Version history

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Revision as of 23:07, 13 October 2019 by Syntaxaire (talk | contribs) (added some Lost Patch Notes)
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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, 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.

Version scheme

Example version: 2.0.195.1
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

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

2019

2.0.195.0

Released October 11, 2019.

  • Added two new cooking ingredients: congealed hulk honey and soul curd.
  • Added two new cooking domains: Strength-based effects and powerful regeneration/healing-based effects.
  • When you turn in 'A Call to Arms', Otho's damage assessment should now be more accurate. We fixed a couple bugs that caused the wrong outcome to be recorded.
  • Fixed a bug that prevented you from learning cooking recipes from villages.
  • Added a failure message for rifling through trash via Trash Divining.
  • Stun gas now only stuns things with brains.
  • Slog's annunclus no longer shows up in baetyl requests or other dynamic encounters.
  • Slime Glands and Gas Generation no longer work on the worldmap.
  • Fungal infections are now properly destroyed when forcibly removed.
  • Added case-specific messaging for loading and unloading an energy cell.
  • Loading an energy cell no longer generates a message saying that you dropped the cell.
  • Rephrased the description of Amphibious to be clearer.
  • * Numpad 0 no longer acts as a hotkey for Abandon Character in the ESC menu.
  • Removed leading whitespace from some conversation choices.
  • Fixed a bug that caused flamethrowers and shotguns to not fire.
  • Fixed some liquid-related bugs with cooking and soup sludge spawning.
  • Fixed a rare exception with primordial soup.
  • You know why I'm here, Slog.
  • [modding] Conversation choice text loaded from XML now has its leading whitespaces trimmed.

2.0.194.0

Released September 27, 2019.

  • Walls, furniture, and tombstones now occasionally appear with graffiti.
  • If the creature you're dominating gets turned to stone by a lithofex gaze, you no longer erroneously die.
  • Life loops now prevent the limb they're equipped on from being severed.
  • 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'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'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.

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 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'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's description.
  • Changed the detail color of congealed blaze's tile.
  • Beguiled and 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'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'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 Tam new dialog.
  • 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.

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 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 horns. Now only the 'b' is highlighted.
  • Asphodelytes and faction delegates no longer to spawn inside the building at Omonporch.
  • Fixed some issues with 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 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'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 are now appropriately described as evil in their short descriptions (appropriate for your perspective, that is).
  • Holograms and force bubbles created by 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 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 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 microsensors and night vision implants' toggleability will no longer stop working after a save and restore.
  • 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'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.
  • 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 slugsnouts, two-headed slugsnouts, agolflies, glowmoths, and 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 tubes, and swarm racks are no longer duplicated by cloning draught.
  • 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 maidens, and psionic sarcophagi to malfunction.
  • Fixed a bug causing some mutation granting effects to show extra messages
  • Fixed a bug that made gas masks' and vinewood sap masks' behavior with regard to status effects persist after removing them.
  • Fixed a bug that made hologram bracelets and 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
  • 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 worms and sprouting orbs.
  • Being dismembered will now interrupt the player.
  • Blue jells now bleed 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 bracelets now have a 'deactivate' command rather than using 'activate' again to deactivate them.
  • 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

Released April 27, 2019.

  • We remodeled Grit Gate.
    • The whole layout is new. Explore!
    • 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

Released April 12, 2019.

  • The Barathrumites are still remodeling. Continue staying tuned.
  • Added new item: blood-gradient hand vacuum.
  • We refreshed how turrets work.
    • 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.
    • Turrets must now reload their weapons.
    • Turrets now have power switches. You can only access them if you have sufficient security clearance.
    • You can now find dynamic turrets -- turrets created from arbitrary missile weapons -- in the wild.
    • Added the following new creatures: low-light laser turret tinker, eigenturret tinker, blast cannon tinker, phase cannon tinker, and dynamic turret tinker.
    • Added two new supporting items: storage tank and gourd.
    • 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.
    • Traipsing mortars now use ammo and can scavenge to fabricate it.
    • Seed-spitting vines, thirst thistles, slugsnouts, and agolflies now generate ammo through biological mechanisms rather than not use ammo.
  • Slugsnouts now have tusks.
  • Agolflies now have mandibles.
  • Added a new tile for troll foals.
  • Base troll creatures no longer appear outside of Bethesda Susa.
  • In most cases smart use now prefers to pet creatures, if possible, rather than talk to them.
  • Dart guns and booster guns now use the Pistol skill rather than Heavy Weapons.
  • Grenade launchers now have the correct weight of 15 pounds.
  • Fleeing creatures now prefer to flee into tiles that have fewer adjacent enemies, unless they are panic-fleeing due to a fear effect.
  • 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

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

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

Released March 15, 2019.

  • Added new dialog for snapjaws, cannibals, arconauts, apple farmers, pig farmers, apothecaries, beekeepers, bookbinders, kippers, and some other merchants.
  • Hypertractors and phase cannons are once again affected by astral tethering and burdening.
  • 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.
  • Phased-out explosions, disintegration effects, and electromagnetic pulses are now visually distinguishable from their in-phase counterparts.
  • Thrown weapon autoequip now works while phased.
  • 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.
  • 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.
  • Autopickup fresh water no longer picks up containers of fresh water that weigh more than 1 lb.
  • 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).
  • Immobile creatures now qualify as hostile for the purposes of stopping certain actions if you're adjacent to them.
  • Norm cores now produce less lag.
  • The existence of astrally tethered or burdened objects in a zone no longer prevents random-destination teleporting across the entire zone.
  • Re-added the splash sound effect for when creatures walk or swim through large pools of liquid.
  • Re-added the splash visual effect for when invisible creatures walk or swim through large pools of liquid.
  • Reduced the incidence of things spawning on top of each other (in particular: young ivory and lurking beth).
  • Fixed a bug that caused poison's healing debuff to not apply to some healing effects.
  • Fixed a bug that made non-dromad village merchants not have wares to sell.
  • Fixed a bug that made village immigrants always animals rather than a wide variety of creatures.
  • 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).

2.0.169.0

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

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

Released February 22, 2019.

  • We refreshed the Putus Templar.
    • 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.
    • New creature: Gunner-Knight Templar
    • New creature: Banner-Knight Templar
    • New creature: Knight Commander of the Holy Temple
    • New creature: Wraith-Knight Templar of the Binary Honorum
    • New creature: Templar squire
    • New creature: phylactery squire
    • New creature: infiltrator
    • New item: banner of the Holy Rhombus
    • New item: Templar phylactery
    • New status effect: war trance
    • Added a templar scout to Grit Gate.
    • Tweaked the logic for party selection in Templar faction encounters.
  • You can no longer throw things while burrowed.
  • You once again reap the rewards and suffer the consequences of kills made by your Burgeoned plants.
  • Multiple lurking beth can no longer populate the same tile.
  • Spinnerets now properly grant resistance to forced movement.
  • 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

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

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

Released February 1, 2019.

  • Added a new book: Council at Gamma Rock.
  • 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).
  • You can now throw things through your own force fields.
  • Haggabah can now be detected by Heightened Hearing and Sense Psychic.
  • Feral lah pods now inherit the attitudes of their parent feral lah plant.
  • Lurking beth clusters spawned by Burgeoning are now friendly to the spawner.
  • Visiting a town of NPCs with amnesia no longer causes you to get amnesia.
  • Waydroids are once again hostile by default.
  • Dominating creatures now causes less sudden hostility to develop between your companions and nearby creatures.
  • Brightshrooms no longer get locked onto in autolook mode.
  • Urchin belchers now belch urchins less continuously.
  • Engulfing attacks now respect phase and flight.
  • Thrown weapons now respect phase.
  • Various abilities that respected phase at some point but then regressed now do so again.
  • Sturdy items are now properly protected from becoming cracked.
  • 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

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

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

Released January 4, 2019.

  • Mines and bombs have been revamped; play with them for more information.
  • Taking damage from a fire started by an unknown or dead party no longer results in a message with a weird blank in it.
  • Resolved some issues with schematics drafters losing their sale inventory and various merchants restocking gear not meant for sale.
  • Clones no longer get permanent copies of temporary limbs.
  • You can no longer pour negative drams of liquids.
  • Taking damage from a fire started by an unknown or dead culprit no longer breaks the resulting message text.
  • Fixed some bugs that caused schematics drafters to lose their sale inventory and various merchants to restock gear not meant for sale.
  • [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".
  • [modding] There is a new charge display style, "bio" (for use in fields like ChargeDisplayStyle and AltChargeDisplayStyle).
  • [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.
  • [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.
  • [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.
  • [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.
  • [modding] The GenericInventoryRestocker part now restocks based on the population table in the tag GenericInventoryRestockerPopulationTable, not InventoryPopulationTable.

2018

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

  • 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

  • You can now cook with green goo, brown sludge, and black ooze. 'Can' doesn't mean 'should'.
  • Web-spinning creatures are now smart enough to spins webs in combat.
  • Made yondercane much rarer.
  • Reduced the amount of fermented yondercane yielded from preserving yondercane.
  • Reduced the drop chance of voider corpses.
  • Increased the price of urberries.
  • Increased the drop chance of electric snail and snailmother corpses to 100%.
  • Signs now display their messages in their short descriptions.
  • Electrobows now have a firing sound effect.
  • You now heal at the normal rate while sleeping in beds.
  • Quill Fling is no longer usable when frozen, though quills can still be involuntarily discharged.
  • Quills no longer damage creatures who don't share a phase with the quill flinger.
  • Stinger attacks no longer proc when attacking walls.
  • 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

  • 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

  • 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

  • Added a new item: rocket skates.
  • Added a new music track to generated villages.
  • You may now freely access Argyve's chests once you become his apprentice.
  • NPC companions can now become overburdened.
  • Overburdened is now a visible effect.
  • Bioscanning, techscanning, and structural scanning no longer show incorrect DV values.
  • You can only sell unidentified artifacts for a fraction of their value.
  • Containers now take into account the value of their contents when you trade them.
  • Conveyor belts no longer move holograms, flying creatures, or out-of-phase objects.
  • Conveyor belts are no longer prevented from moving you when you're overburdened, frozen, or paralyzed.
  • You can now disassemble an energy cell from the change cell dialog.
  • You can no longer use Flurry or the Dismember activated ability on out-of-phase creatures or flying creatures (unless you're also flying).
  • Enabling 'open bookshelves while auto-exploring' now works regardless of whether other auto-explore options are enabled.
  • Security doors are now treated as ordinary doors during auto-explore if you have Psychometry or a security interlock.
  • 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

  • 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

  • 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

  • New item: anti-gravity boots.
  • Your clones no longer pass on their inspirations for meal ideas to you.
  • Evil twins no longer spawn during game initialization, resulting in half-formed twins.
  • Villagers who give dynamic quests no longer confusingly wander around their villages.
  • Rehabilitated some jumbled outcomes for the Kith and Kin quest.
  • Corrected the rhyme scheme of the procedural love poem.
  • Dawngliders and fruit flies now correctly have wings.
  • 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.
  • Animated walls and doors no longer continue rendering in their updated position when out of your sight.
  • Grit Gate now shows up highlighted in the alt display.
  • Made the appearance and behavior of the interaction menu 'look' command more consistent with regular look.
  • Changed the tinkering bits on ruin recoilers.
  • Ruin recoilers now have their name displayed as "random-point recoiler" on their tinkering recipe instead of using a specific recoiler location.
  • Auto-explore no longer attempts to open empty chests and bookshelves.
  • Fixed a bug that was preventing all desert canyon encounters from generating. These included apple farms, pig farms, snapjaw forts, and Stopsvalinn.
  • 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

  • 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

  • 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

  • Brainless things no longer fall asleep.
  • Hindren clues should now be more successfully excluded from gossip.
  • Pressing left on an object in the inventory screen now collapses the whole category.
  • Pouring liquid on the ground now results in a salt-diluted puddle of the same volume you poured, not twice that volume.
  • You can no longer avoid attacks by certain sludges on the basis of the attacks overquenching your thirst.
  • Generated names from the arcology of Ekuemekiyye no longer occasionally contain a trailing space.
  • Psychic hunters no longer get vestigial legendary titles.
  • Fixed a bug that caused on-damage cooking effect trigger's percentage to drop to 0 after saving and loading.
  • Fixed some plurality issues with generated text when preserving ingredients.
  • Fixed a bug that made fully run down carcass kneaders impossible to wind up.
  • [modding] The RandomColors part has a new property, BackgroundColor, for specifying random background colors.
  • [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.

