game to crash.
* [Modding] Added new fields to the XML quest specification, Factions and Reputation, that allow quests to grant reputation rewards (ex: Factions="Joppa,Farmers" Reputation="100").


===2.0.163.0===
=== 206.70 ===
Released January 25, 2019.
* Added a new music track to Bethesda Susa.
* Added tiles for red death dacca, gelatinous palm, arcwyk, skittering sentry, Rodanis Y, the Alchemist, and Saad Amus.
* Updated Burgeoning to choose from a much more diverse selection of plants that scales in power with the level of the mutation.
* Reworked Burgeoning so that each time you cast it, a primary plant is chosen from among the viable plants of the appropriate tier. About half the plants you summon will be the primary plant and the other half are chosen randomly from among the other plants of that tier.
* Added some glowing mushrooms to subterranean caves. More variety to come.
* Added the new high-tier armor to some additional armor tables.
* Re-classified all saps as winged mammals.
* Changed the corpse-drop chance for the various bearded lizards.
* Juke can no longer be used on the world map.
* Creatures that spawn from nests now inherit the attitudes of those nests. This means village-dwelling nests no longer produce feral offspring.
* Village-dwelling snailmothers no longer spawn feral ickslugs.
* There's now a maximum number of ickslugs that can spawn on a given map.
* Objects being moved by magnetic attraction no longer ignore intervening obstacles.
* Slumberlings are no longer woken up by nearby combat or theft.
* Cooking with the gland paste of various bearded lizards no longer forcibly removes your beak if you have one.
* Fixed a bug that prevented mazebeards from dropping corpses.
* Fixed a few text bugs with stasis grenades and mines.
* Fixed a bug with freshwater autoget.


===2.0.162.0===
[https://freeholdgames.itch.io/cavesofqud/devlog/702307/feature-friday-march-22-2024 Released March 22, 2024.]
Released January 18, 2019.
* We refreshed the underground cave systems, adding new geological strata and several new creatures.
** Added over 70 new creatures.
** Added several new related harvestable and butcherable items: equipment, consumables, cooking ingredients, etc.  
** Added several new rock types.
** Redesigned the geological strata of natural cave systems by adding new rock types, creatures, plants, and terrain appropriate for the region and depth.
** Redesigned the last three tiers of metals and added over a dozen new pieces of late-game armor.
* We added a whole host of other changes, some in support of the underground redesign.
** Recolored some cragmensch tiles.
** Renamed gelatinous frustum and gelatinous ovoid to humor and gyrohumor, respectively.
** Added a new tile for molting basilisk.
** Added a new tile for broken snail egg.
** Gave drowsing urchin a new color and description.
** Changed the default wall type for the hills region.
** Reigned in the very far out-of-depth creatures encountered during certain faction encounters.
** Cragmensch now leave behind large boulders when they die.
** Urshiib now leave behind urshiib corpses when they die.
** Swoop attacks now take two turns to execute.
** Item modifications are more precise now, which means fewer irrelevant modifications such as lacquered leather armor.
** Cleave, both from the cleave skill and from critical hits with axes, now properly affects the player (previously a bug caused the cleave effect to disappear after a single turn). The repair skill can be used to fix the cracked equipment.
** Unskilled axe cleaves from critical hits now have a maximum imposable AV penalty of 1. A creature with the Cleave skill making a critical hit has their Cleave-imposed AV penalty maximum increased by 1.
** Campfires can no longer catch fire and burn away, and campfire remains now become campfires rather than catching fire.
** Long Blades skill descriptions now note the cases where they apply to attacks with short blades as well.
** Companions of the player now get colored according to their HP statuses if the option "Color player's @ based on HP level" is enabled.
** Dominated creatures are no longer permanently recolored bright white.
** Attempting to pour temporary liquid puddles can no longer be used to destroy certain types of traps.
** Equimax kicks are now described as kicks, not bites.
** Rimewyks are now proficient in the skill their bite uses instead of a different skill.
** Rimewyk freeze breath now properly extends for the 30-square range that its targeting mechanics always thought it had.
** Reputation-modifying mods now work properly on shields.
** Fixed a bug that made it impossible to pick up cybernetics butchered from limbs dismembered from your own body, unless you equipped and unequipped them first.
** Fixed a bug that prevented people from shooting through their own force walls.
** Attempting theft or murder in front of sleeping creatures who would object to the crime now wakes them up but doesn't make them hostile.
** Fixed various bugs involving liquid containers (notably liquid-fueled energy cells) being invisibly "contaminated" by liquids they formerly held and spuriously winding up with mixed liquids as a result.
** Fixed a bug in autopickup water where you would up cycling between water puddle locations if you had a liquid container with mixed liquids in it.
** [modding] Eligibility for deciding to sleep on beds as an idle behavior now runs on the tag or property SleepOnBed rather than inheritance of the NPC blueprint (and is still disabled by the NoSleep tag or property).
** [modding] In IActivePart, WorksOnWearer, and WorksOnEquipper now handle shield equippage in the same way as armor equippage.
** It's a big patch, so several other changes got in, too. Let us know if you see something unexpected.


===2.0.161.0===
* Added new visual effects to throwing axes and geomagnetic discs.
Released January 4, 2019.
* Poison-tipped spears are now thrown with the pointy end towards the target.
* Mines and bombs have been revamped; play with them for more information.
* Throwing axes are now categorized under Thrown Weapons.
* Taking damage from a fire started by an unknown or dead party no longer results in a message with a weird blank in it.
* You are no longer required to die permanently in order to unlock the achievement 'Jeweled Dusk'.
* Resolved some issues with schematics drafters losing their sale inventory and various merchants restocking gear not meant for sale.
* Motorized treads can no longer rust.
* Clones no longer get permanent copies of temporary limbs.
* There's now a popup message when you or a companion has a stat drained by a creature for the first time.
* You can no longer pour negative drams of liquids.
* Fixed a bug that occasionally prevented popups from being displayed when equipment was removed by a pulse field magnet.
* Taking damage from a fire started by an unknown or dead culprit no longer breaks the resulting message text.
* Fixed a messaging oddity when losing the use of dependent limbs, such as hands.
* Fixed some bugs that caused schematics drafters to lose their sale inventory and various merchants to restock gear not meant for sale.
* Fixed a bug that caused trails on thrown items to render over their sprite.
* [modding] The Capacitor, Circuitry, Clockwork, EnergyCell, and Flywheel parts' TechScanChargeDisplayStyle field has been replaced with AltChargeDisplayStyle, and the string field AltChargeDisplayProperty has been added. This field specifies the intproperty that, if greater than zore on the player, causes the AltChargeDisplayStyle to be used. AltChargeDisplayProperty defaults to "TechScannerEquipped" except for Clockwork, which defaults to "StructureScannerEnabled".
* Fixed a bug that caused your average armor to not be recalculated when regenerating limbs.
* [modding] There is a new charge display style, "bio" (for use in fields like ChargeDisplayStyle and AltChargeDisplayStyle).
* Fixed a bug that caused dismembered limbs of named creatures to be referred to with an article.
* [modding] Added a new part, Biocapacitor. This is a subclass of Capacitor and identical except for different defaults: ChargeRate - 3, MaxCharge - 5000, MinimumChargeToExplode - 2500, Description - "biocapacitor", ChargeDisplayStyle - "bio", AltChargeDisplayProperty - "BioScannerEnabled", and ChargeLossDisable - false.
* Fixed a bug that caused dismembered limbs to not inherit the article of the creature they were dismembered from.
* [modding] Added a new field to charge-storing parts, ConsiderLive. It's a bool that controls whether the part is considered to contain "live" charge that can be manipulated by effects restricted to live charge. It's set to false by default for LiquidFueledEnergyCell, LiquidFueledPowerPlant, Clockwork, and Flywheel, and true by default for Capacitor, Circuitry, and EnergyCell.
* Fixed a bug that caused the "worn around wings" slot to lose its name after eating the Cloaca Surprise.
* [modding] The object specification syntax used in various contexts, most notably the default value of EnergyCellSocket.SlottedType, now uses @ to designate a population table specification instead of :. This change was made for consistency with other contexts.
* Fixed a bug that caused you to permanently lose your beak after eating the Cloaca Surprise.
* [modding] The ModifyAttackingSave and ModifyDefendingSave events now have a new int parameter, Actual, that's set to 1 if a save is actually being carried out and 0 if the system is prospectively retrieving save modifiers to estimate a save's chances. In the latter case, Roll and NaturalRoll both start at 0, though they may be modified by event handlers.
* Fixed a bug that caused your disguise to disappear in completely dark areas.
* [modding] The GenericInventoryRestocker part now restocks based on the population table in the tag GenericInventoryRestockerPopulationTable, not InventoryPopulationTable.
* 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.


==2018==
=== 206.69 ===
===2.0.160.0===
Released December 15, 2018.
* Added two new music tracks for Bey Lah and Barathrum's study.
* Village music now plays in the outskirts of villages.
* Quest items preservables are now considered exotic foods.
* Creatures no longer sell their natural equipment.
* Reduced Slog's base move speed to balance against their buffed move speed while moving through liquid.
* Various modded items that didn't stack now stack.
* Walls render properly again when stacked in a single tile.
* Added a visual effect for when force fields are stacked in the same tile with other objects.
* NPCs no longer attempt melee attacks against adjacent opponents who cannot be attacked due to flight.
* Fixed a bug that caused creatures to become angry at and try to fight themselves.
* Fixed a bug that made NPCs get stuck behaviorally when a target died while they were using Adrenal Control.
* Fixed some things making dawngliders and other flyers not behave reasonably.
* Flying creatures can now perform a swoop attack.
* Crashing while flying now causes you to go prone.
* [modding] Fixed an issue that caused some mod file operations to work on lowercase filenames, causing issues on Linux.
* [modding] ModMasterwork now messages properly if you specify Bonus values other than the default 1.


===December 7, 2018===
[https://freeholdgames.itch.io/cavesofqud/devlog/698539/feature-friday-march-15-2024 Released March 15, 2024.]
* Added the Cloaca Surprise and a chronology entry for eating it.
* Made some balance adjustments to Slog, including a move speed buff while moving through liquid.
* Gave slugs feelers instead of antennae.
* Photosynths now bleed a mixture of blood and sap.
* Telemetric data now appears in the descriptions of certain artifacts when you have a techscanning device, such as VISAGE or telemetric visor, equipped.
* Fixed some more issues causing zone build failures in Bethesda Susa.
* Fixed zone rebuilds causing excess memory use in Bethesda Susa.


===November 30, 2018===
* Added new hamsa effects to various grenades.
* You can now cook with green goo, brown sludge, and black ooze. 'Can' doesn't mean 'should'.
* All heavy weapons will now be reloaded before each individual shot while using Sweep.
* Web-spinning creatures are now smart enough to spins webs in combat.
* Fixed a bug that caused the automove interrupt code to be incorrectly 'sticky' in some situations.
* Made yondercane much rarer.
* Fixed a messaging oddity when attempting to recoil to the court of sultans in combat.
* Reduced the amount of fermented yondercane yielded from preserving yondercane.
* Fixed a bug that caused some factions to not gift their cybernetics credit wedges via the water ritual.
* Reduced the drop chance of voider corpses.
* Fixed a bug that caused irisdual beam to misreport its dealt damage.
* Increased the price of urberries.
* Fixed a bug that allowed you to lunge with a dismembered stinger.
* Increased the drop chance of electric snail and snailmother corpses to 100%.
* Fixed a bug that caused thermal and freeze grenades to not have appropriate hamsa effects.
* Signs now display their messages in their short descriptions.
* Fixed a bug that caused armed mines to be reported as disarmed in their description.
* Electrobows now have a firing sound effect.
* Fixed a bug that caused the item category of the scrapped waydroid to be incorrect.
* You now heal at the normal rate while sleeping in beds.
* Fixed a bug that caused the 'Auto-pickup of zero weight items' but skip picking up items with fractional weight.
* Quill Fling is no longer usable when frozen, though quills can still be involuntarily discharged.
* [debug] Added a new debug option to show current faction reputation when looking at creatures that grant reputation.
* Quills no longer damage creatures who don't share a phase with the quill flinger.
* [modding] Name is now a required property of population groups.
* Stinger attacks no longer proc when attacking walls.
* [modding] Added a Name to every population group.
* Glowspheres are no longer equippable as body armor.
* Mimic grab now respects flight and phase status.
* Inventory weight now properly recalculates when the liquid volumes of your carried liquid containers change.
* Renamed 'prehensile trunk' to the more appropriate 'bilge sphincter' and updated Slog's description accordingly.
* Fixed a bug that caused NPCs to sometimes stop taking actions when attempting to use Adrenal Control.
* Fixed a bug that made it impossible to disassemble carcass kneaders.
* Fixed some weird behavior with limbs dismembered from the player when they had cybernetic implants installed on them.
* Fixed an issue that caused some maps to fail to build.
* [modding] Added a new part, FugueOnStep, that temporally fugues creatures that enter its parent object's cell. It's an IActivePart and has that part's fields with default WorksOnCellContents = true.  
* [modding] The FabricateFromSelf part has new fields: FabricateVerb (the string verb used for the action taken in messaging, defaults to "fabricate") and AIUseForThrowing (bool, if enabled, AIs with no thrown weapon attempt to use fabrication to generate a thrown weapon, defaults to false).
* [modding] LiquidAmmoLoader and LiquidFueledPowerPlant now use string Liquid fields (e.g. "water", "oil") instead of integer LiquidID fields to specify what they run on.


