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{{Version History Nav}}
{{Version History Nav}}
== 2023 ==
== 2024 ==
=== 204.98/205.49 beta ===
=== 207.31: Spring Molting beta ===
[https://freeholdgames.itch.io/cavesofqud/devlog/570626/feature-friday-august-4-2023 Released August 4, 2023.]
[https://freeholdgames.itch.io/cavesofqud/devlog/729335/spring-molting-beta-out-now Released May 10, 2024.]
==== 204.98 ====
* Added a new command, "Replace energy cells" (Ctrl-R by default) -- brings up a prioritized menu of your items that have energy cell slots so you can choose one to slot a new cell into.
* When replacing an energy cell in an item that is equipped or in your inventory, the highlighted default is now the first cell available.
* The remove cell option in the replace/install cell menu now shows what the currently slotted cell is.
* Took off the metal classification on psychodyne helmets.
* NPCs can now use Sweep.
* Sweep now sometimes traverses from right to left.
* Increased the animation speed of missile traversal using Akimbo and Sweep.
* Mind Over Body now lets you travel on the world map while famished.
* It's no longer possible for villages to build their habitats out of the non-existent 'bones' of plants.
* As improvised weapons, tonic injectors are now considered short blades. Injectors in saved games will not be affected.
* Burrowing Claws no longer extends its special behavior against walls to your other melee weapons.
* If Burrowing Claws is toggled on and you attack a wall, you now attack with your burrowing claws instead of your wielded weapons.
* Gave frogs some more frog-like characteristics.
* Creatures no longer attack force fields they own or can pass through in the attempt to reach their targets.
* Increased the default priority of the read interaction for books and scrolls once they've ready been ready.
* The cooldown of Ultra Fire is now affected by Willpower.
* If you're a telepath who is missing their tongue and you attempt to proselytize a creature who you can't make telepathic contact with, the failure message is now clearer.
* Explicitly targeting a creature for a missile attack by placing the targeting reticule over them now switches your target, even if you already have one. Explicitly targeting an inanimate object now switches your target, only if your previous target was also an inanimate object.
* Made electrical discharges from power grids a little more corrigible.
* Figurines no longer rarely give you reputation with nonexistent factions.
* Improved the animation when petting creatures.
* Fixed some strange naming patterns when already-legendary creatures immigrated to villages.
* Fixed a bug that caused Sweep to have no action cost.
* Fixed a bug that caused creatures to use Sweep with non-heavy missile weapons.
* Fixed a bug that caused Hooks for Feet to not equip its hooks unless the mutant already had shoes on when they acquired the mutation.
* Fixed a bug that made autoexplore still try to burrow when your Burrowing Claws were toggled off.
* Fixed a bug that gave Kickback multiple chances to take effect when using Akimbo.
* Fixed a bug that caused Force Bubble to think it was still toggled on if the entire force bubble was destroyed.
* Fixed a bug that caused your evil twin to occasionally be friendly.
* Fixed a bug that caused crypt sitters to be leashed to the wrong tile when crossing zone boundaries.
* Fixed some incorrect broodpuff descriptions.
* Fixed a typo in the Donation Level: Kasaphescence achievement.
* Fixed some grammar in quest text.
* [modding] Added a serialized ModVersions dictionary to SerializationReader which can be referenced when overriding IPart.LoadData to preserve save compatibility.
* [modding] LiquidVolume.Fill() now calls Empty() with NoDestroy: true.


==== 205.49 beta ====
==== UI ====
* Replaced the combat slash animation with a new one, with three grades of intensity for 1, 2-3 and 4+ penetrations.
* Changed the penetration SFX to match the 1, 2-3 and 4+ tiers.
* Input is now buffered, which should eliminate missed inputs when entering keyboard input very quickly.
* Rebinding menu navigation keys is now allowed.
* Added a new animation for bludgeoning damage
* Added a new block animation.
* Added modern VFX for abilities: flaming hands, flame breath, Aloe Pyra, flaming vents.
* Added modern VFX for items: flamethrower.
* Fixed an issue where input would sometimes become nonresponsive after binding a key.
* Fixed some bugs with rebinding a key forgetting all the defaults.
* Improved conflict checking logic for main keybinds and abilties screens.