August 25, 2018

  • 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

  • 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 a new item: fidget cell.
  • Added new level-up sound effects for both the player and other creatures.
  • You can now pet all village pets.
  • Hyrkhounds are now properly considered dogs.
  • Mental mutation levels granted by equipment and meals now count toward your psychic glimmer. Note that this change applies to true kin, too.
  • Hindren clue items no longer appear as randomly revealed secrets via trash divining or mumble mouth.
  • The 'Leap, Frog' achievement can no longer be attained by learning to jump from someone other than a frog.
  • Enabling autoget scrap no longer autogets any artifact that can be disassembled.
  • Walking next to a regeneration tank with freshwater and artifact autoget enabled no longer mysteriously obliterates the tank into a puddle of freshwater.
  • Temporal fugue clones of NPCs now reliably get along with their clone-parent and clone-siblings.
  • Cybernetic implants on temporal fugue clones are no longer recoverable via dismembering.
  • Fixed an issue that caused the temporal fugue clones of psychic hunters and evil twins to have infinite duration.
  • Fixed an issue that caused some items thrown by temporal fugue clones not to properly dematerialize.
  • The description of regeneration tank now more clearly communicates what the item requires in order to function.
  • Tweaked some Mechanimist holy language.

August 3, 2018

  • 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

  • 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

  • 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.
  • Increased the diversity of village populations, particularly for the choice of warden.
  • There's now a menu option to fill empty liquid containers.
  • Fixed an issue with village item placement.
  • Fixed an issue with gyrocopter backpack.
  • Fixed an issue that caused some stat-boosting historic relics to incorrect require energy cells.
  • Fixed an issue with domination where the dominated creature moving offscreen and then dying caused the dominator to die too.
  • Fixed an issue that caused historic site visitation quests to not complete.
  • Fixed an issue with gaslight weapons not using charge.
  • Fixed an issue causing beguiled pets to stop following you.
  • Fixed some issues with article formatting.
  • Fixed a rare exception in beguiling.
  • Fixed a rare exception during village generation.
  • Fixed the copyright date.

July 10, 2018

Generated Villages and Alternate Starts

"Joppa? Never heard of it." -Mehmet

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.

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.
  • 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

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.

Live and drink, friends.


  • Added two energy cell mods: high-capacity and metered.
  • Added an eyewear mod: polarized.
  • Reduced the volume of most slime puddles to below the swimming threshold.
  • Pools that are deep enough to swim in no longer cause you to slip.
  • Temporal fugue clones no longer have the chance to spawn their own psychic hunters.
  • Fixed an issue preventing campfires from increasing the ambient temperature around them.
  • Fixed an issue that caused liquid splash sounds not to play.
  • Fixed an issue that caused hidden objects to stop autoexplore.
  • Fixed a typo in On the Origins and Nature of the Dark Calculus.
  • Fixed a typo in Disquisition on the Malady of the Mimic.
  • Fixed a typo with quests in the chronology.
  • [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).
  • [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).
  • [modding] Removed the parts EquipPower and SolarPower. Instead use Circuitry and either EquipCharge or SolarArray.
  • [modding] Added a charge display style (as used by various power systems parts) for "amount", which shows the raw numeric charge amount.
  • [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).
  • [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.
  • [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).
  • [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).
  • [modding] Added a new part, ModWallSocket, for adding power outlets to walls.
  • [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.
  • [modding] The WorksWhenHeld property on the EquipCharge, IntPropertyChanger, and MultiIntPropertyChanger parts has been replaced by the WorksIfEquipped property they inherit from IPoweredPart.
  • [modding] Added a new property to the Hangable part, HangingTile, that (if specified) overrides the object's render tile while it's hanging.
  • [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.
  • [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.
  • [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.
  • [modding] Added a new part, ModWiring, for adding power transmission wiring to walls. ModWallSocket now also includes power transmission wiring automatically.
  • [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).
  • [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.

June 8, 2018

  • 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

  • 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

  • Added some liquid-powered energy cells: lead-acid, combustion, thermoelectric, and biodynamic.
  • Gyrocopter now weighs a bit more and is oil-powered.
  • Crossing the border into a new map now stops autowalk.
  • You no longer try to burrow through your own force bubbles with Burrowing Claws.
  • The passive, burrow-on-bump behavior of Burrowing Claws is now toggleable.
  • The game no longer autosaves during zone transitions caused by falling through holes in the ground.
  • You can no longer mod items you don't understand.
  • You can no longer attempt to initiate conversations with invisible creatures.
  • Lava is now less valuable.
  • Effects that increase your stability now help stabilize you in slippery and sticky liquids.
  • Extra faces from unbreakable two-faced masks can no longer be dismembered.
  • Fixed an issue causing your face slot to remain equipped after your two-faced helmet was destroyed.
  • Fixed an issue where clones' two-faced items were improperly linked to the original wearer.
  • Fixed an issue where slipping on slime into a new map didn't properly transition your view to the new map.
  • Fixed an issue where dominated creatures remained on the world map if domination was broken while traveling.
  • Fixed an issue with glass armor's damage reflection improperly reflecting self-damaging effects.
  • Fixed an issue where additional text got appended to your journal notes every time you looked at a sultan shrine.
  • Fixed an issue allowing implanted cybernetic equipment to be casually removed.
  • Fixed some issues that caused smart use to fail after it asked you for a direction.
  • [modding] Added support for the Tile property to AddParamater and GetParamater calls for render events.
  • [modding] Added support for a NoRemoveOptionInInventory tag and property.
  • [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.
  • [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).
  • [modding] Added a new part, SmartUseLookAt, that makes 'look' the default smart use option.
  • [modding] Made EnergyCellSocket relay ChargeAvailable events to its slotted cell.
  • [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] 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).

May 18, 2018

  • 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

  • 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

  • Added a new item: gyrocopter backpack.
  • Added a new gas type: defoliant.
  • Added three tiers of defoliant grenades.
  • Added a defoliant-emitting vent.
  • Added a new heavy weapon: defoliant pump (acid-powered).
  • 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.
  • You can no longer sprint while flying, and taking to the air while sprinting ends the sprint.
  • You can no longer use a bedroll while flying.
  • The following effects now cause flyers to crash land: asleep, exhausted, paralyzed, stuck, and stunned.
  • If you sit while flying, you now land first.
  • Falling to the ground while flying now interrupts autoexplore and autowalk.
  • NPCs can now use mechanical wings.
  • Mechanical wings no longer grant flying when wielded as a weapon.
  • You now see a message when a visible NPC starts or stops flying.
  • Mental mutations that can't be leveled no longer contribute extra points based on your Ego bonus to your psychic glimmer.
  • You can no longer have conversations with creatures who are sleeping, in stasis, stunned, confused, exhausted, or paralyzed, and vice versa.
  • Telepathy no longer allows you to trade with adjacent creatures who are frozen in blocks of ice.
  • Baetyls no longer request a particular sheet of graph paper.
  • Changed the color of sultan shrines in the alt display.
  • Changed the bit cost of some grenade types.
  • Changed the popup message when you activate an item that's booting up.
  • 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 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).

April 27, 2018

  • New item: telemetric visor.
  • Autoexplore and creature AI now avoid spacetime vortices.
  • Applicators no longer work when broken or rusted.
  • Sense Psychic now has a chance to identify psychics every time you move closer to them instead of only when they move.
  • Generalized artifact attunement for items like ganglionic teleprojector into a standard boot sequence and applied it to a few artifacts.
  • Refreshed bio-scanning bracelets. They are now tinkerable, require an energy cell, are subject to EMP, have a boot sequence, and have new name ANSI.
  • Gave Horticulturalists a solar cell to power their bio-scanning bracelets.
  • Twinning lampreys are now considered psychics.
  • Twinning lampreys are more proficient with their bites.
  • Energy cells loaded in items you start the game with are automatically identified.
  • Cybernetic implants you start the game with are automatically identified.
  • Homoelectric wrist warmers can no longer be modded with the full range of armor mods.
  • Fixed an issue that made phase webs stickier than intended.
  • Fixed occasional cases where Precognition appeared to malfunction on NPCs.
  • Fixed several instances where zones were built when it wasn't necessary to do so.
  • [modding] The gases produced by the billowing conch of the Aji are now controlled by the tag DynamicObjectsTable:AjiConch.
  • [modding] The interaction of gases with the Gas Generation mutation is now data-driven. See the gas object blueprints for details.
  • [modding] The color of gas objects is now based on the ColorString attribute of the Gas part. The GasDamaging part no longer has a ColorString.
  • [modding] The SensePsychic mutation part can now be configured with Levelable="true" if you want to make it levelable, in which case its level is added to its detection radius and the chance of identification. Specify BaseRadius="n" if you want to make its base detection radius something other than 9. You can also use the intproperty TreatAsPsychic to force Sense Psychic to sense an object even if it doesn't have mental mutations.
  • [modding] Generalized the BioScanner and Inspector parts into IntPropertyChanger, which supports these properties: AffectedProperty (the name of the property on the item's wielder that gets manipulated), Amount (the amount added to the property when the property is changed; defaults to 1), ChargeUse (an amount of charge to use per turn the item is active; defaults to 1), WorksWhenHeld (works if you wield the item in a slot other than its designated armor slot, defaults to false), and MustBeUnderstood (only works if the wielder understands the item; defaults to true).
  • [modding] Added a BootSequence part for adding a delay between wearing an item and being able to use it. If the item has an EnergyCellSocket, changing the cell reboots the item. EMP, Broken, and Rusted statuses also reset the boot sequence and prevent it from proceeding while they're active. Supported properties are: BootTime (the number of turns booting takes; defaults to 100), VariableBootTime (die roll, if specified then the higher of this and BootTime will be used), ReadoutInName (specifies whether to add a precise indication of remaining boot time to the item's name; defaults to false), ReadoutInDescription (specifies whether to add a precise indication of remaining boot time to the item's short description; defaults to false), TextInName (a text string to add to the item's name while booting), TextInDescription (a text string to add to the item's short description while booting), VerbOnBootInitialized (defaults to "beep"), VerbOnBootDone (defaults to "ding"), and VerbOnBootAborted (defaults to "bloop"). Right now, the BootSequence part integrates with IntPropertyChanger, Teleprojector, and DecoyHologramEmitter.

April 20, 2018

  • Creature AI now better copes with being in the same tile as something it's trying to kill or flee from.
  • Blood splatter no longer sticks to gases and holograms.
  • Gases no longer physically damage you if they're out of phase with you.
  • Sultan shrines and becoming nooks now show up on the alt display.
  • When you autoequip a weapon, it now defaults to equipping in an empty hand instead of replacing your primary hand's weapon. It still replaces your primary hand's weapon if all your hands are full.
  • Acid now eats through organic containers.
  • Eyeless crab shells and salthopper mandibles are no longer tagged as metal.
  • Corrupt bananas are no longer subject to electromagnetic pulses or rusting.
  • Corrupt bananas can no longer be laid as mines.
  • Scrap shovelers now have Dual Wield.
  • NPCs now take more care in avoiding fracti, campfires, torch sconces, torch posts, and arc sconces.
  • Oozes, snailmothers, ickslugs, snailmother eggs, and broken snailmother eggs no longer slip on slippery liquids.
  • NPCs no longer charge at things they shouldn't charge at.
  • Ovens are placed on top of doors less often (and so less frequently set them on fire).
  • Gases no longer shield things on the ground from being attacked.
  • Excluded merchant advertisements from baetyl requests.
  • Made items described on gravestones usually show up identified.
  • Made Hurdle, Longstrider, and Conatus grant the ability to sprint if you don't already have it.
  • Gave acid, oil, gel, and slime commerce value.
  • Made acid eat through organic containers it's poured into.
  • Hook and Drag and madpole latching no longer work if the target is out of phase with the attacker.
  • Dismembered limbs now have proper descriptions.
  • Specified that carnivores can't eat fungi.
  • Fixed the organic vs. inorganic statuses on several items.
  • Fixed a bug where pouring the entire contents of a container into another container prevented liquid effects from occurring in the second container. This allowed lava to be carried around by transferring it from one waterskin to another.
  • Fixed various instances of NPCs only wielding one of their natural weapons instead of both.
  • Fixed a bug that caused gases of different types to merge as if they were the same type.
  • Fixed a typo in gravestone text.
  • Fixed a typo in dismemberment notification.
  • Fixed a run-on sentence in Precognition messaging.
  • Updated credits.
  • [modding] You can now remove parts from an inherited blueprint by using the <removepart> element in objectblueprints.xml.
  • [modding] The object blueprint XML now supports no-close-tag form. For example: <part Name="Metal" />.
  • [modding] Creatures with the 'slimewalking' tag can now properly walk over sap, wax, and honey without impediment.
  • [modding] The xtagGrammar element now supports the IsPlural property. IsPlural="true" specifies that the object should be treated as plural for purposes of text generation.
  • [modding] Added the Except property to the NoDamage part. Damage of the excepted type bypasses the NoDamage logic and does damage.
  • [modding] Separated plants and fungi more thoroughly in the object inheritance structure, with new 'Fungus' and 'BaseFungus' blueprints, and added 'LivePlant' and 'LiveFungus' tags where appropriate.