===November 16, 2018===
=== 206.68 ===
* We added furniture to Joppa and Kyakukya.
* We made Tam, dromad merchant, better able to defend himself.
* You can now cook with salt, asphalt, and cloning draught.
* Liquids bought from the alchemist can now be cooked with.
* Meals cooked from village ovens no longer ever bestow a permanent +1 AV.
* Cooking recipe names are now more varied (there'll be less names like "Baklava with Smoked Baklava on top of Baklava").
* Adjusted the way fish and farmers feel about each other.
* Data disk descriptions now indicate if you already know their blueprint.
* Once open, the double doors in Grit Gate no longer permanently re-lock if you close them.
* NPCs now don't want to trade their natural weapons as often.
* NPCs are now smarter about what equipment they use.
* NPCs no longer compulsively remove old gear before equipping new gear.
* Fixed a bug that caused companion NPCs not to consider whether they should equip new gear after you trade with them through via the chat menu.
* If you recruit Indrix after completing his quest, he no longer immediately equips the amaranthine prism.
* Wardens Esther now equips her shield.
* NPCs no longer attempt to fire missile weapons at targets further away than their weapons' maximum range.
* NPCs are now willing to fire missile weapons and throw thrown weapons at targets that are occluded by other hostile creatures.
* Fixed a bug that caused NPCs to not fire heavy missile weapons at targets protected by force fields.
* Recycling suits, portable beehives, and other liquid-generating equipment no longer generate liquid when unequipped or equipped improperly.
* Pathfinding now prefers not to walk over ironshrooms.
* Wearing multiple compass bracelets no longer cumulatively reduces your chance of getting lost.
* Burrowers now more pointedly prefer moving through open space to burrowing. This means villages of burrowers won't demolish their dwellings quite so quickly.
* The default action when interacting with trash is now (usually) 'rifle' if you have access to it.
* When you have multiple flight effects active, the reduction to your chance of getting lost is now based on the flight effect that gives you the most beneficial result.
* Uninstalling the giant hands implant now unequips any two-handed items you're wielding.
* Two-handed items that prevent themselves from being unequipped are no longer one-hand equippable with the giant hands implant.
* Fixed a bug in weapon penetration display that caused your strength modifier to be double counted.
* Added a new debug option: 'Show debug text for chance of getting lost'. When enabled, your chance of getting lost is displayed as you move across the world map.
* Puffer fungi now only puff if there is something nearby that they are not friendly to.
* Force fields that overlap with normal walls no longer produce a broken tile image.
* There is now an interaction menu option to gently wake up a sleeping NPC.
* [modding] Removed most of the extraneous XPvalue stats on creature blueprints.
* [modding] The NavigationBonus part is now an IPoweredPart with that class's fields and WorksOnEquipper = true. Its Amount field is now a string PercentBonus die roll that defaults to "10". It has the following new fields:
** SingleApplicationKey -- a string that, if provided, is used as the name of an event parameter that the part sets on events it is applied to. It won't modify events that already have the event parameter, so that navigation bonuses can be made non-cumulative.
** TravelClass -- a string used to specify a skill name, like the TravelClass attribute on terrain objects, so that the part only applies to travel in that skill's specified terrain.
** ShowInShortDescription -- a boolean for whether the part appends its behavior to the item's short description, defaults to true.


===October 31, 2018===
[https://freeholdgames.itch.io/cavesofqud/devlog/694780/feature-friday-march-8-2024 Released March 8, 2024.]
* Added some furniture to Grit Gate and Bethesda Susa.
* You can now properly equip ape fur gear bought from Svenlainard.
* The Trip power now more properly respects the anatomy of its target.
* The following powers and items no longer work when you're out-of-phase or have a different flying status than your targets: Kickback, Shield Slam, and geomagnetic disc.
* Select Target and Draw a Bead are now smarter about the target they select if there are multiple potential targets in a tile.
* Equip and autoequip no longer bypass ownership checks. This means you can no longer equip chests from the ground right in front of their owners, haul them someplace out of sight, and then open them safely.
* NPCs are no longer immune to the exhaustion caused by Adrenal Control, and they now use Adrenal Control more tactically.
* Drinking medicinal liquids now affects the onset of ironshank as intended.
* Fixed a bug that prevented glowmoths and agolflies from using their range attacks.
* Fixed a bug that caused slippery liquids to occasionally cause twice the slippage they were meant to.
* Fixed a typo in telescopic monocle's partially identified name.
* Added a new debug option: "Show saving throw debug text". When enabled, the details of saving throw rolls are displayed in the message log.
* [modding] In ObjectBlueprints.xml, <inventoryobject> elements can now have a CellChance attribute that sets the ChanceSlotted field on the EnergyCellSocket part  of generated objects, if they have the part.
* [modding] There's now a general architecture for altering the results of saving throws. The object making the save has the ModifyDefendingSave fired on it, and if applicable, the attacking object causing the save to take place has ModifyAttackingSave fired on it. The attacker's event is fired first. Each has the following parameters:  
** Defender -- the object making the save
** Attacker -- an entity intentionally causing the save to take place, if any
** Stat -- the string name of the statistic whose modifier provides the defender with a bonus to their save. Specify a comma-separated list and the highest value is used.
** AttackerStat -- like Stat but checked on the attacker and increasing the save's difficulty
** Vs -- a string characterizing the save. Examples include "Stun", "Stinger Injected Paralysis Poison", "Glotrot Disease Onset". Typically this field is used with .Contains() to scope save modifiers to their desired context.
** NaturalRoll -- an int, the defender's original 1d20 roll for the save
** Roll -- an int, the roll after modifications. Changes to this parameter by either event are taken into account by the saving throw check.
** BaseDifficulty -- an int, the original difficulty of the save
** Difficulty -- an int, the difficulty after modifications. Changes to this parameter by either event are taken into account by the saving throw check.
* [modding] Added a new part, SaveModifier, that modifies the defending saving throws of its parent item's equipper. It's an IPoweredPart and has that class's fields, with the following defaults: ChargeUse = 0, IsEMPSensitive = false, and WorksOnEquipper = true. (If WorksOnSelf = true, this part properly modifies the saves of its parent item. Other WorksOn field behaviors may or may not work.) Its own fields are:
** Vs -- a string with a comma-separated list of strings. If a saving throw's 'Vs' value contains any of them, this part's Amount modifier applies to the saving throw. If null or empty, this part applies to all saves. When one of the list items contains spaces, each space-separated item is matched separately, and all of them must match. Example: If SaveModifier.Vs = "InjectedPoison", it will match against a ModifyDefendingSave.Vs of "Stinger Injecter Confusion Poison" but not "Contact Damaging Poison".
** Amount -- an int, the amount the part modifies saves by


===October 26, 2018===
* The liquid font mutation no longer oozes liquid on the world map.
* Added a new item: rocket skates.
* Popup menus with many options now ignore mouse position when scrolling with keyboard or joystick.
* Added a new music track to generated villages.
* Added a confirmation dialogue before dismemebering yourself using metabolizing effects.
* You may now freely access Argyve's chests once you become his apprentice.
* Flight and Swoop abilities now correctly display the falling chance.
* NPC companions can now become overburdened.
* The Fear Aura mutation no longer wastes a turn if there are no enemies to fear nearby.
* Overburdened is now a visible effect.
* The scrapepd waydroid is now categorized under Quest Items.
* Bioscanning, techscanning, and structural scanning no longer show incorrect DV values.
* Automove while holding the movemnt input will now properly stop for all events that interupt autoexplore, even if the source is not visible.
* You can only sell unidentified artifacts for a fraction of their value.
* Fixed a soft lock when a combat animation would continuously fail to render.
* Containers now take into account the value of their contents when you trade them.
* Fixed a bug that caused visual effects to sometimes stop playing permanently.
* Conveyor belts no longer move holograms, flying creatures, or out-of-phase objects.
* Fixed a bug that caused petting creatures to sometimes lock the screen for up to 10 seconds.
* Conveyor belts are no longer prevented from moving you when you're overburdened, frozen, or paralyzed.
* Fixed a bug that caused other NPCs petting creatures nearby to interrupt player inputs.
* You can now disassemble an energy cell from the change cell dialog.
* Fixed a bug that caused the jump ability to display its popup twice.
* You can no longer use Flurry or the Dismember activated ability on out-of-phase creatures or flying creatures (unless you're also flying).
* Fixed a bug that caused the shimmering visual effect to persist after a waking dream.
* Enabling 'open bookshelves while auto-exploring' now works regardless of whether other auto-explore options are enabled.
* [modding] Added GameObject.HasItemWithTag(string) to search inventory and equipment for tagged items.
* Security doors are now treated as ordinary doors during auto-explore if you have Psychometry or a security interlock.
* [modding] The QudChooseStartingLocationModuleWindow now adds a breadcrumb to the UI.
* Auto-explore now only seeks out trash if you have Trash Divining or Scavenger and you've enabled 'Pick up items flagged for auto-get while auto-exploring'.
* Auto-explore now seeks out butcherable meat if you have Butchery toggled on and you've enabled 'Pick up items flagged for auto-get while auto-exploring'.
* Auto-explore now seeks out harvestable plants if you have Harvestry toggled on and you've enabled 'Pick up items flagged for auto-get while auto-exploring'.
* NPCs, including your companions after trading, are now smarter about which weapons to equip.
* Broken or rusted injectors are no longer usable.
* NPCs applying tonics out of your line of sight no longer identifies the tonic for you.
* Removed the option to trade from talkable objects with no inventories (like the Grit Gate intercom).
* Dawnglider tails severed via dismemberment are now identical to tails butchered from dawnglider corpses for the purposes of cooking.
* When you gain an activitad ability, you no longer get the instructional message to access the abilities screen once you've either visited the abilities screen three times or remapped the key to access it.
* When you have multiple phasing effects active, you now only change phase once all of them expire.
* Fork-horned gnu now correctly have their hooves equipped again.
* Arconaut's are now correctly listed as having Swift Reflexes in character creation.
* Fixed a bug in text generation that caused numbers above 100 to appear as the letter 'y'.
* Fixed a typo in the effect description of fear-based meals when choosing an effect for recipe invention.
* Fixed various typos in dynamic text generated while interacting with walls.
* [modding] You can now specify the tag or property PlayerWontSell on objects to excludes them from the player's side of trade.
* [modding] WontSell is now supported as both a property and a tag.
* [modding] Auto-explore object-seeking for cases dependent on the player's build (like trash being sought out if you have Scavenger or Trash Divining) is now run through a generic event AutoexploreObject. This event is fired on the player and has the parameter "Object". You can have a part return false from AutoexploreObject to indicate that the object in that parameter should be sought.
* [modding] The Corpse part now has properties CorpseRequiresBodyPart, BurntCorpseRequiresBodyPart, and VaporizedCorpseRequiresBodyPart. If provided, these designate body part types which must exist, undismembered, on the creature at death for the respective corpse type to be generated.
* [modding] Conversation choices can now have the attribute ClearOwner. When the conversation choice is processed, any objects in the player's current zone which have the value of the ClearOwner attribute as a property or tag will have their Physics parts' Owner fields set to null.
* [modding] EncounterTables.xml now supports <single /> tag XML elements.
* [modding] Encounter tables can now have <population Table="PopTableName" /> nodes that generate content from the specified population table. Unlike using @ with <object>, this tag enables multiple objects to be processed from a single roll on a population table if the table is set up to produce such a result.


===October 19, 2018===
=== 206.67 ===
* Hotkey favorites now use the most recent re-binding for commands.
* Leering stalkers now use their pneumatic pistons again.
* Hypertractors can no longer move holes in the ground or areas of open air.
* Closed a loophole with reputation modifying items where the rep bonus gained from dominating a creature and equipping them with a rep-boosting item stuck around after the domination ended.
* When you dominate a creature, reputation modifying items they already have equipped now properly alter your reputation.
* During character creation, arconauts are now correctly listed as having the power Spry rather than Dodge.
* Activated abilities disabled due to astral tethering are now greyed out in the abilities menu.
* Animated objects no longer obstruct autoexplore and autowalk.
* Made the Sacred Well less destructible.
* Improved the text generation for pet plants.
* Items with long names no longer overflow the frame in the tinker modding UI.
* Fixed a bug that generated inaccurate "you heal to full" messages too often while metabolizing a healing-based meal.
* Fixed a bug that caused the stat modifications from Kindrish to rarely become permanent.
* Fixed some bugs that caused levels in Bethesda Susa to frequently fail to build.
* [modding] Added a new part, LowStatBooster, for equipment that increases the lowest base value stat out of a list of stats. It's an IPoweredPart and has that class's properties, with defaults ChargeUse = 0 and WorksOnEquipper = true. Its own properties are: AffectedStats (a comma-separated string list of the stats considered; defaults to "Strength,Agility,Toughness,Intelligence,Willpower,Ego") and Amount (the amount the lowest stat is modified by, defaults to 3).
* [modding] KindrishProperties is now a subclass of LowStatBooster.
* [modding] IntPropertyChanger, MultiIntPropertyChanger, and TemperatureAdjuster now have the property BehaviorDescription, a string that, if provided, is appended to the item behavior section of the item's short description. Defaults to null.