=== 204.96/205.45 beta ===
We added an entire new UI. (ie, we completed work on the modern UI, for folks who've been following our progress). More polish will be coming over the next several weeks, but all the functionality is there.
[https://freeholdgames.itch.io/cavesofqud/devlog/567093/feature-friday-boulders-are-now-less-flammable Released July 28, 2023.]
==== 204.96 ====
* Quartzfur items can now get three item mods.
* Phylactery squires now carry steel bucklers instead of steel shields.
* Autoexplore no longer explores inside a vantabloom radius.
* When autoexplore finds nothing left to explore, but there are unexplored regions inside vantabloom darkness, an appropriate message is now displayed.
* Autoexplore no longer explores through solid walls if you're (temporarily) phased.
* Burrowing creatures are now more willing to pathfind through walls.
* Mopango now have the claws normally granted by their species' Burrowing Claws mutation.
* Taking and then giving an item to a merchant follow now removes the merchant stock designation and makes them more likely to equip it.
* Wax nodules are now takeable.
* Boulders are now less flammable.
* Made ashes more stackable.
* Improved the grammar in messaging around metamorphic polygel and ashes.
* Made improvements to some spark shower visual effects.
* Fixed bugs that prevented NPCs from equipping phylacteries and pickaxes.
* Fixed a bug that prevented NPCs from using offensive activated abilities provided by equipment.
* Fixed a bug that made having a nanopneumatic jackhammer equipped caused you to try to autoexplore through walls even when the jackhammer was unpowered.
* Fixed a bug that caused scrambled waydroids to sometimes be hostile to your companions and vice versa.
* Fixed a bug that caused the droid scrambler to work unreliably when in the inventory of a companion.
* Fixed a bug that caused you permamently blink out of existence if you dominated Aoyg-No-Longer at the wrong time.
* Fixed a bug that caused a clone of Aoyg-No-Longer, if one is present during the quest, to sometimes zip away instead of the original.
* Fixed a bug that caused warm static to rarely not apply a random effect.
* Fixed a bug that caused non-adjacent map squares with a clear path to them to become explored even when not lit.
* Fixed a bug that prevented Empty The Clips from applying its effect if you didn't have at least a single pistol equipped.
* Fixed a freeze when attempting to view the incantations for your golem when you have several thousand chronology entries.
* [modding] IActiveParts now include the result of GetActivePartLocallyDefinedFailureDescription() (as "LocallyDefinedFailureDescription") in their debug internals if their status is LocallyDefinedFailure.


==== 205.45 beta ====
* There are too many changes to fully document, but here's a partial list of new screens: trade, quests, message log, character sheet, skills, equipment & inventory, tinkering, game summary, every journal tab, status effects, reputation, world generation, interact nearby, books, in-game terminals.
* Added new visual effects for several abilities: teleportation, slammed, digging, and temporal fugue.
* The new UI has full keyboard, mouse, and controller support.
* Added new visual effects for several types of deaths: decapitation, transmuted, consumed, lased to death, and immolated.
* The new UI plays natively on handhelds like Steam Deck.
* Added new visual effects for several missile weapons: all lead slug weapons, laser rifle, chain laser, laser pistol, point defense laser, spitting seed plant, and light rondure.
* Added a search bar to relevant screens.
* Added new visual effects for several other items: HE grenades, neutron flux, and hookah.
* Added new visual effects for throwing.
* Added some icons for death messages. More to come.
* Added new tiles for some flashing status indicators: swimming, wading, covered in spores, flying, and sprinting.
* Fixed a bug preventing key repeat looking.
* Removed "laptop defaults" keybind options. The new defaults should be usable without numpad.
* Improved conflict-checking logic for main keybinds screen.
* Controls that had all bindings removed no longer revert to defaults when loading.