April 13, 2018

  • Added a new gas type: normality gas. It has various space-time stabilizing and inhibiting effects on forcefields, vortices, teleportation, phasing, temporal fugue clones, time dilation, and psychic twinning.
  • Added three tiers of normality gas grenades.
  • Added a rare normality gas-emitting vent.
  • Added a new heavy weapon: normality gas pump.
  • Added a new creature: anomaly extinguisher.
  • Added a confirmation dialog when world generation completes (so you can finish reading the on-screen quote).
  • Eating a raw dreadroot tuber now causes fear.
  • Eat and disassemble are no longer the default actions for equipped severed faces.
  • Sleeping in bedrolls, sitting in chairs, lunging, and slamming no longer trigger teleport-based cooking effects.
  • Rebuked robots no longer become grazing hedonists.
  • Emission vents are now subject to electromagnetic pulses.
  • When you shake off confusion with Iron Mind, you now get an appropriate message in the message log.
  • Widgets now equip their whackers.
  • Missile weapons with unidentified energy cells no longer report their charge level.
  • Made the reload command work for liquid-loaded missile weapons.
  • Improved creature AI when out of missile ammo.
  • Spiffed up missile weapon status display in the sidebar.
  • Fixed an issue that let you use Temporal Fugue without spending energy.
  • Fixed an error in the amount of bonus reputation displayed as a baetyl reward.
  • Fixed some issues with stacking confusion effects.
  • Fixed several typos in the following text: Warden Indrix's description, Agyve's mumblings, Aggressive Stance's description, two-handed ursteel battle axe's description, icy vapor's description, rubbergum tonic's description, a Beak defect variant's description, merchant identification, some procedural histories and cooking descriptions, defensive lunge's failure message, boomrose arrow plurality, nocturnal apex's description, and Stopsvalinn-related text.
  • Added a bunch of modding functionality.
    • [modding] Added a FearOnEat part that applies a fear effect to the eater at an attack strength and duration specified by the Strength and Duration properties.
    • [modding] Made ConfuseOnEat allow the specification of the following properties: Strength, Duration, Level (die roll: confusion per mutation level), and BuildupTimeout (integer: number of turns before the effect overrides older ConfuseOnEat effects).
    • [modding] Added a new part, TreatAsSolid, for projectiles. If projectiles encounter an object in their path matching TreatOnSolid's criteria, they treat it as impassable. Supported criteria are TargetPart (the object has this part) and TargetTag (the object has this tag), the latter with an optional TargetTagValue (the object has TargetTag tag with this value). The Hits property specifies whether the projectile hits the object and has a chance to damage it (defaults to true).
    • [modding] Added a new part, DestroyContiguous, for projectiles. If projectiles encounter an object in their path matching DestroyContiguous's criteria, they roll to destroy it, and if successful, they roll to destroy objects matching the criteria in adjacent cells. Supported criteria are TargetPart and TargetTag, the latter with an optional TargetTagValue. The Chance property specifies the percentage chance for destruction (defaults to 100). The ChanceDegradation property is a cumulative reduction in the effective chance of destruction per hop to adjacent cells (defaults to 0).
    • [modding] Added new parts GasOnHit and GasOnEntering for weapons and projectiles. Weapons that hits and projectiles that traverse through cells, respectively, spawn the gas specified in the Blueprint property at a density specified in the Density property (die roll specification). GasOnHit also includes the OnWielderHit property.
    • [modding] Generalized GasAcid into GasDamaging. This new part includes the properties GasType (basic type tag like "Acid"), Noun (specifies the damage type in messages), ColorString (for tile rendering), MessageColor (applied to Noun in messaging), DamageAttributes (same as Attributes in MissileWeapon), TargetPart (only affects objects with this part), TargetTag (only affects objects with this tag), TargetTagValue (only affects objects with TargetTag and this value), TargetEquippedPart (only affects objects that have an item equipped with this part), TargetEquippedTag (only affects objects that have an item equipped with this tag), and TargetEquippedTagValue (only affects objects that have an item equipped with TargetEquippedTag and this value).
    • [modding] Generalized StasisGrenade into DeploymentGrenade. This new part includes the following properties: Blueprint (the blueprint of the objects it creates), Duration (how long the objects last, defaults to permanent), Radius (integer radius it fills with objects), Chance (the percentage chance a given cell spawns an object, defaults to 100), AtLeast (a minimum number of objects to try to deploy when Chance is in use, defaults to 0), UsabilityEvent (an event that must be successfully broadcast to the cell it lands in in order for the grenade to work, defaults to null), AccessibilityEvent (an event that must be successfully broadcast to a given cell in its radius in order to deploy an object there, defaults to null), ActivationVerb (the verb used to describe the grenade activating, defaults to "detonates"), RealRadius (whether to deploy in a circular radius rather than the usual engine "square radius"), BlockedBySolid (whether solid cells block deployment, defaults to true), BlockedByNonEmpty (whether cells must be "empty" for deployment, defaults to true), Seeping (whether BlockedBySolid uses "seeping" logic, defaults to false), DustPuff (whether the grenade emits a dust puff when it activates, defaults to true), DustPuffEach (whether each deployed object emits a dust puff, defaults to false), and NoXPValue (whether deployed objects lose their XP values, defaults to true).
    • [modding] Added a new CooldownAmmoLoader part, which makes a missile weapon require cooldown between shots. Supports the usual ProjectileObject property for loaders, a Cooldown property specifying the number of rounds, and a Readout property specifying whether the weapon shows a display of its remaining cooldown time (defaults to false).
    • [modding] Added architecture to try to make multiple ammo loaders on a missile weapon coexist peacefully. Only one loader should be given a ProjectileObject. Use this to add the CooldownAmmoLoader with other loaders for weapons that need both ammo and a cooldown time.
    • [modding] Added an AIShootCooldown part for missile weapons. Its Cooldown only applies when creature AI uses the weapon.

April 6, 2018

  • Glass bottles and phials now shatter when you throw them.
  • Cloning draught no longer clones inorganic objects.
  • You can now trade with your followers freely via conversation.
  • Changed the stun logic. You should get chain stunned much less often.
  • Added a visual effect to extradimensional items.
  • Added a sound effect for closing security doors.
  • Added a sound effect for page turning when reading a book.
  • Normalized the volume for a few sound effects.
  • When you engage in the water ritual with someone who offers to teach you blueprints, the blueprint options are no longer greyed out if the speaker has no more secrets to share.
  • Inorganic objects now have appropriate pronouns.
  • Baetyls no longer request troll axes.
  • Removed troll kings from dynamic encounters.
  • Changed the status icon for "Precognition - End Vision" to "?".
  • Achievements no longer spam the log.
  • Fixed a bunch of typos.
  • Added some descriptions.
  • Improved the use of indefinite articles and pluralization in generated text.
  • Fixed an issue with the salt desert visual effect that caused some tiles to disappear or smear across the map.
  • Fixed an XML issue with steel vinereaper's color definition.
  • Fixed a rare issue where liquid containers asked your permission to explode if they weren't owned by you.
  • Fixed a rare issue where liquid containers poured into themselves before being destroyed and thus vanished completely.
  • Fixed burst-style pickers allowing the selection of tiles beyond the range limit.

March 30, 2018

  • You can now cook with acid.
  • Added descriptions for late-mid period sultanate historic relics made from the slag deposits of ursteel blast furnaces.
  • Added some more textual flare to gossip.
  • Shield slam now works only on targets in the same phase as the attacker.
  • When you fall down an open shaft, it's now much rarer that you end up in a small chamber without access to the rest of the map.
  • You now properly get XP if you kill something with a resonance grenade.
  • Painted and engraved items in your inventory at the start of the game now properly depict historic events.
  • Fixed an issue causing manual cell recharging to improperly handle stacked cells.
  • Fixed an issue where sphynx salt injectors weren't consumed when you reverted to the start of your vision.
  • Fixed an issue causing windows and menu keys to issue spurious commands.
  • Fixed a rare issue causing infinite zone generation, leading to out-of-memory errors.

March 16, 2018

  • Extradimensional psychic hunters are now vulnerable to mental attacks regardless of their base creature types. (after all, they somehow acquired minds in their native dimensions...)
  • When you look at an extradimensional creatures or item, you now inscribe a note about its native dimension in the Gossip & Lore page of your journal.
  • Walls in other dimensions no longer block visibility unless your mind is appropriately altered.
  • You can now fly and jump over gates, fences, stakes, and rubble.
  • You can now shoot missile weapons through arrow slits, gates, fences, and over rubble.
  • Flaming jets, freezing jets, acid jets, electrical jets, and light beams now pass through arrow slits, gates, fences, and over rubble.
  • Gas and light seep through arrow slits, gates, fences, stakes, and over rubble.
  • The Pauli exclusion principle now properly applies to NPCs.
  • Turning off autoget on artifacts now takes precedence over other conflicting option flags.
  • Water ritual participants no longer offer to teach you blueprints you already know.
  • Fixed another issue that rarely caused energy cell duplication.
  • Fixed some more typos.

March 9, 2018

  • Albino ape hearts now count as meat.
  • Ogre ape hearts are now properly treated like other organs and corpses.
  • Watervine farmers now wield iron vinereapers like their descriptions say.
  • Sentient walls, doors, and tables now appear in more creature contexts. (Examples: as figurine models, Mechanimist converts, and esper assassins).
  • Cleaned up the logic around dynamic encounters and expanded the dynamic encounter framework.
  • Fixed an issue that caused improper options to occasionally appear in the item action menu of cybernetic implants.
  • Fixed an issue that caused occasionally caused zone building lockups while exploring very deep caverns (depth 30 and below).
  • Fixed a rare issue that caused historic sites to fail to build.
  • Fixed another issue that caused slotted solar cells to multiply indefinitely.
  • Fixed a slew of typos.

March 2, 2018

  • Warden Indrix no longer occasionally takes a sabbatical to another goatfolk village.
  • Clonelings no longer clone inorganic creatures.
  • You can now harvest yondercane from yonderbrush even if it's hostile as long as it's visible.
  • Extradimensional psychic assassin templars with cybernetic implants now have their names appear correctly.
  • Added new descriptions for acid gas, stun gas, sleep gas, blinding gas, and stinking gas.
  • Jewelers now occasionally stock figurines.
  • The left-most tile of the Edification relief is now correctly labeled.
  • Charge is now a prerequisite for Charging Strike.
  • Renamed 'pentacips' to 'pentaceps'.
  • Gave the tunnels beneath Grit Gate a more appropriate name.
  • Gave the 'tar-encrusted bones' tile a more appropriate color.
  • Removed the prompt to save the game before abandoning a character.
  • Added an option to disable smoke.
  • Did some restructuring of the object hierarchy.
  • Fixed a broken branch of Wardens' Esther dialog.
  • Fixed an issue causing some achievements and quests to not properly trigger when equipping an item directly from the ground.
  • Fixed an issue causing zone names to incorrectly persist across games played in the same session.
  • Fixed an issue causing energy cells to show the wrong options in their dialog menus after one was loaded into a weapon.
  • Fixed a bunch of typos.