===October 12, 2018===
[https://freeholdgames.itch.io/cavesofqud/devlog/690910/feature-friday-march-1-2024 Released March 1, 2024.]
* We changed the way we calculate AV and DV from equipment across similar body parts.
** Previously, creatures always received AV and DV modifiers from equipment equipped on any body part that was part of their original body plan. Body parts added later (e.g., via mutations such as Multiple Legs) were treated differently; equipment equipped on these parts didn't have their AV and DV modifiers factored into the creature's final AV and DV calculations. This approach generally worked well until a recent patch where we added more realistic body plans for several creature types. The old system gave creatures with several natural body parts (e.g., spiders and crabs) an unintended advantage; they could stack AV or DV simply by equipping a bunch of armor to their limbs. For example, a spider could stack AV by equipping four sets of steel boots. We changed the calculation to be more simulative. Now, AV and DV modifiers are averaged across all similar body parts. The example spider now has the AV and DV modifiers from its Feet equipment averaged over all four sets of feet.
** Rounding is done once for each of the total AV and DV tallies. We round away from zero. For example, if you have two Feet slots and you wear a pair of +3AV/-3DV boots on one of them, assuming no other armor modifications, you'll get +2 AV and -2 DV.
** If the AV/DV calc results in a piece of equipment contributing more or less AV or DV than its stats imply, the display color of that stat is changed (red for 'contributing less' and green for 'contributing more'). An explanation is also appended to the item's description.
** We removed the UI elements that explained which slots don't contribute to AV or DV as they're no longer relevant.
** We changed snakeskin armlet to +2 DV and tread guards to +2 AV. This change replicates their balance in the old system since -- generally speaking -- you have two arms and, with the motorized treads implant, two treads.
** Equipment bonuses and penalties other than AV and DV are still contributed individually per body part.
* We generalized the effects of normality gas and made them variable instead of binary.
** To support this change, we added two new status effects: astrally burdened and astrally tethered. Burdened creatures have difficulty performing actions that morph spacetime. Tethered creatures can't perform those actions at all.
** The density of normality gas now determines whether it bestows the burdened or tethered effect on things it shares a tile with.
** Astral effects now interdict Clairvoyance and Precognition.
** Added normality fields.
** Added a new piece of rare furniture: norm core.
** Added a new item: ontological anchor.
* Historic relics found outside of historic sites now have much better generated names.
* If you have motorized treads, you can no longer use the interaction menu equip and autoequip commands to inappropriately equip footgear on your lower body.
* Puddles on the ground are now displayed under the Liquids category.
* The following items no longer modify your reputation if equipped inappropriately (i.e. held or put in the thrown weapon slot): croccasins, blood-stained neck-ring, goggles, mirrorshades, Issachari banner, Issachari sun veil, mechanical wings, gyrocopter backpack, portable beehive, leafy helm, leafy vest, symbiotic firefly, puma chitin vest, ape fur cloak, ape fur gloves, ape fur hat, electric snail shell, fork-horned helmet, fungal infections, the Ruin of House Isner, engraved items, painted items, jewel-encrusted items, figurines, and reputation-altering relics.
* Scavenging through trash now yields items based on the depth the trash was found in, not the depth it was rifled through.
* Fixed a bug that allowed you to gain arbitrary amounts of reputation while dominating a creature by removing and re-equipping gear on your original body.
* Fixed a bug with cooking in the Rainbow Wood.
* Fixed a bug that caused swarm racks not to fire.
* Fixed a bug that broke flamethrowers.
* [modding] The IActivePart part base has a new boolean property, WorksOnEquipper, to specify that the item only works if the item is properly equipped (in an armor slot if it has the Armor part, and held otherwise). AddsRep and EquipStatBoost have this property set to true by default, and the WorksHeld argument has been removed from EquipStatBoost.AppendBoostOnEquip().
* [modding] AddsRep is now an IActivePart, inheriting its properties and supported functionality.
* [modding] DeploymentGrenade's UsabilityEvent is now sent to the grenade object instead of the cell it lands in.
* [modding] Added an item property, RealityStabilization, that generates astral burdening and tethering effects. It has the following properties: Visibility (number 0-3, 0 = effect produced is invisible, 1 = effect shows up in look, 2 = effect shows up in look + has a render effect, 3 = shows up in look + has more dramatic render effect; defaults to 2), SelfVisibility (the visibility to use on the effect the object applies to itself, if any; defaults to 0), UseCharge (if > 0, the part runs on energy cell charge and the strength of the effect produced depends on the remaining charge in the cell. Anything over 2500 charge use Strength = 100), FromGas (the Strength of the effect produced is equal to the density of the Gas part of the item), Strength (if specified, explicitly sets the effect's base strength, overriding UseCharge and FromGas), VariableStrength (die roll; if specified, the higher of the result and the value set for Strength will be used), HitpointsAffectPerformance (whether the strength of the effect produced is reduced in proportion to damage to the item, defaults to false), CellEffect (whether the item puts its effects on things in the same cell as it, defaults to true), AffectsSelf (whether the item puts its effect on itself, defaults to true), WorksOnEquip (whether the item puts its effect on someone equipping it regardless of how it's equipped, defaults to false), WorksOnEquipAsArmor (whether the item puts its effect on someone equipping it if they're equipping it in the proper slot according to its Armor part), and Projective (whether the effect produced can potentially affect tiles the subject of the effect is trying to move to; defaults to false). Devices whose effects might be interdicted by astral tethering can have an intproperty, called RealityStabilizationPenetration, which will be subtracted from the effective strength of tethering effects the devices are contesting.
* [modding] Added a RealityDistortionBased flag to several mutations. Use it to control whether a mutation's effects are interdicted by astral tethering. Mutations affected: Clairvoyance, Precognition, Psychometry, Sense Psychic, Telepathy, Domination, Sunder Mind, Syphon Vim, and Beguiling. The flag is on by default for Clairvoyance, Precognition, and Psychometry.
* [modding]Added a new part, DeploymentMaintainer, for items. It is an IPoweredPart and has the inherited properties. Its own properties include: Blueprint (the blueprint of the objects it creates), Duration (how long the objects last, die roll, defaults to null i.e. permanent), Radius (integer radius it fills with objects, or -1 for every tile in the zone), Chance (the percentage chance a given tile will receive an object, defaults to 100), AtLeast (a minimum number of objects to try to deploy when Chance is in use, defaults to 0), MaintenanceInterval (the number of turns that must pass between attempts at maintaining the deployment, defaults to 10), UsabilityEvent (an event that must be successfully fired on the tile the item is in in order for the item to work, defaults to null i.e. none), AccessibilityEvent (an event that must be successfully fired on a given tile in its radius in order to deploy an object there, defaults to null i.e. none), ActiveMaintenance (whether objects deployed are actively maintained by the item and disappear if it is nonfunctional, defaults to true), RealRadius (whether to deploy in a circular radius rather than the usual engine "square radius"), BlockedBySolid (whether solid tiles block deployment, defaults to true), BlockedByNonEmpty (whether tiles must be "empty" for deployment, defaults to true), Seeping (whether BlockedBySolid use "seeping" logic where objects like stakes don't block), DustPuffEach (whether each deployed object generates a dust puff, defaults to false), NoXPValue (whether objects with XP value get it cleared out, defaults to true), and LinkRealityStabilization (whether to configure the deployment maintainer, which should have a RealityStabilization part, as an effect strength source on any RealityStabilization parts on deployed objects).


===October 4, 2018===
* You can now wear gigantic gauntlets on your giant hands.
* New item: anti-gravity boots.
* The geomagnetic disc now benefits from being gigantic even while powered.
* Your clones no longer pass on their inspirations for meal ideas to you.
* Engulfing creatures will now disgorge something they are digesting if they become part of the same party during the digestion process.
* Evil twins no longer spawn during game initialization, resulting in half-formed twins.
* The temple mecha mk Ia's machined edge is no longer gigantic.
* Villagers who give dynamic quests no longer confusingly wander around their villages.
* You will now auto-explore over fracti if it wouldn't damage you due to non-matching phase or faction reputation.
* Rehabilitated some jumbled outcomes for the Kith and Kin quest.
* Fixed a bug that caused various coloration of creatures to be lost when in range of nightvision.
* Corrected the rhyme scheme of the procedural love poem.
* Fixed a bug that caused unidentified missile weapons to display their identified icon in the missle weapon status bar.
* Dawngliders and fruit flies now correctly have wings.
* Fixed a bug that caused gigantic items to require even more limbs to equip if they were already equipped somewhere else.
* Ceremonial vibrokhopeshes now have a boot sequence and power source, though it's a power source you don't have to worry about getting disabled under most circumstances. *Most* circumstances.
* Fixed a bug that caused creatures to immediately want to unequip a piece of gigantic equipment after equipping it.
* Animated walls and doors no longer continue rendering in their updated position when out of your sight.
* Fixed a bug that caused equipment to not update how many limbs it uses after implanting giant hands.
* Grit Gate now shows up highlighted in the alt display.
* 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.
* Made the appearance and behavior of the interaction menu 'look' command more consistent with regular look.
* Fixed a bug that caused the geomagnetic disc to sometimes consume double charge.
* Changed the tinkering bits on ruin recoilers.
* [modding] Dismembered limbs now copy all properties of their severed parts into a DismemberedProperties part.
* Ruin recoilers now have their name displayed as "random-point recoiler" on their tinkering recipe instead of using a specific recoiler location.
* [modding] Added AfterDismemberedEvent which can be used to add additional properties to the severed limb.
* Auto-explore no longer attempts to open empty chests and bookshelves.
* [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 was preventing all desert canyon encounters from generating. These included apple farms, pig farms, snapjaw forts, and Stopsvalinn.
* [debug] Added a 'modify' wish to create an item with a specific mod installed: "modify:crysteel gauntlets:gigantic".
* Fixed a bug that caused the salt dunes alternate start to not correctly grant reputation with the unshelled reptiles faction.
* Fixed a bug that allowed you to choose campfire options even when they were greyed out because you didn't have the appropriate skills.
* Fixed a bug that caused the feathered and scaled mods to sometimes inappropriately modify the player's reputation when equipped and unequipped by non-player creatures.
* Fixed a bug that caused the splash sound effect to be played when you stepped into a tile with a closed liquid container (such as a canteen).
* Fixed Freezing Hands and Flaming Hands having incorrect damage listed in their level-up preview dialogs.
* Fixed a bug that caused twinning lampreys to spawn too many twins.
* [modding] Added some new properties to the MechanicalWings part.  
** Type: a string like "AntigravityBoots" used to differentiate the events used by different MechanicalWings parts. This facilitates having multiple sources of equipment-based flight.
** FlightSourceDescription: a string added to the display text of the Fly and Land abilities. Use it to differentiate between different types of equipment-based flight.


===September 28, 2018===
=== 206.66 ===
* We made a bunch of enhancements to the body part system.
** Made dynamic body part growth and loss much smarter. Example: if a creature loses all their hand-like parts, they also lose the ability to wield missile weapons unless their body plan specifies otherwise.
** Configured most body parts of the same type in a lateral arrangement and made newly grown body parts respect laterality. This means some body parts have been dynamically renamed (ex: "upper left arm").
** Limb regeneration smartly respects laterality.
** Losing mobility-granting limbs now bestows a move speed penalty in proportion to the number of mobility-granting limbs you have left. For instance, losing one set of legs as a spider is less impactful than losing your feet as a humanoid.
** Creature descriptions are now dynamically modified with descriptions of the creatures' missing body parts.
** We added new body plans for the following creature types: birds, snakes, worms, snails, slugs, insects, spiders, humanoid robots, bipedal robots, quadrupedal robots, hexapedal robots, treaded robots, hovering robots, bushes, fungi, cacti, flowers, vines, trees, various kinds of animated walls, various kinds of animated doors, various kinds of animated chairs, various kinds of animated beds, animated pillows, and animated vaned and railed mechanisms.
** Updated several existing body plans.
** Added some new unarmed attack types for various body plans.
** Different types of robot limbs now potentially disassemble into different types of bits.
** Designated severed robot limbs as scrap.
** Helping Hands now additionally adds a "Robo-Hands" slot.
** Ulnar stimulators now use charge, have a boot sequence, and only work on biological hands.
** Jab's bonus now gets more consistently applied when you have the Multiple Arms mutation or robo-limbs.
** The gun rack cybernetic implant now adds a pair of hardpoints (missile weapon slots that dismember into scrap).
** The motorized treads cybernetic implant now converts your Feet body part to a Lower Body and adds a pair of Tread limbs attached to it.
** Motorized treads now add to your stability rolls, like magnetized boots do.
** Added tread guard items that can be mounted on treads.
** Adds dynamic messaging around losing and regenerating limbs.
** Fixed various bugs with dismemberment, limb regeneration, and the process of acquiring a fungal infection on a limb.
* Hyrkhounds' acid-dripping fangs now do acid damage rather than fire damage.
* You no longer lose your proper noun status while you are dominating a creature.
* The following actions can no longer be taken while frozen: Lunge, Swipe, Shield Slam, Shield Wall, Rebuke Robot, Empty the Clips, Draw a Bead, Charge, Juke, Sprint, Deploy Turret, Lay Mine, Recharge Cell, tinkering, and changing stances.
* Berate and Proselytize can no longer be performed while frozen, except by telepaths.
* Fixed a bug that caused Menacing Stare to use a much larger Ego-based modifier than was intended.
* You can now maintain a mark on a target (via Draw a Bead) through force fields you can fire through.
* You can now Jump into or through a force field that you can pass through.
* NPC activation of Shield Wall no longer mistakenly displays a message as if they had activated Sprint.