=== 204.95/205.42 beta ===
==== Saves ====
[https://freeholdgames.itch.io/cavesofqud/devlog/563947/feature-friday-july-21-2023 Released July 21, 2023.]
==== 204.95 ====
* Point-defense systems can now target dart projectiles, in the same tracking category as arrows.
* Fjorn-Kosef's fists no longer have antimatter cells slotted into them, nor are they considered weird artifacts.
* Made improvements to how NPCs equip gear.
* NPCs are now better able to use fidget cells.
* Stasis now prevents bloodsplatter and similar effects.
* Colossal creatures can now equip large boulders.
* When you dominate a creature, your companions now stop attacking it.
* When you get lost on the worldmap, you no longer always wind up in the center of the parasang.
* When you become unlost via an unconventional method, you now get the usual message about regaining your bearings.
* Nests and nest-like creatures who are villagers should no longer collapse after they finish spawning.
* Items that are temporary, coated in dangerous liquids, or in the process of being eaten away by acid can now be given to or taken from NPCs via the trade screen, except you still cannot sell them.
* Creatures that leave trails of objects behind them no longer fall through the floor when they leave a pit in the space behind them.
* Krakens no longer do their two-step move on the worldmap.
* Fixed some issues causing energy cells with the radio-powered mod not to recharge correctly.
* Fixed a bug that made it only possible to disarm weapons equipped in hands or in missile slots.
* Fixed a bug that disqualified items from becoming magnetized based on total stack weight rather than weight per item.
* Fixed a bug that made it impossible to look at fungal infections. Existing fungal infections in saved games will not be affected.
* Fixed a bug where Reverse Engineer success messages would refer to the artifact by its unidentified name.
* Fixed a bug that made padded items worthless.
* Fixed a bug that caused errors when some creatures tried to retreat via teleportation.
* Fixed a bug that made leyline puppeteers, enigma cones, and enigma caps only able to accept two item mods.
* Fixed the default subterranean wall type in baroque ruins.
* [modding] The Lost effect is no longer hardcoded to JoppaWorld; being lost is now tracked per world.
* [modding] Fixed a bug that made removing Photosynthetic Skin cause errors with bleeding.