February 23, 2018

  • We expanded the framework for creature travel AI and added new travel behavior to some creatures.
    • Some albino apes you encounter are now traveling toward Oboroqoru's lair.
    • Some feral dogs you encounter are now traveling toward humanoid settlements.
    • Some goatfolk you encounter are now traveling toward goatfolk villages.
  • Changed the 'Quit' option text to something much more accurate: 'Abandon Character'.
  • Changed the default action for books to Read.
  • Changed the default action for recoilers to Activate.
  • Crayons and plastic trees no longer rust.
  • Implanted NPCs now start with the proper amount of cybernetic license points.
  • Your party members no longer (easily) become hostile to one another.
  • Speaking to your own party members no longer causes you to regain your bearings.
  • Moved the 'Remove cell' option to the top of the cell dialog.
  • Fixed an issue where cybernetics sometimes became undroppable.
  • Fixed some common causes of extraneous zone generation.
  • Fixed an issue where having Iron Mind didn't always correctly give you the chance to shake off confusion.
  • Fixed some cases where a stack of objects was incorrectly replaced with a single object (eg., when you repaired a stack of scrapped waydroids).
  • Fixed some cases where quests to find historic relics didn't complete if you equipped the relics directly from the ground.
  • Fixed some rare cases where an invalid base object appeared in dynamic encounters.
  • Fixed several issues related to creatures determining the monetary value of their items, including inconsistent valuation when the items were socketed with energy cells.
  • Fixed several typos.
  • Fixed an issue where socketed cells occasionally replicated out of control when you recharged them.

February 16, 2018

  • We did a bunch of behind-the-scenes work on upcoming feature arcs. Across Qud creatures are dreaming of alternate starts, varied villages, and deerfolk...
  • We added metal and gemstone figurines.
    • Figurines depict creatures from across Qud.
    • Possible figurine materials include copper, silver, gold, agate, topaz, jasper, amethyst, sapphire, emerald, and peridot.
    • Wielding figurines bestows bonus reputation for each of the depicted creature's factions.
    • Figurine value and bonus reputation depends on the rarity of its material.
  • We added legendary gemcutters. You'll find their workshops as new overland encounters.
  • Slightly increased the weight of ironweave cloak.
  • Reduced the weight of rainboweave cloak.
  • Apostles now start with the Customs and Folklore skill in addition to the Tactful power. This means apostles no longer have to purchase Customs and Folklore (which was a useful purchase since they already had Tactful) to get Trash Divining.

February 9, 2018

  • We added 15 new achievements.
    • In Contemplation of Eons
      • Perform the water ritual with Oboroqoru, Ape God.
    • Three-Sludge Monte
      • Kill a trisludge.
    • Five-Sludge Monte
      • Kill a pentasludge.
    • Ten-Sludge Monte
      • Kill a decasludge.
    • What With the Disembowelment and All
      • Find one of Argyve's old apprentices.
    • Gemini
      • Wield Caslainard and Polluxus.
    • Donation Level: Kasaphescence
      • Make an offering at the Sacred Well of an artifact worth at least 200 reputation.
    • Leap, Frog.
      • Convince a frog to teach you how to jump.
    • Six Arms None the Richer
      • Have six arms.
    • Synolymb
      • ???
    • Free Falling
      • ???
    • Hole Like a Head
      • ???
    • Cosmo-Chrononaut
      • ???
    • Psst.
      • ???
    • That Was Nice
      • ???
  • Fixed an issue causing Electric Resist to not work properly.
  • Fixed an issue causing excessive zone thawing, leading to heap crashes for long-running games.
  • Modified the 'item' wish so that you can optionally specify a number of items. For example, 'item:Staff:3'.

February 2, 2018

  • Added chronology entries for the following important events in your character's life.
    • Becoming loved by a faction
    • Inventing a new recipe
    • Successfully cooking with neutron flux
    • Getting one of your limbs dismembered
    • Eating a creature's face (raw)
    • Imbuing an inanimate object with life
  • Chronology entries logged while you're on fire now read a bit differently.
  • Lurking beths appear much less frequently in early-game historic dungeons.
  • Moving very, very quickly no longer causes you to move backwards in time.
  • Creature AI now more intelligently reloads cell-based weapons.
  • Fixed an issue causing turrets to improperly use ammo.
  • Fixed an issue that caused energy cells to double-occupy sockets when creature AI reloaded cell-based weapons.
  • Level up choices are no longer trivially scummable.
  • Fixed an issue causing games to become unloadable, especially after using Precognition.
  • Fixed an error that caused games to fail to save when certain cooking effects were applied to your character.
  • Fixed an issue that caused cooking effects to still grant you mutually exclusive mutations.
  • Fixed some cases where cookbooks failed to generate correctly.
  • Fixed an issue causing effects to be improperly applied to item stacks.
  • Fixed an issue causing some ObjectCreated events to not properly trigger.
  • [modding] Mods.xml now supports modding.
  • [modding] Objects now support the customMissileOrder and customMeleeOrder tags and properties, used to define custom melee and missile sequences for the Kill goal handler.

January 26, 2018

We added some more detail to Qud's chefs.

    • Legendary chefs are now interested in learning your recipes during the water ritual.
    • Added mini restaurant tents to the Stiltgrounds, each with a chef. You can buy cooking ingredients, buy a cookbook, or sample one of the meals from the cookbook at the chef's oven. All Stiltground restaurant ovens also serve Hot and Spiny.
    • The restaurant signs currently use the same pepper icon as apothecaries. They'll get an updated sign soon.
  • There's now a tiny chance that any given creature is a mechanical version of itself.
  • The location of the oddly-hued glowpad is now a journal secret.
  • The looker popup box is now smarter about how much screen real estate it uses. It no longer overlaps the object you're looking at.
  • The description pane on the Tinker screen is now scrollable.
  • Cooking effects no longer grant mutations that are excluded by your current mutations.
  • The prerelease trade UI now displays item values properly adjusted by your Ego score and no longer displays way too many significant digits.
  • You can now scroll the looker popup box with '+' and '-' on the number row.
  • Fixed an issue that caused some bad behavior when you closed a conversation with escape instead of selecting the end option.
  • Fixed cybernetic fist equipment showing up with inappropriate mods and spawning as loot.
  • Fixed an issue that let you incorrectly beguile multiple creatures.
  • Inspiring presence no longer stacks multiple times.
  • Fixed some issues with temporary and non-temporary items stacking.
  • Fixed a memory leak in some items that create force fields.
  • Fixed an issue that caused an exception when you walked near a liquid volume with the 'show nearby objects' option enabled.
  • Fixed an issue that caused zones to be thawed too often when you transitioned between zones.
  • Added an unequip:<body part name> wish to force an object to unequip.

January 19, 2018

  • We added legendary chefs.
    • You'll find their kitchens as new overland encounters.
    • Each kitchen contains an oven where you can sample the chef's dishes.
    • Chefs may share one of their recipes during the water ritual.
    • Each chef sells a personalized cookbook.
  • Canned Have-It-All no longer contains neutron flux. This means that cooking with canned Have-It-All no longer has the chance to cause critical gravitational collapse. The makers of canned Have-It-All realize this change to their formula renders their product in violation of advertising law, but "canned Have-Most-of-It" didn't do as well in market research, so they're willing to take their chances in court.
  • You can no longer cook on the world map.
  • You can now make camp any time there's no campfire nearby.
  • When you make camp, you're no longer asked to choose a direction until it's confirmed that you can camp here.
  • Campfire sounds now respect global sound settings.
  • You can now go up or down stairs via the Use command.
  • The glowpad merchant is now a member of the Consortium of Phyta, as intended.
  • Changed the colors of the witchwood tree and its bark.
  • Restored the option to automatically dissasemble scrap.
  • Added a new prerelease UI element for ability cooldowns. You need to enable the prerelease input manager to change ability selection bindings (Options > Controls > Prerelease: Use new input manager).
  • Added item costs to the prerelease trade UI.
  • Fixed the molting basilisk poison message being displayed when non-player characters were infected.
  • Fixed an issue with the popup message generated when you travel to a known lair or workshop for the first time.
  • Fixed an issue in the prerelease input manager that allowed you to use abilities even when they were on cooldown.
  • Fixed an issue that caused projectiles to apply their on-hit effects to the attacker if they didn't penetrate the defender's armor.
  • Fixed an issue that occasionally caused injectors to apply their effect even if they didn't penetrate the defender's armor.
  • Fixed an issue with sacrificing items at the Sacred Well where whole stacks of items were improperly consumed.
  • Fixed an issue that caused some liquid containers with cookable liquids to not appear in the ingredient selection menu.
  • Fixed an issue that allowed you to select zero-volume liquid containers as cooking ingredients.
  • Fixed an issue with food preservation that resulted in the wrong number of servings being preserved.
  • Fixed some issues that caused the wrong number of servings to be consumed while cooking.
  • Fixed an issue that caused stacks of energy cells to disappear from the trade UI when you tried to recharge them.
  • Fixed some additional issues with item stacks.
  • Removed some archaic statues to non-existent sultans.
  • Fixed the game thread not properly suspending when the game window went out of focus.
  • Fixed a memory leak that occasionally occurred if the game window was out of focus for long periods of time.
  • Fixed some spelling errors.
  • Added an indication for ability cooldown and enabled state to the prerelease input manager ability selection
  • [modding] AmmoGeneric now supports a new field, SpecializedProjectileObject, that combines with the existing ProjectileObject field to allow AmmoGeneric-based magazine weapons to load several types of ammo. You use the new field to specify an ammo object whose behavior you want to mimic. For example, let's say you create two new ammo objects, each with the AmmoGeneric part. If you set the ProjectileObject field in both parts to "Projectile12Gauge", a gun that can load Projectile12Gauge ammo will be able to load both your new ammo objects. You can then set the SpecializedProjectileObject fields on both parts differently, say one to "IncendiaryBullet" and one to "ElectrifiedBullet". Now these new ammo objects will mimic the behavior of the IncendiaryBullet and ElectrifiedBullet objects respectively, and they'll both be loadable by guns that can load Projectile12Gauge ammo.

January 12, 2018

  • You can now cook with slime.
  • You can now cook with neutron flux. Do so at your own risk.
  • Named NPCs can now be hated by a faction for insulting various aspects of their culture, not just their women.
  • Named NPCs can now be admired by a faction for praising various aspects of their culture.
  • Rivers that course through the salt desert are now rivers of salt.
  • We made a bunch of performance improvements for late games (games with high-level player characters that have explored a lot of the world).
    • Reduced save file size by 30-90% across the board, but late games benefit more.
    • Greatly improved memory use in late games.
    • Fixed several issues causing objects to memory leak in late games.
    • Fixed several issues that caused more zones than necessary to be loaded into memory.
  • Objects cloned by temporary metamorphic polygel are now themselves temporary.
  • Fixed an issue that soft-locked the game when you cooked in the Rainbow Wood (and more rarely in a few other places too).
  • Fixed an issue that let you cook with more ingredients than the maximum by selecting too many ingredients, unselecting some, then cooking.
  • Fixed the formatting on some campfire popups.
  • Fixed the position of the target picker help text.
  • Fixed an issue causing some walls to be painted incorrectly after loading a saved game.
  • Improved memory use for some objects.
  • Fixed a rare issue causing objects generated during world generation to not properly spawn in game.

January 5, 2018

  • We refreshed the Photosynthetic Skin mutation to account for the recent hunger changes.
    • You can bask in the sunlight instead of eating a meal to gain a special metabolizing effect: +(20 + mutationLevel*4)% regeneration and +(mutationLevel + 3) / 2 Quickness.
    • This effect doesn't stack with other metabolizing effects and lasts for a limited time. If you're underground, you'll have to return to the surface to bask in the sunlight again.
      • Level 1-4 duration: 1 day
      • Level 5-8 duration: 2 days
      • Level 9+ duration: 3 days
    • You accure starch and lignin that you can use as special ingredients in meals you cook. You accrue 1 serving of each for every six hours in the sunlight, up to a maximum based on your mutation level.
      • Level 1-4 max servings: 1 serving of each
      • Level 5-8 max servings: 2 servings of each
      • Level 9+ max servings: 3 servings of each
    • The potency of your starch and lignin increases with mutation level.
    • Instead of becoming famished when you haven't eaten or basked in the sunlight for a while, you wilt (-10% regeneration, -5 Quickness).
    • +200 reputation with roots, trees, vines, and the Consortium of Phyta
  • Added a new music track to the village of Kyakukya.
  • Added new keybindings to zoom in and out (Options > Key Mappings > Display).
  • Renamed Heightened Speed to the more accurate Heightened Quickness.
  • Fixed several rare issues causing soft-locks during map generation.
  • Made some small improvements to the memory footprint.