===September 21, 2018===
[https://freeholdgames.itch.io/cavesofqud/devlog/687245/feature-friday-february-23-2024 Released February 23, 2024.]
* Qud's augurs have read the petals on the wind and agree: the deerfolk who call themselves 'hindren' are real, and their hidden village exists. The hindren patch is now live!
** Added a new village: Bey Lah, hidden in the flowerfields.
** Added a new faction: hindren of Bey Lah.
** Added several new hindren NPCs.
** Added a chain of quests: Petals on the Wind, Find Eskhind, and Kith and Kin.
** Added a new signature dish: mah lah soup.
** Added a new denizen to the Stiltgrounds.
** Added Kindrish, the ancestral bracelet heirloom of the hindren.
** Added a few other legendary hindren items.
** Added some procedural love poetry.
* We made a bunch of enhancements to the prerelease input manager.
** Updated to the latest version of Rewired.
** Cancel now properly escapes out of most menus.
** Improved the styling of the control mapping screen.
** Alt (in the key mappings) + Use now uses the menu-based interaction mode.
** Changed "get nearby" to "interact nearby", allowing a button to be mapped to menu-based interaction.
** Fixed an issue that caused navigation of the control mapping screen to freeze.
** Fixed an issue that caused the prerelease trade screen to not function properly when used via gamepad.
** Fixed an issue that prevented the trade screen mappings from functioning properly on the classic trade screen.
* Vibro weapon penetration is now visible in weapon stat display.
* The following actions can no longer be taken while frozen: Slam, Conk, Dismember, Hook and Drag, Hamstring, Hobble, Shank, Flurry, Jump, Heal, Staunch Wounds, Set Limb, Sweep, Butcher, Harvest, and trash rifling.
* Shank no longer double counts some negative status effects.
* Conk now takes its target's anatomy into account.
* Hook and Drag now properly requires an axe in the primary hand.
* Added a tile for Grit Gate's intercom.
* Fixed a bug that stopped vibro weapons from consuming charge.
*Below are the hindren changes from last week's beta patch.
** Added Kindrish, the ancestral bracelet heirloom of the hindren.
** Tweaked the Bey Lah map.
** Added some more chronology entries.
** Fixed some clue tagging and quest outcome issues.
** Tweaked Kith and Kin rewards.
** Changed some aspects of how Kith and Kin's completion affects Bey Lah's fate.
** Gave Eskhind's hideout a minimum distance from Bey Lah.
** Added reputation rewards for completing Kith and Kin.
** Made clue items appear around Bey Lah more sensibly.
** Moved Eskhind to the Hindriarch's hut when appropriate.
** Added conditional dialog options with appropriate hindren for when you recover Kindrish.
** Added a procedurally generated sonnet.
** Changed Lulihart's water ritual rewards.
** Added some additional tiles.
** Changed some quest dialog.
** Added a choice signature to the Kith and Kin reward dialog.
*Additionally, we made a bunch of changes to the hindren patch on the beta branch.
** Refined the various quest endings and made Neelahind much more willing to explain them.
** Made Bey Lah a legitimate map location.
** Changed the quest XP rewards.
** Tweaked the Bey Lah map.
** You now correctly get credit for finding all the clues.
** Clues only get inscribed in your journal if you have the quest Kith and Kin.
** Changed some quest item rewards.
** Fixed some issues with the quest item rewards.
** Fixed some issues with certain quest clues not being discoverable.
** Hindren villagers can now share rumors.
** Eskhind now properly comes to Bey Lah after you complete Find Eskhind.
** Added chronology entries for finding Bey Lah and completing the quest chain.


===September 14, 2018===
* Phase-shift grenades are no longer moddable with the redundant phase-harmonic mod.
* Brainless things no longer fall asleep.
* Rivers in preset settlements now have the same object and wall-sparing behavior as random villages.
* Hindren clues should now be more successfully excluded from gossip.
* Added a new visual effect for night vision.
* Pressing left on an object in the inventory screen now collapses the whole category.
* Radar now reveals [redacted].
* Pouring liquid on the ground now results in a salt-diluted puddle of the same volume you poured, not twice that volume.
* Greatly improved the performance of complex hydraulic power systems.
* You can no longer avoid attacks by certain sludges on the basis of the attacks overquenching your thirst.
* Fixed a bug that caused you to violate the Pauli exclusion principal when surrounded by your own force bubble.
* Generated names from the arcology of Ekuemekiyye no longer occasionally contain a trailing space.
* Fixed a bug that occasionally produced incorrect capitalization of your name in recipes you create.
* Psychic hunters no longer get vestigial legendary titles.
* Fixed a bug that caused your hunger level to not update when becoming famished via dilute warm static.
* Fixed a bug that caused on-damage cooking effect trigger's percentage to drop to 0 after saving and loading.
* Fixed a bug that caused broadcast power receivers to be non-functional within interiors.
* Fixed some plurality issues with generated text when preserving ingredients.
* Fixed a bug that caused decarbonizers to self-destruct when firing their molecular cannon.
* Fixed a bug that made fully run down carcass kneaders impossible to wind up.
* Fixed a bug that caused decarbonizers with invalid targeting to prevent the game from rendering.
* [modding] The RandomColors part has a new property, BackgroundColor, for specifying random background colors.
* Fixed a bug that caused delayed attacks from lithofexes and dreamcrungles to be aborted when loading a game.
* [modding] The IPoweredPart base class has been refactored to IActivePart, which is identical to IPoweredPart except for some of its new default property values: ChargeUse = 0, IsBootSensitive = false, and IsEMPSensitive = false. IPoweredPart is now a subclass of IActivePart with these defaults: ChargeUse = 1, IsBootSensitive = true, and IsEMPSensitive = true.
* [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.


===August 25, 2018===
=== 206.65 ===
* Added new, animated tiles for forcefields.
* Added a new faction: pariahs.
* Pariahs now sometimes appear on the Stiltgrounds.
* You may encounter bands of roving pariahs.
* Blaze injectors can now be preserved into congealed blaze.
* Salve injectors can now be preserved into congealed salve.
* Carbide and fullerite fist implants now count as unarmed attacks.
* Laser beam and falling rock damage messages now have their penetration indicators colorized according to the usual convention.
* Spiked gauntlets now correctly add bleeding damage to unarmed attacks again.
* Twinning lamprey bites cause bleeding again.
* Breeder creatures now more reliably pass on their faction allegiances to their spawn.
* Holograms no longer fall down elevator shafts.
* Hologram bracelets that blink out of existence no longer leave permanent holograms.
* Force bracelets that blink out of existence no longer leave permanent forcefields.
* Limbs dismembered from temporal fugue clones or extradimensional creatures now usually blink out of existence when their former owners do.
* Night-vision goggles no longer provide night vision when equipped as a weapon or when disabled by EMP.
* Learning to make lead-acid cells no longer causes acid to spontaneously erupt on your character.
* Bronze ingots now weigh less and are worth more.
* When a village teaches the free power that unlocks when purchasing a skill, they now also teach the skill itself.
* Fixed an issue that sometimes prevented destroyed liquid containers from depositing their liquids as puddles on the ground.
* Fixed an issue that caused the penetration bonus from gaslight weapons to remain even if they were unpowered.
* Fixed some issues with the shale walls surrounding Red Rock and the Rust Wells.
* Fixed various typos.
* [modding] The Gaslight part has been rewritten. Its properties are now ChargedName (base display name when it has usable charge), UnchargedName (base display name when it doesn't have usable charge), ChargedPenetrationBonus (penetration bonus when charged), UnchargedPenetrationBonus (same, uncharged), ChargedDamage (base damage roll when charged), UnchargedDamage (same, uncharged), ChargedSkill (proficiency skill when charged), and UnchargedSkill (same, uncharged). It's also now an IPoweredPart and has all of that part's properties. Its defaults that differ from IPoweredPart base are ChargeUse = 10 and WorksOnSelf = true.
* [modding] The BleedingOnHit part has been rewritten. Its properties are now Amount (the roll for the amount of bleeding inflicted, defaults to "1d2"), SaveTarget (the target of the save, defaults to 20), RequireDamageAttribute (if given, bleeding will only be inflicted if the damage being done has this attribute, defaults to null), SelfOnly (whether bleeding infliction only applies to attacks performed with the object, defaults to true), and Stack (whether the bleeding inflicted stacks, defaults to false). It's also now an IPoweredPart and has all of that part's properties. Its defaults that differ from base are ChargeUse = 0, IsEMPSensitive = false, and WorksOnSelf = true.
* [modding] The NightVisionGoggles part is now an IPoweredPart and has that part's properties (WorksOnWearer defaults to true).
* [modding] Added a new PlayerBeginConversation event, which triggers whenever the player starts a conversation.
* [modding] The liquid that gets mixed in with liquids poured on the ground can now be specified. Cells and zones both have a property, GroundLiquid, that can be set to a value like "salt-1000" (the default on zones), "salt-500,water-500", and so on. An empty string means no automatic mixing is done. If a cell's GroundLiquid is null, it defaults to its zone's value. The zone's value can be set in Worlds.xml via the GroundLiquid property on the zone element.
* [modding] The IgnoresGravity tag and property now make objects immune to the PullDown behavior of the StairsDown part.
* [modding] Fixed an issue with non-standard sprite size support.


===August 17, 2018===
[https://freeholdgames.itch.io/cavesofqud/devlog/683435/feature-friday-february-16-2024 Released February 16, 2024.]
* Added two new creatures: feral lah and tumbling pod.
* Added a new plant: lahbloom with harvestable lah petals.
* Added a new cooking ingredient: dried lah petals.
* Added a new option to the campfire menu: preserve exotic foods. This option is for manually preserving foods that are otherwise consumable and so excluded from bulk preservation.
* Luminous hoarshrooms now preserve into freeze-dried hoarshrooms.
* Shade oil tonics now preserve into congealed shade oil.
* Updated tile for luminous hoarshroom consumable.
* Pickled mushrooms and freeze-dried hoarshrooms now count as mushrooms for the purpose of triggering mushroom-related meal effects.
* You can no longer preserve things that you haven't identified.
* Gave mutated flowers and bushes more appropriate stats.
* Fixed a rare exception when inanimate objects called for help after suffering lethal damage.


===August 10, 2018===
* Added new descriptions for several pieces of armor and ceremonial vibrokhopesh.
* Added a new item: fidget cell.
* Trash and scrap can no longer break or rust.
* Added new level-up sound effects for both the player and other creatures.
* Creatures no longer expel their quills against inanimate objects.
* You can now pet all village pets.
* Clues for the Kith and Kin quest are now properly marked as quest items, warning you before being sold.
* Hyrkhounds are now properly considered dogs.
* Autoexplore no longer picks up Kith and Kin clues.
* Mental mutation levels granted by equipment and meals now count toward your psychic glimmer. Note that this change applies to true kin, too.
* 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.
* Hindren clue items no longer appear as randomly revealed secrets via trash divining or mumble mouth.  
* You are no longer prompted multiple times about your ability to swoop when flying.
* The 'Leap, Frog' achievement can no longer be attained by learning to jump from someone other than a frog.
* Star kraken no longer extrude unidentifiable tubes.
* Enabling autoget scrap no longer autogets any artifact that can be disassembled.
* The recoil ability can once again be used on the world map.
* Walking next to a regeneration tank with freshwater and artifact autoget enabled no longer mysteriously obliterates the tank into a puddle of freshwater.
* Made death by damage reflection messages a little more sensical.
* Temporal fugue clones of NPCs now reliably get along with their clone-parent and clone-siblings.
* Unidentified hoversleds are no longer seen as 'small boxes'.
* Cybernetic implants on temporal fugue clones are no longer recoverable via dismembering.
* Increased the value of rubber tree seed.
* Fixed an issue that caused the temporal fugue clones of psychic hunters and evil twins to have infinite duration.
* Fixed a bug that caused Eskhind to sometimes travel back towards the hollowed tree after returning to Bey Lah.
* Fixed an issue that caused some items thrown by temporal fugue clones not to properly dematerialize.
* Fixed a bug that caused Keh-hind to sometimes not leave Bey Lah right away when exiled.
* The description of regeneration tank now more clearly communicates what the item requires in order to function.
* Fixed a bug that sometimes caused creatures to spawn directly over pits.
* Tweaked some Mechanimist holy language.
* 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.


===August 3, 2018===
=== 206.64 ===
* Cats and dogs now let you pet them if they like you. Some domesticated cats and dogs will let you pet them if they merely tolerate you.
* New book: Eta and the Earthling, Canto I.
* Changed the name of a character in From Entropy to Hierarchy.
* Energy cells now only stack if they have the same charge level.
* Two-faced helmets and helping hands no longer prevent body parts other than the ones they're adding from being dismembered.
* Equipping headgear into a slot currently occupied by a two-faced helmet no longer annihilates the headgear being equipped.
* Updated Mental Mirror's description to better reflect its implemented behavior.
* Fixed an issue causing chrome pyramids to fail to generate their force fields.


===July 27, 2018===
[https://freeholdgames.itch.io/cavesofqud/devlog/679743/feature-friday-february-9-2024 Released February 9, 2024.]
* Added a new village government type: anarchy.
* When you go to the world map and then immediately return to the local map you were just in, you're now placed in the same tile you left from.
* Village wardens now attack wild beasts or snapjaws that make their way into villages.
* Objects traded to merchants are now considered part of their trade stock.
* Equipped items no longer used as ingredients when you whip up a meal.
* Quest items are no longer used as ingredients when you whip up a meal.
* Village signature dishes no longer include neutron flux as an ingredient.
* Fish are now always placed in tiles with water.
* Items in inventories that get de-stacked due to ongoing effects now re-stack properly.
* References to Joppa in books, quests, and advertisements now respect Joppa's state of existence.
* You can no longer place a container you're carrying inside itself, thereby blinking it out of existence.
* Updated the description for Albino.
* Klanq no longer asks you to puff on village factions.
* Klanq no longer asks you to puff on factions without members.
* Fixed a generated text bug with fungi dialog.


===July 20, 2018===
* Activated abilities can no longer be used on the world map.
* We added several new historic events that make village histories much more diverse. Examples include trait-based reasons for congregation, regime changes and new types of government, and new culinary developments.
* Transmuting the amaranthine prism now disappoints someone.
* Increased the diversity of village populations, particularly for the choice of warden.
* The trade binds Value + and Value - and Add One/Remove One can now share bindings.
* There's now a menu option to fill empty liquid containers.
* Gun racks and cathedras can no longer be destroyed by coating in acid or lava.
* Fixed an issue with village item placement.
* Star kraken no longer extrude the Grit Gate communications panel.
* Fixed an issue with gyrocopter backpack.
* Adding local cooking ingredients for when you whip up a meal in Tzimtzlum.
* Fixed an issue that caused some stat-boosting historic relics to incorrect require energy cells.
* ASCII bleed effects now match your bleed liquid color.
* Fixed an issue with domination where the dominated creature moving offscreen and then dying caused the dominator to die too.
* Gave urshiib albinism.
* Fixed an issue that caused historic site visitation quests to not complete.
* Defanged girshling corpses now indicate their defanged status in their display names.
* Fixed an issue with gaslight weapons not using charge.
* Fixed a bug that caused the hollowed tree to sometimes overwrite a location with existing encounters.
* Fixed an issue causing beguiled pets to stop following you.
* Fixed a bug that caused the snapjaw who wields Stopsvalinn to be removed by dynamic encounters.
* Fixed some issues with article formatting.
* Fixed a bug that caused the Sticky Tongue mutation to not animate if it failed to move its target.
* Fixed a rare exception in beguiling.
* Fixed a bug with the status effect companions get when you wear Dagasha's Spur and renamed the effect "spurred to teleport".
* Fixed a rare exception during village generation.
* Fixed a bug that prevented forced attacks up and down.
* Fixed the copyright date.
* 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.