==== 205.42 beta ====
* Added full support for Steam Cloud saves.
* Changed the default bind for the Factions page to ctrl+f.
* Vastly improved the performance of saves and loads.
* Fixed a bug that caused Light Manipulation to cast ambient light even when out of charges.
* Greatly reduced the number of files per save.
* Fixed a bug that caused some popup selections to cancel autoexplore immediately after.
* Greatly reduced save size.
* Fixed an issue that caused a spurious option popup when selecting a category in the trade menu.
* Saves are now more resilient towards breakage, from mods or otherwise.
=== 204.93/205.39 beta ===
* Saves now kept in the \Synced subdirectory, and unsynced files are kept in \Local.
[https://freeholdgames.itch.io/cavesofqud/devlog/560711/feature-friday-july-15-2023 Released July 15, 2023.]
==== 204.93 ====
* NPCs now use Berate, Empty the Clips, and Juke (especially if they also know Pointed Circle).
* Improved the messaging around Berate, Intimidate, Menacing Stare, Juke, and Empty the Clips.
* If you have the Wings mutation and Jump and your flight ability is not presently disabled, you can now jump over creatures.
* Creatures who are lost can no longer give directions to other creatures who are lost.
* You can now generally get directions from robots when lost, if they're willing to talk to you.
* To-hit bonuses on armor now specify that they apply to melee combat.
* Added a message for using an exit teleporter.
* Made a few more creatures able to give you directions if you get lost.
* More severed ooze parts are now green.
* Warden Indrix now has Intimidate.
* Fixed a bug that made to-hit bonuses on armor not work.
* Fixed a bug that made the Hampered movespeed penalty from wielding a heavy weapon removable by things that cure negative status effects.
* Fixed a bug that caused you to grow two tails after eating the Cloaca Surprise.
* Fixed a bug that caused pure warm static not to glitch other liquids when mixed.
* Fixed a bug that prevented you from gaining mental defects via brain brine.
* Fixed a bug that made ovens fail to appear as points of interest.
* Fixed a bug that made Slime Glands have a usable range of one square less than it was supposed to have.
* Fixed an instance of excessively godlike pronoun capitalization in agolflies' description.
* Fixed more bugs in petting messages.
* [modding] The DataDisk part now supports a number of fields for controlling the type of data disk generated:
** TargetBlueprint allows a specific blueprint to be designated.
** TargetType allows a type of recipe (Build or Mod) to be specified.
** TargetTinkerTier allows a desired tinker tier (the tier of the highest bit required) to be specified.
** TargetTier allows an item tier to be specified.
** TargetTechTier allows an item tech tier to be specified.
** TargetTinkerCategory allows a tinkering category to be specified.
* [modding] Various blueprints for data disks of specific types have been added:
** BuildDataDisk and ModDataDisk for disks with item and mod recipes, respectively
** TinkerTier1DataDisk through TinkerTier8DataDisk for disks of the respective tinker tiers
** TinkerTier1BuildDataDisk through TinkerTier8BuildDataDisk for item recipe disks of the respective tinker tiers
** TinkerTier1ModDataDisk through TinkerTier8ModDataDisk for mod recipe disks of the respective tinker tiers
** ArmorBuildDataDisk, AmmoBuildDataDisk, GrenadeBuildDataDisk, HeavyWeaponBuildDataDisk, MeleeWeaponBuildDataDisk, PistolBuildDataDisk, RifleBuildDataDisk, TonicBuildDataDisk, and UtilityBuildDataDisk for item recipe disks of the respective tinkering categories
* [modding] Mutation defects are now flagged with Defect="true" on either the category or mutation itself, instead of being tied to the category display name.
* [modding] GameObject now has a generic method HasPart<T>(), similar to GetPart<T>().
* [debug] Added a "population: findblueprint: blueprint" wish that calculates the probability of the specified [blueprint] appearing at least once in each population table.
* [debug] Added a "population: generate: table#amount" wish that generates the specified population table an amount of times, showing a breakdown of what was rolled.


==== 205.39 beta ====
==== World ====
* Added binds for Mark Target and alternate fire modes.
* Added support for up to 4 binds for an action.
* Item containers can now be scrolled with the scroll wheel.
* Reduced and standardized the sensitivty of scroll views.
* Fixed a bug causing interaction from the looker to select the default action immediately.
* Fixed a rare exception in commandDelayTimers.
* Fixed the store items binding.
* Fixed the binding for collapse and expanding categories in the item picker.
* Fixed the binding for scrolling long descriptions on the tinkering screen.
* Fixed several bindings for various tinkering screen commands.
* Fixed night vision cybernetic not toggling state.
=== 204.91/205.37 beta ===
[https://freeholdgames.itch.io/cavesofqud/devlog/557032/feature-friday-july-7-2023 Released July 7, 2023.]
==== 204.91 ====
* Springing now affects power skating.
* NPCs now use Intimidate and Menacing Stare.
* Baetyls no longer request bizarre carnage.
* Mechanical cherubim now prefer to use oil for the water ritual.
* NPCs are now more willing to throw things and fire missile weapons at forcefields and at targets hiding behind trees.
* Friend to fungi and fungus-ridden creatures now get recolored dark and bright magenta, respectively.
* Immobile creatures may now move using Juke.
* Pathfinding on the world map now prefers to go around the Rainbow Wood.
* Campfires and campfire remains that are buried under solid objects no longer prevent another campfire from being built nearby.
* Added new descriptions for some articles of clothing.
* Reduced the volume of the stasis field sound effect.
* Targets are now unset if you pick them up, equip them, implant them, slot them, load them, or used them as a component.
* Fixed a bug that made pouring neutron flux from one functional magnetic bottle to another issue a false warning about lack of magnetic containment.
* Fixed a bug that made NPCs able to reload a weapon and fire immediately.
* Fixed a bug that caused Terrified effects which were supposed to suppress the use of activated movement abilities to fail to do so.
* Fixed a bug that caused trining lampreys to not self-replicate.
* Fixed a bug that caused jumping and ejection seat animations to sometimes display your tile with the wrong colors.
* Fixed a bug that caused a quills object to be unequipped into your inventory if a prior mutation was glitched into Carapace via warm static.
* Fixed a bug that made Templar phylacteries reference a confused name if they generated while the player was confused.
* Fixed a bug that caused strange phrasing in tomb inscriptions about books.
* Fixed more grammar oddities in third-party petting messages.
* Fixed a typo in Hortensa's conversation.
* Fixed a bug causing text following commas to be inappropriately removed from item names in some contexts.
* Fixed a bug that caused the stripping of color formatting to fail on some nested color patterns.
* [modding] Added SourceID, SourceBlueprint, KillerID, and KillerBlueprint properties to dropped corpse objects. ID properties will only be populated if the relevant object already had an ID when the corpse was generated.