2017

December 29, 2017

  • You can now cook with lava.
  • Canned Have-It-All is now a preserved food that you can cook with.
  • Scorpiock meat not properly exists.
  • Removed the Bludgeon power from Equimaxes and Naphtaali runts, which means they'll no longer stun lock you. Be warned, though: albino apes and ogre apes still bludgeon.
  • If you have Butchery, you can once again butcher cybernetic implants from corpses.
  • Creature AI now takes combat actions less deterministically. That is, sometimes they'll use a mutation before throwing something at you, and sometimes they'll do those things in the opposite order.
  • Creature AI no longer attempts to confuse creatures who are already confused or robots.
  • Falling asleep now clears a creature's goals.
  • When you talk to the temporal fugue clones of other creatures, you no longer get the message, "You make small talk with yourself."
  • Temporary and non-temporary objects of the same type no longer stack together.
  • Fixed an issue that occasionally caused whole stacks of cooking ingredients to be consumed when cooking from a recipe.
  • Fixed an issue that occasionally prevented monsters from attacking up stairs.
  • Fixed an issue that caused monsters to attack through floors even when no stairs were present.
  • Fixed the Escape key not working properly on the recipe details popup menu.
  • Fixed a rare exception with Clairvoyance.
  • Fixed an issue that caused only the top solar cell in a stack to recharge.
  • Fixed an issue that caused hotkeys to be improperly assigned in the cell picker.
  • Fixed an issue that caused cells to disappear while they were being swapped.
  • Fixed an issue that caused the looker to bug out when passing over liquid volumes.
  • Fixed some small grammar issues.
  • Fixed an issue that caused particle effects to remain on screen after quitting a game.
  • Fixed some missing ingredient text in the Rust Wells.
  • Fixed an issue in the Tomb of the Eaters.
  • Fixed a memory leak.

December 22, 2017

The Cooking and Hunger Rework Feature Arc

Roguelikes have a tradition of using survival mechanics like hunger and thirst to egg the player onward. The cultural importance of water in Qud makes thirst an interesting mechanic, but our previous hunger mechanic didn't quite meet our standards. We redesigned the hunger system and added a procedurally-driven cooking system. Our goal is to evoke the unique cultural role food plays in civilization and how that role is manifested in the strange and biodiverse world of Qud.


  • Hunger has completely changed.
    • After a day without eating, you become hungry (no penalty). After another day without eating, you become famished (-10 Quickness). Thirst is unchanged.
    • The primary way to sate hunger now is to cook at a campfire. You can interact with campfires with the use key.
    • As long as you aren't in combat, you can make camp (see your abilities screen). This starts a campfire.
    • As long as you aren't in combat, you can whip up a basic meal at a campfire. This costs no resources and sates your hunger, even if you're famished.
    • Occasionally, the meal you whip up is especially tasty and grants you a small bonus for the rest of the day.
    • If you have special ingredients in your inventory, you'll occasionally use them when whipping up a meal. They grant dynamically-generated effects.
    • You can eat up to three times before you are too full to eat, but only the first meal has the chance to be tasty. This three-meal cap is relevant for the Cooking and Gathering skill, described below.
    • You can still eat food out of your inventory to supplement campfire cooking.
      • Most foods are now snacks, which sate a few hours of hunger.
      • Corpses count as full meals, but you can no longer bring yourself to eat them unless you're famished (or a carnivore...).
      • If you eat corpses or raw meat, your hunger is sated, but you become ill for 12 hours.
      • We removed auto-eat.
      • Fresh food spoilage is coming later.
    • Hunger status is ignored while traveling on the world map, as we assume you're cooking meals along the way.
    • However, if you travel more than one world map tile, you'll be hungry when you come back down to a local map.
    • Traveling overland is a bit more difficult now; lost rates have increased.
    • Crossing the salt desert on the overland map takes much longer now in game time (and water consumption).
    • We adjusted food quantities throughout the world to account for the new hunger system.
  • We added Cooking and Gathering, a skill that lets you do more sophisticated cooking.
    • You can learn Cooking and Gathering from the Kyakukyans.
    • If you have Cooking and Gathering, you get three new options in the campfire menu: cook with ingredients, cook from a recipe, and preserve fresh foods.
    • Cook with ingredients:
      • Cooking a meal with ingredients bestows a dynamically-generated effect for the rest of the day.
      • You can cook with up to two ingredients (three if you have the Spicer skill power).
    • Cook from a recipe:
      • We added handwritten recipes and procedurally-generated recipes.
      • We added procedurally-generated cookbooks with procedurally-generated recipes.
      • Cooking a meal from a recipe bestows a particular effect. You learn recipes from cookbooks or by performing the water ritual with NPCs.
      • You can share recipes during the water ritual.
      • Each village has a signature dish that its residents are willing to share in the water ritual. For example, share water with Mehmet or Elder Irudad to learn to cook Apple Matz.
    • Preserve fresh foods:
      • We added a whole bunch of cooking ingredients, with tiles and descriptions. In general, you create them by harvesting and butchering food, then preserving it at a campfire.
      • We converted some existing foods and liquids into cooking ingredients. Some foods can be cooked fresh. (limbs? heads? faces?)
      • We added kippers to the Stiltgrounds who sell preserved cooking ingredients. There's always a kipper tent in the southeast corner of the Stiltgrounds.
      • We changed the sign used for Stiltgrounds honey merchants (it's a bee now) and made the old one (a bottle) the sign for kippers.
    • The final Cooking and Gathering skill power is Carbide Chef.
      • With Carbide Chef, whenever you gain a level or 5% of the time you explore a new map, you become inspired to cook a meal (lasts for two days). While inspired, the next time you cook a meal by choosing ingredients, you get a choice of three dynamically-generated effects to apply. You create a recipe for the chosen effect.
  • Each village has an oven where you can cook food or eat its signature dish for free.
  • We simplified Harvestry and Butchery. They're now each a single power under the Cooking and Gathering tree.
    • Harvest Plants is now a toggleable passive power like Butcher Corpses.
    • Plants, meat, and organs you harvest and butcher can now be preserved at campfires and turned into cooking ingredients.
    • We adjusted all the harvestable and butcherable item frequencies to account for these changes.
    • You'll occasionally harvest or butcher items that previously required the Master skills at a low rate.
    • Ripe plants now appear as a different color than their non-ripe counterparts.
    • Ripe plants now appear on the alt overlay if you have the Harvestry skill.
    • We added some new harvestable and butcherable items.
  • Added a new 1-point mutation: Carnivorous.
    • Carnivores can eat raw meat without getting sick.
    • Carnivores don't need to be famished to eat meat.
    • Raw meat and meals cooked with meat are especially tasty to carnivores (increased chance for small bonus).
    • Carnivores get no satiation from non-meat foods and may get ill from eating them.
    • Carnivores can't cook with plant ingredients.
  • Here's a list of other cooking and hunger-related changes we made.
    • Removed the Ravenous defect.
    • Updated the Fasting Way and Mind over Body skill powers to work with the new hunger system.
    • Reduced the cost of Fasting Way, Conatus, and Mind over Body.
    • We tweaked the caste and subtype starting skills to account for new cooking, harvestry, and butchery.
    • Added a bunch of detail to the Wayfaring skill power descriptions.
    • Made harvestable witchwood rarer.
    • Added an option for auto-drink threshold.
    • Gave Svenlainard some preserved cooking ingredients.
    • Updated dreadroots' tile and harvest properties.
    • Updated the following UIs: turret selection, mine selection, recharge cell selection, book depositing, cell replacement, and pick-one-item quest reward selection.
  • Like with all our other systems, we'll be expanding this one as time goes on by adding new ingredients, recipes, and effects!
  • Apostles now start with Tactful.
  • Energy cells of the same charge level now stack in your inventory.
  • Fixed a bug with bleeding resist.
  • The textbox for most of the game's option dialog menus now properly resizes to account for long titles.
  • Added a Saves subfolder to the Caves of Qud's AppData folder. Saved games are now stored there.
  • Fixed an issue where energy cells didn't properly unstack when loading one of them into a cell slot.
  • Fixed an issue where slotted cells occasionally appeared duplicated in your inventory.
  • Mutations that protect you from sleep effects no longer prevent you from sleeping in bedrolls.
  • [modding] The ReloadSound tag now works with items that use energy cells. The sound plays when the cell is reloaded.

Below is the log for the changes from last week's beta patch.

  • Added campfire sounds and music.
  • Ripe plants now appear properly in the alt overlay if you have Harvestry.
  • Updated the Fasting Way and Mind over Body skill powers to work with the new hunger system.
  • Reduced the cost of Fasting Way, Conatus, and Mind over Body.
  • Added procedurally generated cookbooks.
  • Traveling overland is a bit more difficult now; lost rates have increased.
  • Crossing the salt desert on the overland map takes much longer now in game time.
  • Mutations that protect you from sleep effects no longer prevent you from sleeping in bedrolls.
  • You can properly cook with all limbs, faces, and heads now.
  • Added descriptive information to liquid containers that contain liquid cooking ingredients.
  • Procedurally generated recipes now have very varied names.
  • Added ovens to villages where you can cook or eat the signature dish for free.
  • When you cook an inspired meal, the three effect choices are more varied now.
  • Reduced one of the effects for eating meat from +40-50% HP for an hour to +30-40% HP.
  • Added tiles and descriptions for all cooking ingredients.
  • Added signature dishes to the Six Day Stilt, Grit Gate, and Kyakukya.
  • Added a new 1-point mutation: Carnivorous.
  • Removed the Ravenous defect.
  • Updated the old UI to better display cooking recipes in the campfire menu.
  • You're told why you can't go to the worldmap when you're famished now.
  • Added message log entries for a bunch of cooking effect triggers.
  • Gave Svenlainard some preserved cooking ingredients.
  • Added a new cooking ingredient: fermented yuckwheat stem, preservable from yuckwheat stems.
  • Added honey and convalessence as proper cooking ingredients.
  • We changed the sign used for Stiltgrounds honey merchants (it's a bee now) and made the old one (a bottle) the sign for kippers.
  • Changed kippers' inventories.
  • Added back a bunch of harvestable and butcherable master targets as low-frequency harvest/butcher drops.
  • Scholar actually starts with Harvestry now.
  • Made witchwood rarer.
  • Lowered the jerky yield from most raw meats.
  • Mutations that protect you from sleep effects no longer prevent you from sleeping in bedrolls.
  • Apostles now start with Tactful.

December 15, 2017

  • Ripe plants now appear on the alt overlay if you have the Harvestry skill.
  • Torch sconces no longer function as campfires.
  • Vinewafers and vinewafer sheaves are now worth much less.
  • Dreadroot tubers are now harvestable less often.
  • Dreadroot is no longer destroyed when its tubers are harvested.
  • Changed dreadroot's unripe glyph color.
  • Qudzu stems are no longer considered corpses.
  • Reduced the frequency of chitinous puma corpse drops.
  • Added an option for auto-drink threshold.
  • Updated the following UIs: turret selection, mine selection, recharge cell selection, book depositing, cell replacement, and pick-one-item quest reward selection.
  • The textbox for most of the game's option dialog menus now properly resizes to account for long titles.
  • Added a Saves subfolder to the Cave's of Qud's AppData folder. Saved games are now stored there.
  • Fixed the missing meal descriptions when you whip up a meal in Grit Gate.
  • Fixed an issue that caused the 'whip up a meal' option to occasionally be displayed twice in the campfire menu.
  • Fixed an issue with smart use when two campfires were adjacent to each other.
  • Fixed an issue where cooking ingredients that were in different item stacks could be cooked together even if they shared the same ingredient types.
  • Fixed an issue where whole stacks of cooking ingredients were occasionally consumed when cooking a meal.
  • Fixed an issue where energy cells didn't properly unstack when loading one of them into a cell slot.
  • Fixed an issue where slotted cells occasionally appeared duplicated in your inventory.
  • [modding] The ReloadSound tag now works with items that use energy cells. The sound plays when the cell is reloaded.