===July 10, 2018===
=== 206.63 ===
Generated Villages and Alternate Starts


"Joppa? Never heard of it." -Mehmet
[https://freeholdgames.itch.io/cavesofqud/devlog/675910/feature-friday-february-2-2024 Released February 2, 2024.]


Previously you began every game of Qud in Joppa, a starting village with handcrafted architecture, history, customs, NPCs, and player quests. Joppa�s consistency helps new players acclimatize to the strange world of Qud, both its unfamiliar, far-future setting and its hybrid handcrafted / generated approach to worldbuilding. But for veterans who�ve started dozens+ games of Caves of Qud, the opening can feel repetitive. So, as an alternative to Joppa, we added procedurally generated villages to start the game in. They have their own generated quests that�ll take you through the early game and link you back up to the trunk of the main quest. Or you can you use them as a launching point to explore the world on your own terms.
* 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.


The two big cornerstones of this patch are village generation and dynamic quest generation.
In addition to the starting village, we added villages across the rest of Qud, too. Every aspect of these villages is generated, including their own unique histories that are discoverable through various storytelling traditions. They also include their own fully dynamic quests. In sum, generated villages are a culmination of all our generative systems work up until this point.


* We added generated villages across Qud. Each village has its own generated faction, history, architecture, relationship with local resources, storytelling tradition, proverb, signature dish, signature skill, named & unnamed NPCs, and quests.
=== 206.61 ===
* We added a fully dynamic quest generation system that produces unique quests for each village. This may have additional applications in the future.
* In addition to Joppa, you now have the option to start the game in a generated village in one of four regions.
Each option has its own benefits.
** Random village in the salt marsh:
** Village teaches Harvestry.
** +50 reputation with insects and fish.
** Start with a pair of croccasins.
* Random village in the salt dunes:
** Village teaches Fasting Way.
** +100 reputation with reptiles.
** Start with an Issachari banner.
* Random village in the desert canyons:
** Village teaches Wayfaring.
** +50 reputation with equines, tortoises, and vines.
* Random village in the hills:
** Village teaches Butchery.
** +100 reputation with hermits.
** Start with a blood-stained neck-ring.
* Starting villages are guaranteed to have two questgivers, a warden, and a merchant.
* Starting villages are guaranteed to have a quest that gives you a recoiler reward and a follow-up quest that leads you to Grit Gate.
* Added a new quest, A Signal in the Noise.
* Added various types of monuments that depict village histories.
* Added a whole slew of new furniture, including chairs, beds, floor cushions, dressers, tables, vessels, and high-tech furniture.
* Added procedurally-generated wall types sourced from plant parts, animal parts, or metals.
* Added a new static faction, the Farmers' Guild, and dozens of new generated factions.
* Added procedurally generated stone and marble statues.
* You can now pray at shrines and statues.
* You can now desecrate shrines and statues.
* Fixed many, many bugs and made many other small feature tweaks.
* As with everything in Qud, villages will continue to grow.


===June 15, 2018===
[https://freeholdgames.itch.io/cavesofqud/devlog/671929/feature-friday-january-26-2024 Released January 26, 2024.]
We have an announcement regarding our upcoming patch schedule. We're nearing the release of next our feature arc, Generated Villages and Alternate Starts (Part 1), which will finalize the last of our major systems and let us transition to fully fleshing out the game's content and main narrative. The prospective release date for this feature arc is July 10th. As it approaches, we'll be concentrating all of our effort on the arc, and so today's patch will be the last official weekly update until the arc is released.


Sometime soon (likely next week), we'll be posting an early version of the feature arc to a beta branch. If you'd like to help us test it, stay tuned for details. Otherwise, we'll see you back on July 10th.
* 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.  


Live and drink, friends.
=== 206.59 ===


[https://freeholdgames.itch.io/cavesofqud/devlog/668194/feature-friday-january-19-2024 Released January 19, 2024.]


* Added two energy cell mods: high-capacity and metered.
* Long trader names are now properly clipped on the trade screen.
* Added an eyewear mod: polarized.
* Gave lover's blossom a new tile.
* Reduced the volume of most slime puddles to below the swimming threshold.
* Autoexplore now avoids osseous ash.
* Pools that are deep enough to swim in no longer cause you to slip.
* Traders are now referred to by name in messages explaining they don't have the skill to recharge or repair something.
* Temporal fugue clones no longer have the chance to spawn their own psychic hunters.
* Urchin cherubim now grow their cherubic spines on their body instead of their arms, which they don't have.
* Fixed an issue preventing campfires from increasing the ambient temperature around them.
* Qas and Qon are now immune to confusing gas.
* Fixed an issue that caused liquid splash sounds not to play.
* Glass doors are no longer opaque.
* Fixed an issue that caused hidden objects to stop autoexplore.
* The quest text of A Signal in the Noise no longer references Joppa.
* Fixed a typo in On the Origins and Nature of the Dark Calculus.
* Made some tweaks to mid and late-game armor tables.
* Fixed a typo in Disquisition on the Malady of the Mimic.
* Creatures with glotrot can no longer use Sticky Tongue.
* Fixed a typo with quests in the chronology.
* Thrown objects now use the proper unidentified tile if you don't know what they are.
* [modding] Walls and fences that use the PaintedWall part can now use the tag PaintPart. Walls and fences specifying this tage treat adjacent objects with the part specified in the value of the PaintPart tag as if they were also walls and fences (this affects the orientation of the painted tile).
* Multiple ejection seats can no longer lock in place in the same tile.
* [modding] Added a new power systems part, Circuitry, that absorbs charge provided via ChargeAvailable events and makes it available for one turn using TestCharge and UseCharge. Charge not used after one turn is lost. This streamlined part replaces the need to have two different power source parts for each power source, one that provides charge via ChargeAvailable and one that provides it directly via TestCharge/UseCharge. Its fields are MaxCharge (an optional maximum amount of charge the part can hold; defaults to 0, unlimited), ChargeDisplayStyle (usual way to display charge level, defaults to none), TechScanChargeDisplayStyle (techscan way to display charge level, defaults to none), and IsEMPSensitive (defaults to true).
* Reaching loved reputation now only creates an entry in your chronology once per faction.
* [modding] Removed the parts EquipPower and SolarPower. Instead use Circuitry and either EquipCharge or SolarArray.
* Greatly improved the performance and memory utilization of pathfinding.
* [modding] Added a charge display style (as used by various power systems parts) for "amount", which shows the raw numeric charge amount.
* Improved the performance of breeders.
* [modding] Added a mechanism for BroadcastPowerReceiver where satellite power can be occluded by random environmental factors.  The core behavior is controlled by three settings in GlobalConfig.json: SatellitePowerOcclusionChance (the permillage chance of unoccluded satellite power becoming occluded on a given turn, defaults to 5), SatellitePowerDeocclusionChance (the permillage chance of occluded satellite power becoming unoccluded on a given turn, defaults to 15), and SatellitePowerOcclusionReasons (a comma-separated list of potential reasons why satellite power is occluded, selected at random). The BroadcastPowerReceiver part has these new fields: IgnoresSatellitePowerOcclusion (if true, occlusion does not affect the part, defaults to false) and SatellitePowerOcclusionReadout (if this is true or the player has techscanning, the fact that satellite power is occluded and the reason why is displayed in the item's short description, defaults to false).
* Fixed a bug that caused Putus Templar party leaders in faction encounters to get double their inventory.
* [modding] Gave BroadcastPowerReceiver a new field, Obvious. If set to true, or if the player has techscanning, the existence of the broadcast power receiver is indicated in the item's short description. Defaults to false.
* Gave Putus Templar party leaders the chance to have more than one Eaters' nectar tonic.
* [modding] Added a new part, PowerOutlet, that provides charge to items (in its cell or adjacent cells) that have PowerCord parts. It has the following properties: ChargeRate (the amount of charge provided per turn, defaults to 200), GridSupplied (if true, the part is assumed to draw its ChargeRate from a not-otherwise-represented power grid, otherwise it must draw its charge from its parent object with TestCharge and UseCharge by using the available charge in the parent object or its ChargeRate, whichever is less. Defaults to false), and IsEMPSensitive (defaults to true).
* 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.
* [modding] Added a new part, PowerCord, that makes the item receive charge from items with PowerOutlets in the same cell or adjacent cells and distribute it with a ChargeAvailable event. It has the following properties: ChargeRate (the amount of charge it can redistribute per turn, defaults to 50) and IsEMPSensitive (defaults to true).
* Fixed a bug that caused gigantic energy cells to never generate with more than half charge.
* [modding] Added a new part, ModWallSocket, for adding power outlets to walls.
* Fixed a bug that put proselytize on cooldown with no effect when targeting a baetyl.
* [modding] Refactored common functionality from a number of parts into an IPoweredPart base class that implements the following properties: ChargeUse (an amount of charge that must be available via TestCharge for the part to function, defaults to 1), IsBootSensitive (whether the part is disabled if a BootSequence is present that hasn't finished booting, defaults to true), IsEMPSensitive (whether the part is disabled by the item being EMPed, defaults to true), MustBeUnderstood (whether the part is disabled if not equipped or if equipped by the player and not understood, defaults to false), WorksIfEquipped (whether the part is enabled to function by being equipped, defaults to false), WorksIfHanging (whether the part is enabled to function if the item has a Hangable part that reports the item is currently hanging, defaults to false), WorksIfInCell (whether the part is enabled to function if the item is on the ground, defaults to false), and WorksIfWorn (whether the part is enabled to function if the item is equipped as armor on the correct limb(s) per its Armor part, defaults to false). If none of the "WorksIf" fields are enabled, the part doesn't require any of those conditions to work. IPoweredPart provides a standard base IsDisabled() method to check these issues. Any part previously implementing IsEMPSensitive now inherits from this base class, with part-specific default values for relevant fields replicating their previous behavior.
* Fixed a bug that caused spaser gas to emit from the attacker instead of the defender when killing a target in one shot.
* [modding] The WorksWhenHeld property on the EquipCharge, IntPropertyChanger, and MultiIntPropertyChanger parts has been replaced by the WorksIfEquipped property they inherit from IPoweredPart.
* Fixed a recurring bug where some legendary creatures had malformed titles.
* [modding] Added a new property to the Hangable part, HangingTile, that (if specified) overrides the object's render tile while it's hanging.
* Fixed a bug that allowed the deployment of portable walls on the world map.
* [modding] TestCharge and UseCharge events now support multiple charge stores cooperating to fulfill a single event. This means that where previously a TestCharge for 10 charge on an object that had two parts each able to supply 5 charge failed because neither had 10 charge, now it succeeds.
* 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.
* [modding] Added a new property to the BroadcastPowerTransmitter part, TransmitRate, that (if set to something other than zero) is used as a maximum on the amount of charge that can be transmitted in a given CollectCharge event. The part also now uses as much charge as is available from its parent object (up to the amount requested in CollectCharge and/or the TransmitRate limit) instead of trying to approximate it by successively halving the amount requested.
* Fixed a bug that prevented levels deep underneath Ezra from building properly.
* [modding] Added a new, highly experimental part, PowerTransmission, intended for supporting physically-laid-out power grids.  It inherits IPoweredPart. Its properties are: ChargeRate (the amount of charge that it can carry per TestCharge/UseCharge/QueryCharge event, defaults to 500), CurrentReadout (if this is true, or the player has techscanning, a display of the charge available through the object appears in its short description, defaults to false), and IsWire (whether the object is a physical wire (affecting messaging), defaults to false). All objects in cardinally adjacent cells that have PowerTransmission parts form a power grid that TestCharge, UseCharge, and QueryCharge events are shared across, limited by the ChargeRate of the parts in the grid.
* Fixed a bug that caused a big performance hit when a creature was boxed in and unable to move.
* [modding] Added a new part, ModWiring, for adding power transmission wiring to walls. ModWallSocket now also includes power transmission wiring automatically.
* Fixed some grammar errors in books without titles.
* [modding] Added a new part, DeployableInfrastructure, for items that can be deployed into environmental infrastructure. Its properties are: DeployVerb (used in messaging, defaults to "deploy"), ModName (if specified, the name of an item mod that's applied to walls or non-takeable, solid, real, and inanimate objects in target cells), ObjectBlueprint (if specified, a blueprint that will be instanced in targeted cells that do not contain a wall or non-takeable, solid, real, inanimate object), SkillRequired (if specified, the name of a skill that must be possessed to deploy the object), SkipModIfPart (if specified, don't install the mod specified by ModName if the target object has the specified part), Cells (the number of cells targeted using a field picker that must start adjacent to the user, defaults to 1), and EnergyCost (the energy cost to deploy, defaults to 1000).
* Fixed a text generation issue with sultan titles.
* [modding] Added a new part FoodProcessor that makes an item automatically butcher and preserve objects in its inventory.  It inherits IPoweredPart and sets the default of ChargeUse to 500.
* [debug] Added "hobbled" wish.
* [modding] Added object, int, and float properties to factions.  