==== 205.37 beta ====
* We refreshed the starting village of Joppa.
* Increased the value of the leftmost tick of the repeat delay slider from 0 to 5.
** Added a new apothecary: Nima Ruda.
* Fixed the main menu X not highlighting on hover.
** Replaced Warden Ualraig with a more fleshed-out version: Warden Yrame.
* You can use the walk command again while looking to walk to the object you're looking at.
** Gave all major NPCS new dialog and new descriptions.
* Fixed v positive and v negative binds changing objects in a stack in the looker.
** Widened the range of artifacts that can be turned in to Argyve. Concurrently, we gave some true kin castes fewer starting trinkets.
* Page Up and Page Down can now be used to navigate popups and the look menu.
** Made some significant changes to O Glorious Shekhinah! These changes carry through to the generated village starts, and in fact are slightly different in each village type.
* Fixed the binding display on the book UI.
** Gave the village a makeover, with several new walls, pieces of furniture, and monuments.
* You can now use hotbar positional binds to trigger an ability even if that ability has a custom bind.
** Joppa NPCs now point you to questgivers, like the villagers of dynamic villages do.
* Fixed an issue when looking at a tile when you didn't have Walk bound.
 
* Fixed an issue when using backspace on the number selection popup.
* We refreshed the Naphtaali faction and culture.
* Fixed an issue causing page up and down to be reversed in some menus.
** Replaced or renamed several Naphtaali. Here's the new roster of creatures: Naphtaali forager, Naphtaali tinker, Naphtaali nimrod, Naphtaali jeer, and Naphtaali sap.
=== 204.90/205.35 beta ===
** Replaced chrome idols with unplanished godheds, and their legendary counterparts, planished godheds.
[https://freeholdgames.itch.io/cavesofqud/devlog/553670/feature-friday-june-30-2023 Released June 30, 2023.]
** Refreshed woodsprogs and added them to jungle populations.
* Added new descriptions for some natural equipment.
** Added Erah the ciderer to Kyakukya.
* Heightened Hearing, Sense Psychic, and electromagnetic sensors no longer alert enemies.
 
* Ichor merchants now occasionally stock sap, putrescence, primordial soup, and (rarely) warm static.
==== Gameplay ====
* The Light Source category is now initially expanded when equipping a thrown weapon.
 
* Sense Psychic now allows you to perceive when someone creates an otherwise non-visible pyrokinesis or cryokinesis field.
* Strong feelings creatures have due to actions you take (such as attacking them) now weaken over time instead of reverting suddenly when a map is unloaded.
* Factory arms now properly move objects.
* Creatures belonging to multiple factions now take your reputation with all those factions into account when determining their attitude toward you.
* Being rusted now generally turns things red.
* Creatures no longer ignore changes to your faction reputation if they have a personal opinion of you.
* If a village records its history through tattoos, and a villager has a body that cannot be tattooed but can be engraved, they now spawn with an historical engraving.
* Companions no longer revert to their base attitude when they lose track of their leader.
* You no longer auto-disassemble items in the course of modding them.
* Creatures now get mad at you if you tell your companions to attack them.
* The trade screen no longer ever shows a negative post-trade weight.
* Added a new piece of furniture: electric generator.
* Improved auto-equip failure messages, especially in cases where auto-equip failed on multiple body parts.
* Tables randomly have items. on them more often.
* Improved messaging for the appearance and disappearance of pyrokinesis and cryokinesis fields.
 