December 8, 2017

Preview of the December 22 patch.

December 1, 2017

  • We did a bunch more work on the cooking framework and design. We plan to put a version up on the beta branch, probably next week.
  • Saved games are now output to a temp file until the save is complete. This means that save files are much less likely to get corrupted if there's a crash while saving.
  • You can no longer perform the water ritual with an NPC via telepathy or any other means that allows you to talk to them from a non-adjacent space.
  • Auto-explore and walk now stop for fungus puffers.
  • Fixed the Ego penalty on items displaying as "--X".
  • Fixed soup sludges not tracking their state across saves properly.
  • Fixed an issue causing some effects not to get properly removed.
  • Fixed an issue causing hidden effects to be counted on the character sheet.
  • Fixed an issue that caused you to spend a turn when you were pushed around by an explosion.
  • Fixed an issue causing molting basilisk's poison to be permanent.

November 21, 2017

  • Added an Active Effects screen for viewing the details of your active status effects or the effects of other creatures or objects.
    • Renamed 'Status' screen to the more appropriate 'Character Sheet'.
    • To access your active effects, either navigate to 'active effects' on your Character Sheet, or bind the 'Open Active Effects' command in the Keybindings menu.
    • To access the active effects of another creature or object, hit 'e' while looking at it.
    • Added descriptions for all 100+ status effects.
    • Changed the name of the 'spectacles' effect to 'corrected vision'.
    • Changed the name of the poison gas effect to 'poisoned by gas'.
    • Changed the name of the stun gas effect to 'stunned by gas'.
  • We made some changes to the turn costs of managing your inventory.
    • Equipping an item in your thrown slot no longer costs a turn.
    • Automatically unequipping an item when you equip another item no longer costs an extra turn.
    • Splitting a stack of items into multiple stacks no longer costs a turn.
  • Removed snailmothers from the list of possible fungal infection cure ingredients.
  • Added an entry for Mumble Mouth to the Corpus Choliys.
  • Installed cybernetic implants that occupy an equipment slot no longer add to your encumbrance.
  • Molting basilisks now properly inject a stony poison when they bite.
  • The full message log viewer now uses the much better book UI.
  • Energy cells can now be recharged directly from the cell's action menu.
  • Baetyls no longer ask for objects you can't pick up.
  • When you uninstall the optical bioscanner, optical technoscanner, or huge hands implants, you no longer retain their effects.
  • You no longer attack yourself when you try to sleep in a bedroll that's in the same space as you are.
  • Fixed a bug that caused slender and willowy nylon backpacks not to have their weights reduced.
  • Fixed an issue that caused the player to gain reputation when an NPC equipped an item with a reputation-granting item mod.
  • Fixed autoexplore attempting to pick up objects embedded in walls.
  • Fixed an issue that caused various bonuses to be improperly applied twice during character creation when replaying your last character. These improper characters would also generate invalid character codes.
  • Fixed an issue that caused certain subtype attributes, like increased heat resistance, to not be applied to characters created via the build library.
  • Fixed an issue causing outdated true kin character codes to crash the game.
  • Fixed an issue that caused a clone of Otho to be created when it shouldn't have been.
  • Fixed an issue with achievements that prevented books from being read.
  • NPCs with multiple cybernetic implants installed now only have their names modified with the 'implanted' adjective once.
  • Fixed an issue that caused all merchants to improperly be able to recharge cells, instead of only those with the ability to.
  • Fixed a rare exception that occurred when objects with energy cell sockets were generated.
  • Fixed a rare issue that caused a 'too many heap sections' error while building jungle maps.
  • Fixed an issue causing zones to stay active in memory longer than intended.
  • Fixed an issue causing ocassional heap allocation errors during game saves.
  • Rusted Archway no longer incorrectly fills a full 3x3 world map title.
  • Lowered the amount of memory that must be in use before an out-of-memory warning is displayed.
  • [modding] Made the 'Dormant' class public.
  • [modding] Fixed an issue where .RPM files that weren't mods to existing RPM files would fail to load.

November 3, 2017

  • We added seven new achievements.
    • Mutagenic Mastery
      • Advance a mutation to level 15.
    • Biographer
      • Learn the complete history of a single sultan.
    • Cubic and Wisest Human
      • Activate a time cube.
    • Go on. Do it.
      • Wield the amaranthine prism.
    • Tongue in Cheek
      • ???
    • Footloose
      • ???
    • Oathbreaker
      • ???
  • Fixed a bug that caused merchant advertisements to occasionally be blank.

October 27, 2017

  • Added a new fungal infection: mumble mouth.
    • "The mouths on your skin begin to mumble coherently, revealing the wisdom of a trillion microbes."
  • Added a new type of fungus puffer: brooding jadepuff.
  • Brooding jadepuffs now appear in fungal biomes and the Rainbow Wood.
  • Added a new type of book: advertisement flyers for legendary merchants.
  • Mayor Nuntu now starts with an advertisement flyer for a random legendary merchant.
  • The locations of legendary merchants are now properly included among the possibilities for secrets shared during the water ritual.
  • Added a new tile for starapple trees.
  • Historic relics that bestow Clairvoyance now work properly.
  • Fixed a zone build crash that occasionally occurred during the Raising Indrix quest.
  • Added much more behind-the-scenes support for the upcoming cooking system. Soon, soon...

October 20, 2017

  • We added our first batch of achievements, 30 in total. Expect many more as development continues.
    • The Laws of Physics Are Mere Suggestions, Vol. 1
      • Violate the Pauli exclusion principle.
    • Eat an Entire Bear
      • Kill a bear and eat it. Just eat an entire bear.
    • To Thine Own Self Be True
      • Wear your own severed face on your face.
    • Friend to Fungi
      • Host three different fungal infections at once.
    • Goat Simulator
      • Project your mind into a goat's body.
    • The Spirit of Vengeance
      • Recover the Ruin of House Isner.
    • Knight Conical
      • Recover Stopsvalinn.
    • Love at First Sign
      • Fall in love with a sign.
    • Pyramid Scheme
      • Kill a chrome pyramid.
    • Dark Tidings
      • Foresee your own death.
    • Love Thyself
      • Fall in love with yourself.
    • A Bond Knit with Trust
      • Become loved by a faction.
    • The Woe of Joppa
      • Become hated by the villagers of Joppa.
    • Peekaboo
      • Become loved by newly sentient beings.
    • Jawsnapper
      • Kill 100 snapjaws.
    • Starry Demise
      • Be crushed under the weight of a thousand suns.
    • Quiet This Metal
      • Speak to the alchemist.
    • Your Thirst Is Mine, My Water Is Yours
      • Perform the introductory water ritual 100 times.
    • Proteus
      • Have 10 mutations.
    • Welcome to Qud
      • ???
    • On the Rocks
      • ???
    • Your Better Half
      • ???
    • You Are Becoming
      • ???
    • You Became
      • ???
    • Say No More
      • ???
    • Metal Pedal
      • ???
    • You Are What You Eat
      • ???
    • Shoot.
      • ???
    • Litteratus
      • ???
    • So Powerful is the Charm of Words
      • ???
  • If you helped us test the achievements, you can wish for "clearach!!!" to clear your achievement progress.
  • You can fall in love with signs again.
  • Moved userprefs.json from the game data directory to the save directory.

October 13, 2017

  • Added a new sultan domain: Travel.
  • Updated the history generator to incorporate travel-minded sultans.
  • Added new effects for travel-based historic relics.
  • Added new sultan professions: explorer and nomad.
  • You can no longer wear a glowsphere on your body. How did that even work? Did you just jump inside the glowsphere? We don't know.
  • Photosynthetic Skin now correctly gives you bonus reputation with trees, vines, and roots, in addition to the Consortium of Phyta.
  • Photosynthetic Skin now correctly gives you 200 bonus reputation with the Consortium of Phyta instead of 300.
  • You can no longer tinker ruin recoilers.
  • Rewrote the base item descriptions for historic relics from the late-fourth period sultanate. They now better convey what life was like for this mid-to-late generation of Eaters.
  • Fixed an issue with sultan histories not being deterministic for a given world seed.
  • Reduced saved game size and improved compatibility between versions.
  • Fixed an uncommon issue when loading saved games.
  • [modding] The 'sticky' and 'stuck' effects are now public instead of internal.
  • [modding] Added support for CarryBonusPercent and CarryBonusFlat game object int properties.

October 6, 2017

  • Unseen creatures are now more active on the map. This means more dynamic behavior: creatures will often fight and kill each other before you find them.
  • Added a new artifact: spiral borer.
  • Added a new type of artifact: recoilers bound to one of the procedurally generated ruins or historic sites.
  • A bug introduced around the time of the water ritual update caused Oboroqoru's lair to fail to generate. We fixed the bug. The ape god is a myth no longer.
  • Added a new type of relic curio (for use when you are very angry at a faction).
  • Added a new effect for jewel-based historic weapons.
  • Added a new effect for glass-based historic armors and shields.
  • Rewrote the base item descriptions for historic relics from the fifth period sultanate. They now better convey what life was like for this late generation of Eaters.
  • Might-based historic relics now appropriately grant bonus strength.

September 29, 2017

  • A new design starts to brew... mmmm.
  • Added a new cybernetic implant: fullerite hand bones.
  • Changed the tile color of the carbide hand bones implant.
  • Sultans now marry spouses from the cultures they're trying to curry favor with. For example, when a sultan cements her friendship with crabs via matrimony, she'll appropriately marry a crab now instead of, say, a robot.
  • The names of historic relics are now much more varied.
  • The names of historic relics now have procedurally-colored ANSI text.
  • The Charge target picker no longer locks onto objects that can't be charged (like dreadroot).
  • Named creatures now have a slightly higher render priority than their non-named counterparts.
  • [modding] Added a blueprint browser to the Modding Utilities menu. This'll let you more easily view the object blueprint hierarchy.

September 22, 2017

  • Added an overlay UI screen for cybernetics selection during character creation.
  • Removed the guaranteed credit wedge from Mafeo's inventory; we meant to remove this wedge when we gave Q Girl one, but we never did.
  • Autoequip no longer equips multiple torches.
  • Fixed an issue where fungal infections would knock cybernetic implants out of their equipment slots.
  • Fixed NPC templars not being recognized as True Kin by becoming nooks.
  • You can no longer install cybernetic implants on non-natural body parts, like the additional face slot created by two-faced helmets.
  • You no longer ocassionally start the game with multiple torches equipped.
  • Fixed an issue serializing objects with butcherable cybernetic implants.
  • Fixed an issue causing autoget to not pick up closed containers of fresh water.
  • Fixed some issues causing autoget to cycle through fresh water puddles forever if the player didn't have room to carry more water in their inventory.
  • Fixed some issues causing 'w'alk and autoexplore to differ in their decisions about what hostiles they stopped for.
  • Fixed some issues causing autoexplore to swap with enemies, particularly turrets.
  • Fixed some issues causing autoexplore to not recognize hostile turrets as hostile.