===June 8, 2018===
=== 206.57 ===
* Swarm racks, arc cannons, and blast cannons now work when severed from their robot bearers.
* Arc cannons can now be charged by ambient electricity, and arc cannon projectiles are now treated as electrical.
* Chrome pyramids can now generate ammo for their swarm racks.
* Blast cannons are now more powerful and have a cooldown.
* Chrome pyramids, leering stalkers, arcwyrks, and traipsing mortars now have melee attacks.
* Being asleep now imposes a DV penalty.
* Wandering villagers are now less likely to idly wander into dangerous areas like fractus patches.
* Psychic glimmer notifications no longer show up when dominating NPCs.
* Fixed a bug that caused some electronic items to consume charge at twice the proper rate.
* Fixed an issue that caused some object stacks to become indestructible.
* Fixed a couple rare exceptions that caused large amounts of message log spam.
* Fixed luminous hoarshroom's tonic effect not getting properly applied when you eat it.
* [modding] In Mutations.xml, mutations and mutation categories now support the field Property, where you can specify the name of an intproperty that modifies the mutation's level. For example: if you specify Property="MyProperty" and the mutation-bearing creature has the MyProperty intproperty with value = 4, that creature's mutation level for the augmented mutation is increased by 4.
* Mutations and mutation categories now support the field ForceProperty, which is the same as Property except that its modifications are not subject to the character-level-based mutation level cap, and if negative, it can reduce the mutation level to zero, disabling it.
* [modding] Mutations.xml now supports single-element XML style (<tag />).
* [modding] Mutation levels now update properly if you mod mutations to receive bonuses from stats other than Ego.
* [modding] The IntPropertyChanger and MultiIntPropertyChanger parts have a new property, AfterUpdateEvent, which specifies an event that's fired on the equipper after the part's property changes are applied or unapplied.
* [modding] The deprecated skills MindOverMatter, MindOverMatter_ExpertiseOfTheDomain, MindOverMatter_MasteryOfTheDomain, and MindOverMatter_Trance are functional again for inclusion via mods.
* [modding] Added a new ChargeDisplayStyle (as used by various power systems parts): "glow", which displays charge level as relative luminescence.
* [modding] Added a new property to the Cursed part, IsEMPSensitive. If true, the item is removable while EMPed. Defaults to false.
* [modding] The BootSequence part now responds to its parent object receiving a Reboot event. If it does, the boot sequence is restarted. BootSequence also has a new property, NotEquipBased, which (if true) allows the parent object to receive the Reboot event even if it's not equipped. Defaults to false.
* [modding] The Bed part now supports firing up to three different events on the sleeper at defined intervals. The following properties are supported for the first interval: SleepEvent1 (the name of the event to fire) and SleepEventTurns1 (the number of turns spent sleeping before the event fires; must be greater than 0). SleepEvent2/SleepEventTurns2 and SleepEvent3/SleepEventTurns3 are supported for the second and third intervals, respectively. The following properties were also added: ChargeUse (an amount of charge that must be consumed each turn somebody is sleeping on the bed for the sleep events to fire) and IsEMPSensitive (whether the sleep events still fire when EMPed).
* [modding] Added a part FabricateFromSelf that implements the ability to create items using the object's hit points as raw materials. Its fields are FabricateBlueprint (the type of item to create), BatchSize (die roll, the number of items to create at once), HitpointsPer (die roll, the number of hit points damage to do to the object per item created), Cooldown (die roll, the ability's cooldown), ChargeUse (an amount of charge the ability takes via UseCharge, defaults to 0, EnergyCost (the energy cost to use the ability, defaults to 1000), HitpointsThreshold (object must have at least this many hit points to use the ability), AIHitpointsThreshold (AIs will not use the ability unless they have at least this many hit points), EMPSensitive (whether the ability is disabled by the object being EMPed, defaults to false), AIUseForAmmo (whether AI will attempt to use the ability to generate ammo for an appropriate MagazineAmmoLoader, priority of action determined by how bad their ammo situation is), AIUseOffensively (whether AI will use the ability when they are generically attempting to behave offensively), AIUseDefensively (whether AI will use the ability when they are generically attempting to behave defensively), and AIUsePassively (whether AI will use the ability passively).
* [modding] Here are some more properties for FabricateFromSelf (broken up into two bullets for readability): UsesLiquid (if set, the name of a liquid that must be present in a LiquidVolume part on the parent object for the part to operate), LiquidPerBatch (the number of drams of the liquid consumed by a fabrication batch, defaults to 1), LiquidAutoTriggers (whether the liquid being present makes fabrication happen automatically, defaults to false), and LiquidMustBePure (whether the liquid must be pure for fabrication to happen, defaults to false).
* [modding] Fixed an issue that caused new world builders in modded Worlds.xml files to not be properly executed.


===June 1, 2018===
[https://freeholdgames.itch.io/cavesofqud/devlog/664714/feature-friday-january-12-2024 Released January 12, 2024.]
* Bioscanning no longer provides stats on inanimate objects. That's now the domain of a new form of scanning: structural scanning.
* New item: structural scanning bracelet.
* New item: VISAGE (Visual Instrument and Sensory Augmentation, G Edition).
* Children of the Deep now start with a structural scanning bracelet slotted with a full combustion cell.
* Itchy skin now counts as a negative status effect.
* Emptying a pool by drinking from it no longer leaves behind a 0-dram pool.
* Emptying a container by drinking from it no longer leaves traces of its previously-held liquids.
* When a hostile and a non-hostile creature are stacked in the same tile, your attacks into that tile now target the hostile creature.
* Disabled some antisocial NPC behaviors when they are members of a party. Example: party-member pilgrims no longer go on pilgrimages.
* If you level up Beguiling while you have a creature beguiled, the new HP bonus now applies to the currently beguiled creature.
* Fixed an issue where creatures sometimes refused to die.
* Fixed some more issues that caused death effects to trigger multiple times.
* Fixed an issue where the Toughness bonus from the Two-Hearted mutation remained even if the creature lost Two-Hearted.
* Fixed a rare issue where cooking effects that reduced the length of the 'ill' status effect prevented other end-of-turn actions from occurring.
* Fixed an issue that caused mutations to disappear from the character screen after loading a game.
* Fixed an issue that caused abilities to disappear from the ability screen and not be activateable after loading a game.
* Fixed a typo in the Intimidate messaging.
* Fixed a bug where item boot sequences restarted after loading a game.
* Fixed a few tinkerable items having multiple recipes.
* [modding] Removed the SmartUseLookAt part in favor of the existing SmartuseLooks part.
* [modding] Effects intended to make a creature a long-term party member (Beguiling, Proselytize, Rebuke Robot, water ritual recruitment, self-cloning, summoning curios, and merchant guards) now fire an event called BecomeCompanion.
* [modding] The TinkerItem part has a new property, SubstituteBlueprint, which is the name of a blueprint to use instead of the item's blueprint for tinkering recipe purposes. This allows the use of special-purpose inheritor blueprints like Drained Chem Cell and Horticulturalist Bio-Scanning Bracelet to avoid what appear to be duplicate recipes.
* [modding] Added a new part, MultiIntPropertyChanger. This is like IntPropertyChanger, but instead of the AffectedProperty and Amount fields, it has an AffectedProperties field whose values look like: "PropertyA:3,PropertyB:7". This means that when active the item increases the equipper's intproperty PropertyA by 3 and their PropertyB by 7.
* [modding] Added a new part, Hangable, for items that hang in their environment in some fashion. Its properties are: SameCellSupportSufficient (whether an object in the same cell with the property or tag HangingSupport is sufficient for the item to hang on, defaults to true) and SupportPointsRequired (the number of cells out of the cardinally adjacent cells, plus the same cell if SameCellSupportSufficient is false, that must have a wall or an object with the property or tag HangingSupport in it for the object to hang, defaults to 2). The part issues the event StartHanging when its hanging state goes from false to true and StopHanging when it goes from true to false.
* [modding] The Bed part now integrates with the Hangable part so that if the parent object has a Hangable part, the Bed part doesn't function unless the item is hung up.


===May 25, 2018===
* Mountain and hill maps now have a little more unique character and no longer generate without any open spaces.
* Added some liquid-powered energy cells: lead-acid, combustion, thermoelectric, and biodynamic.
* Improved the generation of rivers in villages.
* Gyrocopter now weighs a bit more and is oil-powered.
* When you get lost, you generally no longer get plopped down in a tile with spawn-blocking objects like fracti and pits.
* Crossing the border into a new map now stops autowalk.
* Santalalotze now has tier 8 wares instead of tier 7 (very similar population but slightly more weighted toward the highest-end stuff).
* You no longer try to burrow through your own force bubbles with Burrowing Claws.
* Temple mecha are no longer included among a newfather's domesticants.
* The passive, burrow-on-bump behavior of Burrowing Claws is now toggleable.
* The game no longer thinks the plural of 'human' is 'humen'.
* The game no longer autosaves during zone transitions caused by falling through holes in the ground.
* Tweaked the description of Short Blade Expertise to match other references to action cost.
* You can no longer mod items you don't understand.
* Molting basilisk husk now has the right description.
* You can no longer attempt to initiate conversations with invisible creatures.
* The sacred well should be less flammable.
* Lava is now less valuable.
* Messages now refer to 'the' amaranthine prism instead of 'an' amaranthine prism.
* Effects that increase your stability now help stabilize you in slippery and sticky liquids.
* Improved the consistency of object placement inside of village buildings.
* Extra faces from unbreakable two-faced masks can no longer be dismembered.
* Fixed several map generation issues due to reachability being incorrectly calculated.
* Fixed an issue causing your face slot to remain equipped after your two-faced helmet was destroyed.
* 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 an issue where clones' two-faced items were improperly linked to the original wearer.
* Fixed a bug in village generation that caused partial, garbled WFC-generated buildings.
* Fixed an issue where slipping on slime into a new map didn't properly transition your view to the new map.
* Fixed a bug in village generation issue that caused extra holes in buildings.
* Fixed an issue where dominated creatures remained on the world map if domination was broken while traveling.
* Fixed a rare world generation exception.
* Fixed an issue with glass armor's damage reflection improperly reflecting self-damaging effects.
* Fixed a rare village generatione exception.
* Fixed an issue where additional text got appended to your journal notes every time you looked at a sultan shrine.
* Fixed an issue that caused garbage liquids to leak into system memory and cause crashes in Golgotha.
* Fixed an issue allowing implanted cybernetic equipment to be casually removed.
* Fixed the display name of small sphere of negative weight when it's offered as a reward for completing a village quest.
* Fixed some issues that caused smart use to fail after it asked you for a direction.
* Fixed some plurality issues in messages generated about identifying cybernetic implants.
* [modding] Added support for the Tile property to AddParamater and GetParamater calls for render events.
* Fixed a capitalization issue with generated messages about pulsed field magnets interrupting autoact.
* [modding] Added support for a NoRemoveOptionInInventory tag and property.
* Fixed a bug that caused the 'S' after an possessive apostrophe to be capitalized when naming an item.
* [modding] Added a new property to EnergyCellSocket, ChanceDestroyCellOnForcedUnequip. This is a percentage chance the socketed cell will be destroyed if the item is forceibly unequipped. Defaults to 0.
* 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.
* [modding] Added a new property to Door, SyncAdjacent, which makes the door sync its opened/closed and locked/unlocked states to other, cardinally adjacent doors with SyncAdjacent and the same KeyObject (used for implementing double doors).
* Fixed a bug that caused Tinker and Artifex starts to not receive their schematic from Tinker I and II.
* [modding] Added a new part, SmartUseLookAt, that makes 'look' the default smart use option.
* Fixed a bug that prevented the Yd Freehold asterisk from affecting the reputation cost of pacifying nephilim.
* [modding] Made EnergyCellSocket relay ChargeAvailable events to its slotted cell.
* Tagged some objects as mass nouns.
* [modding] Gave EquipCharge a new property, EquipperProperty. If this value is set to a property name (ex: "BlastCannonRecharge"), and if the equipper of the parent object has that property, EquipCharge's ChargeRate is maxed by that property's value.
* [modding] The DestroyContiguous part of nullray can now be used for melee weapons on hit.
* [modding] Added a new part, EquipPower, which is like EquipCharge but provides charge directly via TestCharge and UseCharge instead of distributing it via ChargeAvailable. Its properties are: PowerRate (charge filled per turn while active, defaults to 1), IsEMPSensitive (whether EMP disables the part, defaults to false), WorksWhenHeld (if false, the item must be worn on the proper limb per its Armor part in order to work, defaults to true), and EquipperProperty (specify to put a max on PowerRate).
* [modding] GiganticInventory now makes restocked inventories gigantic.