* The damage done by pyrokinesis and cryokinesis now depends on the phase that the field's creator was in at the time of creation.
==== Misc ====
* Fixed a bug that made armor fail to auto-equip to an occupied but potentially available body part if the first appropriate body part was occupied by non-removable equipment.
 
* Fixed a bug that caused odd grammar in the descriptions of your severed limbs.
* COMING SOON THIS BETA: 40 new achievements
* Fixed a bug that caused you to get time cube messages when zero jells applied the effect to NPCs.
* Added many, many new visual and sound effects.
* Fixed a bug that caused creatures to swap energy cells too frequently in items that have boot sequences with high charge draws.
* Looping music tracks now play seamlessly.
* Fixed a bug that caused psychic hunters to sometimes fail to spawn and prevent other creatures in the zone from moving.
* Made some alterations to the track that plays during Reclamation.
* Fixed support for the "Stack" hint, which will cause some ammunition populations not to be scattered all over the floor as individual objects.
* Made some tweaks to hindren and mopango dialog.
* Fixed a bug that made some farms generate with odd names.
* Refreshed and polished the dynamic wall generation system used for villages (e.g., "dragonfly chitin tent")
* Fixed a bug that caused some tinkerable items to display a <?> in their name and give no bits when disassembled.
* Refreshed and polished
* Fixed a bug that caused rusted robots who had their rusting repaired remain red.
* Fixed a bug that caused your tongue to continuously regrow and rot away if you had Regeneration.
* Fixed a bug that made initial cryokinesis field deployment use colors appropriate to pyrokinesis.
* Fixed a bug causing graphical glitches with

Latest revision as of 22:28, 10 May 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

207.31: Spring Molting beta

Released May 10, 2024.

UI

We added an entire new UI. (ie, we completed work on the modern UI, for folks who've been following our progress). More polish will be coming over the next several weeks, but all the functionality is there.

  • There are too many changes to fully document, but here's a partial list of new screens: trade, quests, message log, character sheet, skills, equipment & inventory, tinkering, game summary, every journal tab, status effects, reputation, world generation, interact nearby, books, in-game terminals.
  • The new UI has full keyboard, mouse, and controller support.
  • The new UI plays natively on handhelds like Steam Deck.
  • Added a search bar to relevant screens.

Saves

  • Added full support for Steam Cloud saves.
  • Vastly improved the performance of saves and loads.
  • Greatly reduced the number of files per save.
  • Greatly reduced save size.
  • Saves are now more resilient towards breakage, from mods or otherwise.
  • Saves now kept in the \Synced subdirectory, and unsynced files are kept in \Local.

World

  • We refreshed the starting village of Joppa.
    • Added a new apothecary: Nima Ruda.
    • Replaced Warden Ualraig with a more fleshed-out version: Warden Yrame.
    • Gave all major NPCS new dialog and new descriptions.
    • Widened the range of artifacts that can be turned in to Argyve. Concurrently, we gave some true kin castes fewer starting trinkets.
    • Made some significant changes to O Glorious Shekhinah! These changes carry through to the generated village starts, and in fact are slightly different in each village type.
    • Gave the village a makeover, with several new walls, pieces of furniture, and monuments.
    • Joppa NPCs now point you to questgivers, like the villagers of dynamic villages do.
  • We refreshed the Naphtaali faction and culture.
    • Replaced or renamed several Naphtaali. Here's the new roster of creatures: Naphtaali forager, Naphtaali tinker, Naphtaali nimrod, Naphtaali jeer, and Naphtaali sap.
    • Replaced chrome idols with unplanished godheds, and their legendary counterparts, planished godheds.
    • Refreshed woodsprogs and added them to jungle populations.
    • Added Erah the ciderer to Kyakukya.