September 15, 2017

  • Putus Templar now occasionally spawn with cybernetic implants. When one does, they have the "implanted" moniker, their detail color is change, and their implants are listed in the equipment section of their description.
  • With Masterful Butchery, you can now butcher cybernetic implants from corpses and limbs. You usually succeed, but occasionally you rip them apart in the process.
  • Added human corpses.
  • Skillful Butchery is now a prerequisite for Masterful Butchery.
  • Skillful Harvestry is now a prerequisite for Masterful Harvestry.
  • Fixed a bug that was introduced when we changed Willpower to affect all cooldowns: Mass Mind now properly refreshes mental cooldowns instead of reducing them to 20%.
  • Previously, when you equipped (not installed) a cybernetic implant that took up an equipment slot when installed, you couldn't unequip it. Now you can.
  • Cybernetic implants no longer appear grey on the equipment screen when you simply equip them.
  • Fixed a bug that caused a dig power to remain in your ability list after the skulk tonic's effect wore off, if you had prerelease content enabled.
  • Fixed some issues with certain world seeds causing crashes.
  • Fixed some cases of the new cybernetics UI screens not responding to Enter or prerelease input manager mappings.
  • [modding] Added a new part for augmenting a creature with cybernetic implants: Cybernetics2HasRandomImplants. Its properties are ImplantChance, ImplantTable, and LicensesAtLeast. ImplantChance specifies the percentage chance the creature spawns with implants. ImplantTable specifies the population table to roll the implants from. LicensesAtLeast specifies the minimum number of license points worth of implants the creature will be generated with. Ex: <part Name="Cybernetics2HasRandomImplants" ImplantChance="25" ImplantTable="Cybernetics4" LicensesAtLeast="6"></part>

September 8, 2017

  • We made a few enhancements and fixed a few issues with cybernetics.
    • Added a new implant: force modulator.
    • As a true kin, you can now choose to start without cybernetics and license tier 0 in exchange for +1 Toughness.
    • Randomly generated true kin now occasionally start with no cybernetics.
    • Reduced the movespeed bonus from motorized treads from +100 to +50. The new bonus means you'll move twice as quickly as you do with 100 movespeed (each point above 100 reduces the energy cost of moving by 1%). This was the intended behavior all along.
    • You no longer prefer to attack with an equipped hand over your fist if you've cybernetically upgraded your fists.
    • You can no longer pick up becoming nooks and cybernetics racks.
    • Implants are no longer improperly installed when you cancel out of the installation menu.
    • Fixed an issue during implant installation that caused the implant to be installed on the first body part listed regardless of which body part was selected.
    • You now properly automatically ID artifacts when you have optical technoscanner installed.
    • Matter recompositer now properly teleports you to explored tiles only.
    • You should no longer get "the way is blocked" messages when using matter recompositer.
    • You no longer get a blank popup when you share secrets with Putus Templar.
    • Unidentified implants should no longer have "[implant]" in their names.
    • Fixed an issue building the new Cybernetics Ward in Bethesda Susa.
    • Fixed an issue causing some maps to fail to build on OS X and Linux.

September 1, 2017

  • We replaced the old cybernetics system with a newer, much more elaborate one.
    • Cybernetics are still only available to true kin.
    • We added dozens of new cybernetic implants.
    • Implants are installed onto body parts at cybernetic terminals called 'becoming nooks'. Potential body parts include: head, face, body, back, arm, hands and feet. Unlike old implants, these new implants do not occupy equipment slots.
    • A few implants actually do occupy equipment slots.
    • You can view your installed implants on the new Cybernetics tab of the Equipment screen. The tab doesn't appear if you have no implants installed.
    • Implants must be identified before you can install them.
    • Only one implant can be installed per body part.
    • Some implants can be installed on one of several body parts.
    • Each implant has a license point cost associated with it. The total number of license points across all your installed implants can't exceed your license tier.
    • True kin start with a license tier of 2. You can upgrade your license tier at a becoming nook by spending cybernetic credits.
    • You can install and uninstall implants freely at a nook, as long as you remain at or below your license tier.
    • Uninstalled implants go into your inventory. Some implants are destroyed when uninstalled, however. Other implants can't be uninstalled. All this info is in the implant's description.
    • When installing implants at a becoming nook, the implants must either be in your inventory or the nook's rack.
    • There are some preset becoming nooks in the game. They also have the chance to appear in certain types of procedurally-generated ruins. Becoming nooks usually have implants in their nook racks.
    • Implants themselves can also appear as rare loot.
    • Per the Eaters' architecturally tastes, becoming nooks are usually found along side statues of implanted Eaters.
    • Most cybernetic credit wedges are now placed in preset locations throughout the world, but they also can appear as very rare loot.
    • True kin can pick one implant from a subset of the implants to start with at character creation.
    • The list of starting implants includes generic ones and a unique implant for each arcology only available to characters from that arcology.
    • Added a new journal category: Ruins with Becoming Nooks.
    • Some factions, but especially the Putus Templar, now share the locations of ruins with becoming nooks as secrets.
    • Balanced the Templar's water ritual credit wedge gift for the new system.
    • Added a whole bunch of minor stuff in support of this patch.
  • Made the night-vision visual effect more playable.
  • Fixed an issue with Sense Psychic and Heightened Hearing not properly showing identified object tiles.

August 25, 2017

  • Added more support for upcoming Cybernetics patch: coming very soon!
  • You can now take notes on the world map. If you recently left a particular map from the worldmap tile you're standing on, the note is added to that map. Otherwise, the note is added to the worldmap tile's center map.
  • Added a control for saved game management to the new UI.
  • Added an autoget option for books.
  • Reduced rocket turrets' quickness from 100 to 50.
  • Oil and sap-covered items can now be washed off.
  • Items inside containers carried by fugue clones now properly disappear eventually.
  • The names of items created by Psychometry-generated data disks no longer contain improper prefixes and suffixes.
  • Fixed an issue causing the "your skin itches" message to appear in the player's message log when NPCs were infected with spores.
  • Fixed an issue in the character build library UI that caused character builds to overlap with the Back button.
  • Fixed an issue in the character build library UI that caused builds selected via keyboard navigation to not always be scrolled into view.
  • Fixed an issue where the "Continue" option was displayed even when no saved games were present.

August 11, 2017

  • Added a new item: phase-shift grenade. It shifts the dimensional phase of everything in its area of effect.
  • Added a new geological transition in very deep caverns.
  • Added a UI option to display a message in the message log whenever you're in combat and your turn starts.
  • Added a debug option to disable the limit of one defect per character.
  • Missile weapon descriptions now display additional statistics, including weapon skill type, number of projectiles per shot, ammo use, and accuracy rating.
  • Added a new debug wish: curefungus. It removes all fungal infections.
  • Fixed an issue that prevented non-phased creatures from passing through phased walls.
  • Fixed an issue that caused your character's color not to properly change based on HP and status when the new message log was enabled.
  • Fixed an issue with Mark Target's cooldown.
  • Fixed an issue causing monsters to fail to properly melee attack across map boundaries.
  • Fixed an issue that caused baseline neutral monsters not to attack you after you've provoked them.
  • Helping Hands no longer adds additional arms when you equip it to the thrown weapon slot.
  • Fixed some engraved items still not depicting a historical event.
  • You can now avoid steam damage by phasing or flying over it.
  • Changed the default rendering API to DX9 on Windows, which should fix some issues with low-spec machines reporting DX11 support but crashing on launch because they didn't fully support it.

August 4, 2017

  • We're trying out a change to how Willpower works. It now modifies the cooldowns of all activated abilities, not just mental mutations. Each point of Willpower above 16 decreases cooldowns by 5%, down to a minimum 20% of the original cooldown or a minimum 5 rounds. Likewise, each point of Willpower below 16 increases cooldowns by 5%.
  • We reduced the power level of Freezing Hands and (to a lesser degree) Flaming Hands.
    • Freezing Hands: reduced the magnitude of the temperature decrease and reduced damage from (level)d4 to (level)d3+1.
    • Flaming Hands: slightly reduced the magnitude of the temperature increase and reduced damage from (level)d6 to (level)d4+1.
  • New liquid: sap.
  • Added sap to the list of potential cure ingredients for diseases and fungal infections.
  • Creatures now bleed appropriate blood types.
    • Robots now bleed oil.
    • Plants now bleed sap.
    • Oozes now bleed slime.
  • Fixed an issue that caused shields to not apply their AV bonuses when you blocked an attack.
  • Made the Berate messages more sensible.
  • Fixed the reputation formatting on the Reputation screen for factions that love you.
  • Fixed engraved and painted items occasionally spawning with no historical events depicted.
  • You no longer get "x pours out all over you" messages when other creatures get liquids poured on them.
  • Fixed an issue causing cloned liquid volumes to share the source volume's liquid mixture.
  • [modding]Added the following tags to specify what blood type a creature uses.
    • BleedLiquid, ex: <tag Name="BleedLiquid" Value="sap-1000"></tag>
    • BleedColor, ex: <tag Name="BleedColor" Value="&W"></tag>
    • BleedPrefix, ex: <tag Name="BleedPrefix" Value="&Wsappy"></tag>

July 28, 2017

  • Added framework for new cybernetics system (coming soon).
  • Equippable painted and engraved items now grant bonus reputation with the cult that worships the depicted sultan.
  • Added a prototype trade screen to the new UI that's mouseable/touchable.
  • Switch the tiles for tanglewood tree and swarmshade tree.
  • Added a new tile for humble pie.
  • Added new descriptions for the following plants.
    • urberry
    • brinestalk
    • tanglewood tree
    • swarmshade tree
  • Removed Pax Klanq from dynamic encounters.
  • You can no longer absorb the psyches of clones.
  • Negative reputation values now always display as negative numbers on the Reputation screen.
  • Fixed several issues that caused item-granted reputation bonuses to remain after the items were unequipped.
  • Fixed some grammar issues with the worldmap tiles.
  • Fixed an issue where system objects would gain status effects (e.g., "CanyonMarker falls asleep").
  • Fixed an issue that caused forced secondary attack to not occur when you used abilities like Flurry.
  • Creature AI now responds better when friendly creatures are blocking its path.
  • Fixed mod uploader popups being blank.
  • [modding] .cs files are now loaded from subdirectories in the mod folder in addition to the root folder.
  • [modding] Added "TemporalFugueCopied" event hook.
  • [modding] Added "GetPsychicGlimmer" event hook.

July 21, 2017

  • Extradimensional items now have a very small chance to appear anywhere.
  • Changed faction encounters with the Seekers of the Sightless Way. Instead of traveling in mind-melting esper packs, legendary seekers now travel with various kinds of psychic thralls.
  • Added new book: Disquisition on the Malady of the Mimic.
  • Added a new note on a sheet of paper, lost to its owner, gathering dust somewhere in Qud.
  • You can now properly learn mental mutations during certain water ritual encounters if you're an esper.
  • You can no longer learn mental mutations during water ritual encounters if you're a chimera.
  • You can no longer equip a light torch from the ground into your thrown weapon slot and have it remain lit.
  • Tinkering directly from a data disk now properly uses any required ingredients
  • Staircases and pathways between maps are now more common in cave systems.
  • Changed the value of the bloodstained goatskin parchment sheaf and excluded it from dynamic encounters.
  • Fixed some issues caused by gaining a new mutation that had already been granted to you by a relic.
  • Bookshelves will now be auto-looted during auto-explore.
  • Added a new user option to enable or disable auto-loot of bookshelves.
  • [modding] Added a new part, HasThralls, that can be added to a creature to give them psychic thralls of around their level.
  • [modding] Added a new part, UniqueWithAlternative. An object with this part only spawns once. If it would spawn again, instead another object spawns in its place. You can define the alternative object in the part property named "Alternative".
  • [modding] Added a new JukedObject and WasJuked events, which are fired on the juker and the jukee when juke is used to swap with combat objects.
  • [modding] Added a new ChargedTarget and WasCharged events, which are fired on the charger and the target

July 14, 2017

  • Espers are now being watched.
    • [redacted]
    • [redacted]
    • [redacted]
    • [redacted]
    • [redacted]
    • New item mod that shows up in very particular circumstances: extradimensional.
    • [redacted]
    • [redacted]
    • [redacted]
    • [redacted]
    • You can choose to watch the psyches of your enemies radiate into nothingness.
    • [redacted]
    • [redacted]
    • [redacted]
  • [redacted]
  • [redacted]
  • [redacted]
  • [redacted]
  • New food item: humble pie. Why be full of yourself when you can just be full?
  • Get-item dialogs now display your total weight.
  • Fixed some issues while displaying some non-standard ASCII characters in the new UI.
  • Circuitry-obsessed sultans now wire things to other things instead of just wiring things to themselves.
  • Fixed an occasional exception in combat.

June 30, 2017

  • Two-point mutations are now included in the mutation choices when you buy a mutation or when your genome destabilizes.
  • If an immobile creature gains flying, it can now move.
  • If an aquatic creature gains flying, it can now move over land.
  • Added new liquid weeps that produce much smaller puddles.
  • The smaller weeps now inhabit fungal biomes instead of their larger cousins. The original weeps still inhabit the Rainbow Wood.
  • Renamed the original weeps from "__ weep" to "giant __ weep" (for example: "giant acid weep").
  • When you discover a weep in a fungal biome, you now log it as a secret in your journal.
  • Added an overlay UI option to remove the new UI during fullscreen camera effects.
  • Chests now render on top of corpses.
  • Domination's cooldown timer now doesn't start counting until domination is broken.
  • Fixed "SultanCult[n]" faction names appearing in the backstory descriptions of legendary creatures.
  • Fixed some autoexplore issues where you'd repeatedly try to access objects that you don't own.
  • Fixed a rare issue with mushroom growth.
  • You can no longer trade temporally unstable objects.
  • Added some architecture and design for longer-term feature arcs: [redacted], [redacted], and [redacted].
  • Mid-week patch notes:
    • You no longer fall in love with every sign you read.