===May 18, 2018===
=== 206.52 ===
* Added sounds for flashbang, thermal, and normality grenades.
* Added sounds for Hand-E-Nukes.
* Added firing sounds for the following guns: laser pistol, carbine, sniper rifle, desert rifle, pump shotgun, combat shotgun, and flamethrower.
* Updated firing sounds for the following guns: single shot pistols, chaingun, and musket.
* New item: goggles.
* New item: mirrorshades.
* We replaced the "get from nearby" (ctrl-g) command with "interact nearby" (default mapping: ctrl-space). You can use interact nearby to perform any action the object in the target tile supports, regardless of whether you can pick it up.
* Item mods now increase the complexity of items and the difficulty of identifying them. As a result, modified versions of base artifacts you already understand may now appear unidentified to you. Non-artifact items with modifications may also appear unidentified.
* Some item mods are now hidden on unidentified artifacts.
* You can no longer repair items you don't understand.
* You are now asked for confirmation before disassembling items you don't own (disassembling unowned items invites hostility from their owners). You are now also asked for confirmation before examining items you don't own. Hostility is only provoked on item examination if you break the item.
* Techscanning now shows the percentage charge of energy cells.
* Put a cap on how much movement speed can reduce the energy cost of movement, fixing various exploits.
* You can no longer make a campfire in a large pool of liquid.
* Creatures now mind if you try but fail to dismember them.
* Harvesting, butchering, and rifling through trash now cost energy, so you no longer automatically perform them when enemies are nearby.
* Ceremonial vibrokhopeshes no longer function while under the effect of an electromagnetic pulse.
* Made the reload command smarter when dealing with weapons with multiple ammo systems. In particular, if the weapon has an energy cell socket, the reload command only opens the change cell dialog if the current cell is out of charge AND the gun is out of the other ammo type.
* Grit Gate's doors now give a little more feedback.
* Tweaked the way liquid volumes show up in item names.
* Fixed an exploit where you could temporarily excuse a companion in order to ask them for directions.
* Fixed an exploit where recycling suits and other liquid-producing items could be used to convert other liquids to their produced liquid type.
* Fixed an issue that prevented free trading with companions.
* Fixed an issue where Short Blade Expertise incorrectly altered your to-hit bonus with other weapon types.
* Fixed an issue that allowed you to kill a creature multiple times in successive turns, reaping the benefits each time.
* Fixed a bug that prevented the repair command from being used to repair rusted items unless they were also broken.
* We added a bunch of modding functionality around power systems.
** [modding] Added support for alternate styles of displaying charge amount. The standard style is "electrical". New styles are "clockwork", "kinetic", "tension", "roughpercentage", and "percentage". Use an empty string to indicate no display.
** [modding] Added new properties to EnergyCell: ChargeDisplayStyle (the charge display style, per above, defaults to "electrical") and TechScanChargeDisplayStyle (the charge display style to use if the player has techscanning, defaults to "percentage").
** [modding] Made charge storage run on a ChargeAvailable event, which parts can subscribe to in order to absorb charge from the event into their charge capacity.
** [modding] The SolarCell part is now SolarArray. It now provides charge via the ChargeAvailable event. Added a property, IsEMPSensitive, for whether EMP disables the parent object, defaults to true.
** [modding] The EquipChargeCell part is now EquipCharge. It now provides charge via the ChargeAvailable event. Added a property, IsEMPSensitive, for whether EMP disables the parent object, defaults to false.
** [modding] Gave EnergyCell a ChargeRate property, which is the amount of charge it can absorb from other parts per the ChargeAvailable event. Defaults to 10.
** [modding] Gave LiquidFueledPowerPlant a ChargeRate property, which is the amount of charge it provides to other parts per turn via the ChargeAvailable event (using that charge if and only if something takes it). Defaults to 0.
** [modding] Added a new part, Capacitor, which absorbs charge via the ChargeAvailable event and provides it via TestCharge and UseCharge. It supports these properties: Charge (current charge amount, defaults to 0), MaxCharge (maximum charge capacity, defaults to 10000), ChargeRate (the amount of charge it can absorb per ChargeAvailable event, defaults to 5), MinimumChargeToExplode (an amount of charge that, if nonzero, is the threshold for the capacitor exploding if its parent object is destroyed, defaults to 1000), Description (how the part is described if mentioned in messaging, defaults to "capacitor"), ChargeDisplayStyle (the charge display style to use normally, defaults to "electrical"), TechScanChargeDisplayStyle (the charge style to use if the player has techscanning, defaults to "percentage"), CatastrophicDisable (whether the part being disabled by EMP, Broken, or Rusted destroys the parent object if there is enough charge to explode, defaults to false), ChargeLossDisable (whether the part beign disabled by EMP, Broken, or Rusted reduces charge to zero, defaults to true), and IsEMPSensitive (whether EMP disables the part, defaults to true).
** [modding] Added a new part, Flywheel, which absorbs charge via the ChargeAvailable event and provides it via TestCharge and UseCharge. It supports these properties: Charge, MaxCharge, ChargeRate, MinimumChargeToExplode, PropertyAffected (an intproperty which, if not empty, is modified on the parent object according to charge level, defaults to "Stable"), PropertyDivisor (a number the charge level is divided by to produce the amount PropertyAffected is modified by, defaults to 1000), Description , ChargeDisplayStyle, TechScanChargeDisplayStyle, CatastrophicDisable, ChargeLossDisable, IsEMPSensitive, and IsPropertyEMPSensitive (whether EMP zeroes out the amount by which the part modifies PropertyAffected, defaults to false).
** [modding] Added a new part, Clockwork, which absorbs charge via the ChargeAvailable event and provides it via TestCharge and UseCharge. It supports these properties: Charge, MaxCharge, ChargeRate, MinimumChargeToExplode, Description, ChargeDisplayStyle, TechScanChargeDisplayStyle, CatastrophicDisable, ChargeLossDisable, and IsEMPSensitive.
** [modding] Added a new part FusionReactor, which provides power via the ChargeAvailable event automatically per turn. It supports these properties: ChargeRate, ExplodeChance (the percentage chance the part will explode if its parent object is destroyed, defaults to 50), ExplodeForce (the force of the explosion if it explodes, defaults to 30000), Description, CatastrophicDisable, and IsEMPSensitive.
** [modding] Added a new part, Windup, which provides power via the ChargeAvailable event when an inventory action is activated on it. It supports these properties: ChargeRate, ActionName (the name of the action, defaults to "Wind"), ActionLabel (the label for the action, defaults to "&Ww&yind"), ActionKey (the key to trigger the action, defaults to "w"), IsEMPSensitive, ActionVerb (the verb the action is described using, defaults to "wind"), and MustBeUnderstood (whether the action is only available if the item is understood, defaults to true).
** [modding] Added a new part, BroadcastPowerReceiver, which provides power via the ChargeAvailable event automatically per turn. It supports these fields: ChargeRate, CanReceiveSatellitePower (whether the part receives ambient broadcast power from ancient satellites, defaults to true), MaxSatellitePowerDepth (the maximum depth of zone at which the part can receive satellite power, defaults to 12 (two levels below ground), SatelliteWorld (the world on which the part can receive satellite power; defaults to "JoppaWorld". "*" means any world. If empty, the part fills in this field with whatever world it is on when it first activates), and IsEMPSensitive. If the part is not receiving satellite power, it polls objects in the same zone with a CollectCharge event to see if they will provide it with broadcast power.
** [modding] Added a new part, BroadcastPowerTransmitter, which provides power via the CollectCharge event. Upon receiving a CollectCharge event, it attempts to use TestCharge to find first the CollectCharge Charge amount, then half of it, then a quarter of it, in its power systems. If it finds an amount of charge it can provide, it consumes it via UseCharge and adds it to the CollectCharge event. It supports the property IsEMPSensitive.
** [modding] Added a new part, ZeroPointEnergyCollector, which provides power via the ChargeAvailable event automatically per turn. It supports these properties: ChargeRate, World, RealityDistortionBased (whether the part's operation is reality-distortion based and is disabled by reality stabilization, defaults to true), and IsEMPSensitive.[*][modding] Added a new part, InductionChargeReceiver, which receives InductionCharge events and relays the charge from them via ChargeAvailable events. It supports these properties: ChargeRate and IsEMPSensitive.
** [modding] Added a new part, InductionCharger, which every turn attempts to consume charge and transmit it to its inventory with an InductionCharge event. It uses TestCharge to determine if charge is available and UseCharge to consume it. It supports these properties: ChargeRate and IsEMPSensitive.
** [modding] Added a new part, UniversalCharger, which every turn attempts to consume charge and transmit it to its inventory with a ChargeAvailable event. It uses TestCharge to determine if charge is available and UseCharge to consume it. It supports these properties: ChargeRate and IsEMPSensitive.
** [modding] Added a new part, SolarPower, which provides power via TestCharge and UseCharge while it's in the sun. Its properties are PowerRate (the maximum amount of charge it can provide when requested in a given turn) and IsEMPSensitive.
** [modding] Added a new part, ChargeSink, that consumes charge every turn. It supports these properties: ChargeUse (the amount of charge it will attempt to consume per turn, defaults to 1) and IsEMPSensitive.
* We added some functionality for new item modifications (not available as in-game modifications by default).
** [modding] Added ModHardened part: hardens an electronic item against EMP.
** [modding] Added ModHighCapacity part: increases an energy cell's capacity.
** [modding] Added ModFlareCompensating part: adds a FlareCompensation part, a BootSequence part, and an EnergyCellSocket part to an item.
** [modding] Added ModHUD part: adds a HUD part, a BootSequence part, and an EnergyCellSocket part to an item.
** [modding] Added ModInduction part: adds an InductionChargeReceiver to an energy cell.
** [modding] Added ModMetered part: changes an energy cell's ChargeDisplayStyle to "percentage".
** [modding] Added ModSmart part: adds a Smartgun part, a BootSequence part, and an EnergyCellSocket part to an item.
** [modding] Added ModTesla part: adds a BroadcastPowerReceiver to an energy cell.
* [modding] Added a new part, FlareCompensation, that mitigates the effects of flashbang grenades. Its properties are: Level (the amount subtracted from the flashbang's duration, default is 6), ChargeUse, IsEMPSensitive, MustBeWorn (if false, the item works when equipped in any fashion. If true, it must be equipped properly per its Armor part, defaults to true), and ShowInShortDescription (whether to note the flare compensation behavior in the item's short description, defaults to true). It integrates with BootSequence.
* [modding] The LiquidVolume part now supports these properties: NamePreposition (preposition to use normally when compositing the description of a non-empty liquid volume onto the parent object's name, defaults to null. Null or empty means the liquid volume description is appended and wrapped in brackets), UnknownNamePreposition (like NamePreposition, but used when the parent object is not understood), and Collector (if true, the parent object collects liquid poured into its cell rather than allowing it to fall on the ground, defaults to false).
* [modding] The Campfire part now supports the propeerty ExtinguishBlueprint (a blueprint that the parent object can be replaced with on an extinguish action, defaults to null. Null or empty disables the extinguish action).
* [modding] The Garbage part now supports the property Level (added to the zone-based tier for items found, defaults to 0).
* [modding] The RecyclingSuitFiller and LiquidDrips parts have been refactored into the LiquidProducer part, which supports these properties: Rate (the number of turns to produce a dram of liquid, defaults to 1000), Liquid (the name of the liquid produced, defaults to "water"), VariableRate (a dice roll to use instead of Rate), LiquidConsumed (the name of a liquid that must be consumed from a sibling LiquidVolume to produce liquid, defaults to null. If specified, the produced liquid is not distributed to the sibling LiquidVolume), ChargeUse, ChanceSkipSelf (the percentage chance to ignore a sibling liquid volume as a place to distributed produced liquid), ChanceSkipSameCell (the percentage chance the item, if distributing liquid outside itself, skips distributing liquid to its own cell in favor of an adjacent cell), IsEMPSensitive, MustBeEquipped, MustBeWorn (if true, liquid production does not function if the parent object is not worn as armor on the correct limb or limbs per its Armor part, defaults to false), PreferCollectors (whether, when distributing liquid to adjacent cells, distribution to a cell containing a Collector LiquidVolume will be preferred, defaults to false), PureOnFloor (whether liquid distributed to a cell is distributed in a pure state rather than being mixed with salt, defaults to false), and ConsumePure (whether the LiquidConsumed must be pure in order to be used, otherwise it will be extracted from a mixture, defaults to false).
* [modding] Added a new part, DeployWith, which designates another object that should be created with the item, typically in a random empty nearby cell. Its properties are: Blueprint (the blueprint of the object to create, supports the same meta-specifications as the <inventory> tag's Blueprint field), SolidOkay (whether "solid"-occupied cells are okay to deploy in, defaults to false), SeepingOkay (whether to use "seeping" logic for whether a cell is "solid"-occupied, defaults to false), SameCell (whether to just deploy the object in the same cell regardless of all other considerations, defaults to false), PreferredDirection (if a local cell in this direction is usable according to SolidOkay and SeepingOkay, then that cell will be used instead of a random one), and Chance (the percentage chance the object will be deployed, defaults to 100).
* [modding] Added a new part, TemperatureAdjuster, which alters local temperature. Its properties are: ChargeUse (the amount of charge used per turn active, defaults to 1), TemperatureAmount (the amount temperatures are adjusted per turn, defaults to 5), TemperatureThreshold (a temperature threshold for controlling when the part is active, defaults to 100), ThresholdAbove (if true, the part does not attempt to adjust temperatures that are at or above the TemperatureThreshold. If false, the part does not attempt to adjust temperatures that are at or below the TemperatureThreshold, defaults to true), AffectsSelf (whether the item adjust its own temperature, defaults to true), AffectsEquipper (whether the item adjusts the temperature of someone who equips it in any way, defaults to true), AffectsWearer (whether the item adjusts the temperature of someone who wears it as armor on the proper limb or limbs according to its Armor part, defaults to true), AffectsCarrier (whether the item adjusts the container's temperature when it is contained in an inventory, defaults to true), AffectsCell (whether the item adjusts the temperature of other objects in the same cell, defaults to true), AffectsAdjacentCells (whether the item adjusts the temperature of objects in adjacent cells, defaults to true), AlwaysUseCharge (if true, the item always consumes its ChargeUse amount even if it does not attempt to adjust any temperatures in a given turn, defaults to false), and IsEMPSensitive.
* [modding] Added a new part, Smartgun, which provides a bonus to missile weapon accuracy and missile weapon to hit (on a target in the cell aimed at only) if and only if the firer has a way of receiving the smartgun data. Its properties are: Level (the amount of bonus to accuracy and to hit, defaults to 1), ChargeUse, EquipperPropertyEnables (if the equipper's value for this intproperty is > 0, the smart data is considered received and the bonuses can take effect, defaults to "TechScannerEquipped"), EquipperEventEnables (if this event fired on the equipper returns false, the smart data is considered received and the bonuses can take effect, defaults to "HandleSmartData"), and IsEMPSensitive. This part integrates with BootSequence.
* [modding] Added a new part, HUD, which returns false for an event fired on its equipper and is intended for use with Smartgun. Its properties are: ChargeUse, EventHandled (the event the part returns false for on the equipper, defaults to "HandleSmartData"), IsEMPSensitive, and MustBeWorn. This part integrates with BootSequence.
* [modding] The DecoyHologramEmitter, ForceEmitter, Teleporter, and VibroWeapon parts now have the property IsEMPSensitive (defaults to true).
* [modding] The intproperty HitBonus on characters can be used to give them a to-hit bonus or penalty.
* [modding] The intproperty MissilWeaponAccuracyBonus now works when placed on the missile weapon in addition to the firer.
* [modding] The intproperty IncomingAimModifier on characters can be used to adjust (positive is a penalty, negative is a bonus) the aim of missile weapon attacks targeted directly on the character.
* [modding] The tag IdleObject is no longer needed for the idle system.