Gameplay

  • Strong feelings creatures have due to actions you take (such as attacking them) now weaken over time instead of reverting suddenly when a map is unloaded.
  • Creatures belonging to multiple factions now take your reputation with all those factions into account when determining their attitude toward you.
  • Creatures no longer ignore changes to your faction reputation if they have a personal opinion of you.
  • Companions no longer revert to their base attitude when they lose track of their leader.
  • Creatures now get mad at you if you tell your companions to attack them.
  • Added a new piece of furniture: electric generator.
  • Tables randomly have items. on them more often.

Misc

  • COMING SOON THIS BETA: 40 new achievements
  • Added many, many new visual and sound effects.
  • Looping music tracks now play seamlessly.
  • Made some alterations to the track that plays during Reclamation.
  • Made some tweaks to hindren and mopango dialog.
  • Refreshed and polished the dynamic wall generation system used for villages (e.g., "dragonfly chitin tent")
  • Refreshed and polished the display names, tiles, and descriptions of uindentified artifacts and partially identified artifacts.
  • Added some new trinkets: Added bubble level, spiral iron, and salt mill.
  • Added a wrench and a pestle.
  • Reduced memory fragmentation over long play sessions.
  • Improved turn-by-turn performance.
  • Improved lightray casting performance during the day.
  • Changed Issachari renderstring to 'h'.

Bugfixes

  • We made many, many fixes to long-standing issues around creature attitudes, including creatures losing their
  • Fixed Asphodel's followerss being limited to 8.
  • Fixed nonspecific gender verb conjugation.
  • Fixed several cases of messages referring to a *PooledObject.
  • Fixed the performance impact when many creatures had died or objects had been destroyed.
  • Fixed non-human village tinkers and apothecaries not having tier-appropriate stock.
  • Fixed many other small issues.

Modding and debugging

  • [modding] Creatures now have action-specific opinions of others. For example, being attacked by someone's ally now garners the OpinionAttackAlly opinion.
  • [modding] Creatures now maintain a history of allegiance. For example: "On the 3rd of Ut yara Ux, <creature> was constructed by a turret tinker." and "On the 12th of Tuum Ut, <creature> was proselytized by you."
  • [modding] Many invalid components are now removed gracefully when loading a saved game, making it possible to remove a mod from a saved game and continue playing.
  • [modding] Made the Leader part more general and functional. Use it to generate a creature with companions.
  • [modding] MinEvents now support registration with prioritized execution and optional serialization.
  • [modding] Any class can now register for a MinEvent by implementing the IEventHandler interface.
  • [modding] Event handlers now use event registrars to handle both registration and unregistration with a single method implementation.
  • [modding] Some events are now sent and can be listened for on the global game level, such as AfterPlayerBodyChangeEvent.
  • [modding] Added ModSingletonEvent, ModPooledEvent and IModEventHandler, which allow creating modded events with native performance. See XML docs for examples.
  • [modding] Object instances can now tokenize themselves for the serializer by implementing the ITokenized interface.
  • [modding] IParts can now define a priority which determines their order within the parent object's list. This has an effect on the orders of event processing and serialization.
  • [modding] Inert parts with no functionality, such as those gained from some skills, can now define a skip priority that excludes them from event processing, for a minor performance benefit.
  • [modding] Ported blueprint builders to be IObjectBuilders, which are singletons that can process many game objects without creating garbage or polluting the object's parts.
  • [modding] Text variable replacers, such as "=verb:shloop=" or "=player.waterRitualLiquid|capitalize=", are now moddable by decorating a class and method with the related attributes.
  • [modding] Complex and/or custom text variable operations can now use the Text.StartReplace() builder to do every replacement in a single pass.
  • [modding] Abilities can now set IsWorldMapUsable to allow activation on the world map.
  • [debug] Added a 'show attitude' action to creatures when debug information on object internals is enabled.

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.