===May 11, 2018===
[https://freeholdgames.itch.io/cavesofqud/devlog/661131/feature-friday-january-5-2024 Released January 5, 2024.]
* Added a new gas type: fungicide.
* Added three tiers of fungicide grenades.
* Added a fungicide-emitting vent.
* Added a new heavy weapon: fungicide pump (acid-powered).
* Items you tinker up no longer start with liquids inside.
* Energy cells no longer work when broken or rusted.
* You can no longer start non-telepathic conversations with creatures who are engaged in melee combat.
* You can no longer telepathically trade with creatures who are engaged in melee combat.
* Fixed a bug that caused trade goods such as metal nuggets to start fluctuating in price.
* Fixed typos in Charge text, psychic glimmer description, and arcwyrk description.
* [modding] The <inventoryobject> element's Blueprint property now supports population targets using the prefix ':'. For example, <inventoryobject Blueprint=":DynamicObjectsTable:Guns:Tier{zonetier}" /> spawns a gun appropriate to the tier of the wielder's zone.
* [modding] The explicit alternative ('#') syntax for the <inventoryobject> element's Blueprint property now supports meta-specifications. For example, <inventoryobject Blueprint="#Musket,*Guns 2,:DynamicObjectsTable:Guns:Tier{zonetier}" /> spawns either a musket, an item from the Guns 2 population table, or a zone-appropriate dynamic gun.
* [modding] The EnergyCellSocket part's SlottedType property now supports the same meta-specifications as the <inventoryobject>'s Blueprint. Its default is "#Chem Cell,Chem Cell,:DynamicObjectsTable:EnergyCells:Tier{zonetier}".
* [modding] The SolarCell part now supports the ChargeRate property (the amount of charge generated per turn in the sun, defaults to 10).
* [modding] Added a new part, EquipChargeCell, with properties ChargeRate (the amount of charge the part restores its parent energy cell per turn the cell is equipped) and WorksWhenHeld (whether the charging behavior functions when the cell is equipped as a weapon, defaults to true).
* [modding] Added a new part, LiquidFueledEnergyCell, which converts a liquid from its parent object's LiquidVolume part into charge, using up the liquid as it goes. Its properties are SlotType (same as EnergyCell, defaults to "EnergyCell"), LiquidID (the liquid used, same as LiquidAmmoLoader) and ChargePerDram (the amount of charge extracted from one dram of the liquid).
* [modding] Added a newpart, LiquidFueledPowerPlant, which works similarly to EnergyCellSocket, handling TestCharge and UseCharge events. It's powered by its parent object's LiquidVolume part, using up the liquid as it goes. Its properties are LiquidID (the liquid used, same as LiquidFueledPowerCell and LiquidAmmoLoader), ChargePerDram (the amount of charge extracted from one dram of the liquid), and IsEMPSensitive (whether EMPs disable the powerplant, defaults to false).
* [modding] The MechanicalWings part no longer uses ChargeUse to determine if EMP affects its parent object. That responsibility now falls to the power supply system.


===May 4, 2018===
* Cathedras now supply the same bonus to tinkering as sitting in the nicest chairs.
* Added a new item: gyrocopter backpack.
* Curio summoned salt krakens will no longer wander.
* Added a new gas type: defoliant.
* Creatures with power switches who are promoted to have conversations will no longer default to the interaction menu when used.
* Added three tiers of defoliant grenades.
* Statues are now diggable.
* Added a defoliant-emitting vent.
* Floor cushions are now decorative.
* Added a new heavy weapon: defoliant pump (acid-powered).
* Improved the random baetyl rewards from building the golem.
* Smart use now only works on metal folding chairs if you've identified them; i.e., your default response to seeing strange tubes lying on the ground is no longer to sit on them.
* Onboard recoilers are now excluded from the recoil menu until they are implanted.
* You can no longer sprint while flying, and taking to the air while sprinting ends the sprint.
* [redacted] will now spawn creshes in adjacent cells.
* You can no longer use a bedroll while flying.
* Random mental mutations offered via the water ritual will now be rerolled if you acquired the selected mutation elsewhere.
* The following effects now cause flyers to crash land: asleep, exhausted, paralyzed, stuck, and stunned.
* Fixed a bug that caused the pit in Golgotha to sometimes spawn directly under a chute.
* If you sit while flying, you now land first.
* Fixed a rare bug that caused an exception while saving the game.
* Falling to the ground while flying now interrupts autoexplore and autowalk.
* Fixed a bug that caused autowalk to stop before entering a cell with a sealed container of a dangerous liquid.
* NPCs can now use mechanical wings.
* Fixed a bug that caused spaser fire to not properly generate plasma if the target died.
* Mechanical wings no longer grant flying when wielded as a weapon.
* Fixed a bug that allowed traders to identify items for players with Dystechnia.
* You now see a message when a visible NPC starts or stops flying.
* Fixed a bug that caused tonic stacks dropped by creatures to be capped at 5 injectors.
* Mental mutations that can't be leveled no longer contribute extra points based on your Ego bonus to your psychic glimmer.
* Fixed a bug that caused non-crop objects to count as crops destroyed during A Call To Arms.
* You can no longer have conversations with creatures who are sleeping, in stasis, stunned, confused, exhausted, or paralyzed, and vice versa.
* Fixed a bug that rarely caused an entire fence side to be missing from farms and forts.
* Telepathy no longer allows you to trade with adjacent creatures who are frozen in blocks of ice.
* 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.
* Baetyls no longer request a particular sheet of graph paper.
* 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.
* Changed the color of sultan shrines in the alt display.
* Fixed a bug that caused templar mechs to be overburdened.
* Changed the bit cost of some grenade types.
* Fixed a bug that caused treating with the Girsh nephilim to not complete the quest step 'Beast Slouching'.
* Changed the popup message when you activate an item that's booting up.
* Fixed a bug that caused village tinkers and apothecaries to sometimes not have their intended stock.
* Fixed an issue that prevented you from attacking things that were in the same tile as other things you couldn't attack because they were flying or phased.
* Fixed a bug that allowed you to dash vertically through multiple floors without stairs using the flume-flier.
* Fixed an issue that allowed you to trade with the zealot of the Six Day Stilt via telepathy.
* Fixed some mutation-based abilities taking two turns to use instead of one.
* Fixed a bug that caused thirst-based cooking affects to also affect your hunger.
* Fixed an occasional error that occurred during game startup.
* [modding] The MechanicalWings part now supports the following properties: Level (equivalent to level of the Wings mutation, defaults to 1), RequiresOngoingEffort (whether the item is manually operated and stops working because of incapacitating effects, defaults to true), WorksWhenHeld (whether the item bestows flight when wielded as a weapon, defaults to false), ChargeUse (an amount of charge to draw per turn of operation, defaults to 0; specifying a number greater than 0 also makes the item vulnerable to EMP effects), BaseFallChance (the base chance out of 200 that the user falls in a given turn (Level gets substracted from this), defaults to 5), and CrashBreakChance (the chance out of 100 that the item breaks while crashing, defaults to 1). The MechanicalWings part now also integrates with BootSequence.
* [modding] The Wings mutation now supports the BaseFallChance property (the base chance out of 200 that the wielder falls in a given turn (Level gets substracted from this), defaults to 5).
* [modding] The ConversationScript part now supports the following properties: Quest, PreQuestConversationID, InQuestConversationID, and PostQuestConversationID. If Quest is specified, then the other properties, if specified, override the ConversationID while the quest is unstarted, started but unfinished, and finished, respectively.
* [modding] The GasDamaging part now supports the following properties: AffectEquipment (whether the gas also damages items equipped by characters it affects, defaults to false) and AffectCybernetics (whether the gas also damages cybernetics implanted in the characters it affects, defaults to false).

Revision as of 01:26, 27 April 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

206.77

Released April 26, 2024.

  • Flaming tar pits are once again flaming.
  • Terrified creatures no longer charge.
  • Tumbling pods that are cult leaders now grant XP if they explode during combat.
  • You can now select stacks of items when donating books to Sheba or throwing artifacts down the Sacred Well.
  • You can now rename yourself in your original body or one your mind is stranded within.
  • The name for your saved game is now updated when you take a new name via stranded mind or otherwise.
  • Stilt Day Stilt pigs no longer open their pens.
  • Conjoined girshlings are now considered plural.
  • If you're standing next to friendly creature, you can use their culture when renaming your companions.
  • Clarified the popup message when you can't autoexplore the full map due to unusually dark darkness.
  • Goggles are now referred to in "pairs" rather than sets".
  • Gave thistle pitches a sell value.
  • Made Asphodel's description respect dynamic pronouns.
  • Added info about using the Alt overlay to the manual.
  • Fixed a bug that caused a popup message when one of your companions incurred extradimensional disappointment.
  • Fixed a bug that caused intact cryochambers to spawn on stair landings.
  • Fixed a bug that caused Neelahind to say the well has been poisoned by a previous accusation when the evidence did not match the culprit.
  • Fixed a bug that caused the 'Jeweled Dusk' achievement to unlock when you were not the target of the gemming attack.
  • Fixed a bug that caused the waking dreamers to always start one experience point away from leveling up.
  • Fixed a bug that caused temporary merchants to drop non-temporary wares on death.
  • Fixed a bug that caused 'Petals on the Wind' to be unfinishable if you had already started 'Find Eskhind'.
  • Fixed a bug that caused 'The Earl of Omonporch' delegates to spawn with and leave behind companions.

206.75

Released April 12, 2024.

  • The salt desert is once again populated with scorpiocks.
  • Credit lockboxes are now made out of metal, as claimed.
  • Gigantic tonics now indicate they contain double dosage.
  • Flowers are no longer breakable.
  • Symbiotic fireflies are now treated as live animals.
  • Legendary animated objects now have "animated" in their display names, where appropriate.
  • Added plants and farmable plants to Mountains population tables.
  • Motorized treads and gun racks can no longer be dismembered.
  • Made Spinnerets' web stickiness scale better with mutation rank.
  • Clarified in Spinnerets' description that you are immune to getting stuck.
  • When you have Dystechnia, tinkers now give the right message when you ask them to identify an artifact.
  • Light chords no longer display their blank armor stats.
  • Stalagmites now render above liquid pools.
  • Creatures are now less prone to walking over catch basins and polluting their contents.
  • Opening yourself when you are an animated container (for ex. a table) will now open your inventory rather than saying "You have nothing to trade."
  • Fixed a bug that caused some spiders not to weave webs.
  • Fixed a bug that caused the AI to toggle many toggleable AI abilities on and off again repeatedly.
  • Fixed a bug that caused the sacred well to prompt you twice about important items.
  • Fixed a bug that caused limbs dismembered from creatures implanted with a phase harmonic modulator to stay omniphase indefinitely.
  • Fixed a color issue with mumblemouth.
  • [modding] Fixed a bug that caused IPlayerParts to be deep copied.

206.74

Released April 5, 2024.

  • Bundles of noisegrass are now more appropriately priced.
  • Added ability icons to the gas breath mutations of breathing lizards.
  • Fungus-ridden robots now actually host fungi.
  • Spacetime vortices now remain stationary for the first round they appear, giving you a window to step outside their range.
  • Cragmensch and glittermensch are now harder to set on fire.
  • High-powdered magnets now indicate when they are destroyed due to application.
  • Your DV is now set to zero while you are dominating.
  • Stasis now freezes the timer on bombs.
  • Fixed a bug that caused interact nearby, the nearby objects list, and the looker object list to consider objects inside solids differently from one another.
  • Fixed a bug that caused the direction of the current local map to be displayed incorrectly when choosing a local map to travel to from the world map.
  • Fixed a bug that caused the item description in power switch abilities to be wrong.
  • Fixed a typo in murals describing the historic liberation of cities.
  • Fixed a bug that caused dynamic turret tinkers controlled by you to be unable to place turrets.
  • Fixed a bug in the ability text of turret tinkers that displayed the internal blueprint or table name it was using.
  • Fixed a bug that caused the target details text of a hidden sidebar to be clipped when using bio-scanning bracelet.
  • Fixed a bug that caused cleave to indicate a target was cleaved even when it was immune to effects.
  • Fixed a bug that caused zones below strata 50 of Eyn Roj to be devoid of creatures.
  • [modding] Fixed a bug that caused population items that did not specify a load strategy to be skipped.
  • [modding] Fixed a bug that caused load strategies on population groups to be ineffectual.
  • [modding] The full file path is now displayed when a conversation part referenced in XML cannot be resolved.

206.72

Released March 29, 2024.

  • Extradimensional psychic assassin weeps are no longer noted in your journal on sight.
  • You are now allowed to pick your target when there are multiple creatures available to beguile or proselytize in a cell.
  • Flying objects that become stuck (for ex. in webs) will now stop flying and fall.
  • Fixed a bug that caused some golems to retain their mental shield.
  • Fixed a bug that caused some golems to drop a corpse or their inventory on death.
  • Fixed a bug that rarely caused several webs to spawn stacked in a single square.
  • Fixed a bug that caused phase webs to break immediately.
  • Fixed a bug that caused phasing from phase webs to wear off immediately.
  • Fixed a bug that prevented the phased VFX from rendering.
  • Fixed a bug that caused frost webs to behave differently for player and NPC use.
  • Fixed a bug that rarely caused fixed settlement ovens to appear in random encounters.
  • [modding] Added support for removing any blueprint tag by prefixing them with remove: e.g. removetag, removebuilder, removestat, etc.
  • [modding] Buttons in Options.xml can now declare an OnClick method.
  • [debug] We made some changes to modding population tables.
    • Populations and their groups with the same IDs are now merged by default, specify Load="Replace" to replace them.
    • Objects and tables can now be merged by explicitly specifying Load="Merge".
    • Any population item can now be removed by specifying Load="Remove".

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.