June 23, 2017

  • We made some tweaks and additions to tonics.
    • Added a new tonic: love tonic.
    • Currently, overdosing on a love tonic causes you to erupt into flames. This may change soon.
    • Added platinum as an unidentified tonic color.
    • You can now stab people with injectors during melee combat. You must penetrate their armor to successfully inject.
  • Chronology entries logged while you're in love are now much sappier.
  • Added a chronology entry for losing the lovesick status effect.
  • Autoexplore now ignores freshwater if you don't have room to carry it.
  • Natural missile weapons now require ammo once they're dismembered.
  • If you go to the worldmap and immediately return to a noted location in the same worldmap tile, you now properly appear in that location.
  • Fixed some severe memory usage issues during long-running games with thousands of items (mostly ammo stacks).
  • Fixed Temporal Fugue lag issues in long-running games when there are thousands of items in your inventory (mostly ammo stacks).
  • Fixed an issue when you canceled out of the pour dialog where you were still asked how many drams to pour.
  • Fixed an issue preventing you from escaping out of string-entry dialogs (for example, entering the amount you want to pour out of a container).
  • Fixed an issue causing buggy behavior in the new UI after certain direction selection dialogs.
  • Fixed an issue where some screens didn't display controls if the new UI was enabled but the new inventory UI wasn't enabled.
  • Fixed some bad interactions between zoom and panning popups in the old UI.
  • Fixed an issue that prevented you from clicking on items in the nearby items list.

June 16, 2017

  • Added new tiles for the following creatures and items.
    • elastyne skin suit
    • elastyne skull cap
    • starapple
    • apple farmer's daughter
  • Added a chronology entry for falling in love.
  • Shields can no longer be wooly.
  • Light sources no longer give off light while equipped in the thrown weapon slot.
  • Spring-loaded shoes now work properly when you mod them via tinkering.
  • Villagers of Joppa are now properly interested in secrets about all salt marsh locations.
  • Ironshank now has a maximum movespeed penalty of 80.
  • Added some new descriptions.
    • great saltback
    • great saltback corpse
    • honey skunk
    • great magma crab
  • Added some new functionality to the new inventory UI.
    • Added item weight to inventory item lines and category tabs.
    • Added an indicator for current weight and total carry capacity.
    • Scroll positions now properly stick after manipulating an item.
    • Ctrl+D now drops the currently selected inventory item.
    • Ctrl+A now eats the currently selected inventory item.
    • Ctrl+R now drinks the currently selected inventory item.
    • Ctrl+P now applies the currently selected inventory item.
    • Fixed the thrown weapon slot not being equippable by clicking.
    • Added an icon for meds.
    • Changed the icon for tools.
  • [coming soon]If you drink deeply of the psychic well, beware what may find you at the bottom...

June 9, 2017

  • Added a new music track for Golgotha.
  • We incorporated the combat changes from the beta branch into this week's main-branch patch. Here's a summary of all the changes.
    • Some penetration bonuses on weapons were bugged, such as the +1 and +2 bonuses axes and cudgels got, respectively. We fixed these bugs, but we removed the axe and cudgel bonuses since they're part of an older design. Instead, we replaced them with different critical hit behavior for each weapon class.
    • Cudgels now get +1 penetration and daze on critical hits.
    • Axes now get +1 penetration and cleave on critical hits.
    • Long blades now get +3 penetration on critical hits.
    • Daggers now get +1 penetration and cause bleeding on critical hits.
  • We tweaked all melee weapon stats to account for these changes.
  • Two-handed weapons now grant a flat +1 penetration bonus instead of having a higher strength mod cap. Their damage was also shifted up a tier.
  • The sharp melee mod works again.
  • Gaslight kris and gaslight flyssa work properly again.
  • We also tweaked some of the melee weapon skills.
    • Axe: The Cleave penalty is now capped at half your strength mod, rounded up.
    • Short blade: Shank's cooldown is now 10 rounds if you shank from your primary hand. It's still 20 otherwise.
    • Short Blade Proficiency now grants +1 to hit and you make primary-hand short blade attacks as if your quickness were 25% higher. This means you make five attacks for every four that your normal-speed opponents make. These faster primary-hand attacks can trigger offhand attacks.
    • Long Blade: Reduced Improved Aggressive Stance's to-hit penality from -4 to -3.
  • New weapon mod: masterwork. Masterwork weapons score critical hits twice as often.
  • Added a new tile and flame animation for great magma crabs.
  • Glowfish can effectively bite now.
  • Chitinous puma can once again equip their natural claws.
  • If you use psychometry while confused, identified artifacts are no longer named things like 'Uhummwuhwah'.
  • While on the world map, you can now 'l'ook at the tile you're standing on.
  • Fixed a bug that caused the critical hit target to change from 20 when you were charging.
  • Fixed a bug that caused the critical hit target to sometimes change when using a missile weapon.
  • Fixed some cases where NPCs' strength modifiers were used to determine the difficulty of dodging their projectiles.
  • Fixed an issue where creature AI wouldn't get mad at you when you used a combat power and missed with it.
  • Fixed the journal getting unbound when you reset to default keybindings.
  • Fixed an issue that caused the system menu to pop up when you escaped the inventory screen in the new UI.
  • Fixed some cases where abilities allowed you to attack phased creatures.
  • [modding] Changed the event parameter names for PerformMeleeAttack to "Attacker" and "Defender".
  • [modding] Refactored the 'PenHitBonus' parameter in Combat events to use the 'PenCapBonus' and 'HitBonus' parameters instead.
  • [modding] Moved the chance to trigger Jab (the Short Blade power) into an attacker based event.
  • [modding] The AttackerGetWeaponPenModifier event now allows modification of the attack's PenBonus and CapBonus.
  • [modding] Refactored melee combat so that the chance to perform an offhand attack with robo-hands or the Multiple Arms mutation resides in the AttackerQueryWeaponSecondaryAttackChanceMultiplier event, allowing for similar behavior via mods.

June 2, 2017

  • We tightened up the logic governing which bonuses you get from equipment that's equipped on secondary appendages, such as a second head or second pair of arms.
    • You don't get AV or DV from equipment that's equipped on a secondary appendage, but you do get other bonuses, such as +resistances or +stats. This is the same logic as before, but it works more consistently now.
    • Secondary appendages are now marked with a grey 'x' on the equipment screen in the original UI (but not yet the new UI).
    • Almost always, a secondary appendage corresponds to a second (or third, or fourth) copy of an existing appendage, denoted with '(2)' in the appendage name. The exception is if a creature with no arms, say, gets its first set of arms; those arms will be secondary.
    • Hands (2) no longer appears before Hands in the new equipment screen UI.
  • Updated the display names of animated walls, doors, and tables.
  • Added the possibility of encountering legendary animated walls, doors, or tables.
  • Gave legendary animated furniture appropriate proper names based on whether they're walls, doors, or tables.
  • Newly sentient beings, such as animated walls, doors, and tables, can now remind you what it's like to be a child when you share water with them.
  • Found and fixed a major contributor to late-game memory issues.
  • If you somehow end up as a merchant, your inventory no longer restocks with merchant wares, obliterating the items in your existing inventory as a side effect.
  • Removed the mod tier from the display names of flaming, freezing, and electrified mods.
  • Clarified that flaming, freezing, and electrifying effects happen on hit, not penetration.
  • We fixed some issues with melee combat.
    • Charge now properly applies its penetration bonus.
    • Horns now uses its mutation level to determine its to-hit bonus instead of your Agility modifier.
    • When you have Helping Hands equipped and you attack with empty robo-fists, they use Helping Hands' flat Strength score of 23 instead of your own strength score.
    • Fixed an issue where sprinting didn't properly apply melee to-hit penalties.
    • Removed the vestigial HitDice property from melee weapons.
  • Fixed some issues causing flickering between fullscreen and windowed mode when the in-game options and the launcher options didn't match.
  • We made some additional changes to melee combat balance in a beta branch on Steam. If you'd like to help us test these changes, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. (Thanks!) The changes are listed below.
    • Some penetration bonuses on weapons were bugged, such as the +1 and +2 bonuses axes and cudgels got, respectively. We fixed these bugs, but we removed the axe and cudgel bonuses since they're part of an older design. Instead, we replaced them with different critical hit behavior for each weapon class.
    • Cudgels now get +1 penetration and daze on critical hits.
    • Axes now get +1 penetration and cleave on critical hits.
    • Long blades now get +3 penetration on critical hits.
    • Daggers now get +1 penetration and cause bleeding on critical hits.
    • We tweaked all melee weapon stats to account for these changes.
    • The sharp melee mod works again.
    • Gaslight kris and gaslight flyssa work properly again.

May 26, 2017

  • You can interact with the world in a few new ways.
    • You can sit on chairs.
    • You can smoke from hookahs.
    • You cat light fires at campfire remains.
    • You can put out campfires.
    • You can now sleep in bedrolls.
  • Sultans now occasionally get married, cementing alliances with various factions and guilds.
  • At sultan weddings, guests occasionally give gifts to the sultan.
  • Depending on the course of a sultan's life, you now occasionally find their wedding gifts at historic sites.
  • Stopsvalinn no longer shows up in dynamic encounters.
  • Creatures (including you) now walk over non-damaging liquids, like slime, while auto-pathing.
  • Creatures (including you) now try to avoid walking through acid while auto-pathing.
  • You should now always be able to remove two-faced helmets.
  • Helmets with terrifying or serene visage and gesticulating gauntlets no longer occupy multiple heads or hands slots, respectively.
  • Improved baseline memory usage by an additional 20%.
  • Fixed some rare exceptions with history text generation.
  • Fixed an issue that sometimes caused too many zones to remain in memory.
  • Fixed a rare exception when find an encounter from the world map.

May 19, 2017

  • Gave Golgotha a small visual makeover when tiles are enabled.
    • Added a tile for conveyor drive units.
    • Added a tile for conveyor belts.
    • Animated conveyor belt tiles.
  • Added a tile and description for the Hook for Feet defect.
  • Added a tile and description for the Beak defect.
  • 'Pour' is now the default action for water containers in your inventory rather than 'drink', making it less likely to accidentally drink from canteens full of acid.
  • Merchants no longer restock their inventories if they belong to your party.
  • Removed the double chat popups from most creatures.
  • Sultans no longer insist that cities be named after their regnal numbers (for example, 'III City').
  • You may no longer trade with your Temporal Fugue clones.
  • Items thrown by clones now immediately fade from existence in the player's dimension.
  • You can now properly read books that you donate to Sheba Hagadias.
  • Stairs should now always be properly linked between levels.
  • Cave systems, watervine patches, desert canyons, and historic sites are now more consistent when using the same world seed.
  • Made some big memory improvements.
    • Reduced baseline memory usage by about 25%.
    • Fixed several memory leaks.
    • Slightly reduced saved game file sizes.
  • Fixed some incorrect pronouns in text generation.
  • Fixed some rare infinite loops during history generation.

May 12, 2017

  • Added and updated some sound effects.
    • open and close wooden door
    • open tech door
    • hover over UI element
    • acquire a fungal infection
  • Added procedurally-generated names for starapple farms.
  • Added procedurally-generated names for pig farms.
  • Made some gossip more interesting and specific.
  • Initiating the water ritual is no longer ever the default dialog option.
  • Sleep immunity from Sleep Gas Generation no longer applies to Narcolepsy or exhaustion from Adrenal Control.
  • Myopia is working as intended again.
  • Smart use no longer interacts with party members.
  • Fixed a typo in the option to initiate the water ritual.
  • Fixed a few grammatical errors in the chronology.
  • Removed Yempuris Phi from dynamic encounters.
  • Graphical elements like the map note indicators no longer disappear after a textbox appears over them in look mode.
  • You can no longer initiate the water ritual with clones.
  • Clones of containers are now empty.
  • Clones of items with ammos slots are now empty.
  • Fixed some blank popup messages during merchant encounters.
  • Fixed the default Journal keybinding when J is in use as a secondary keybind.

May 5, 2017

This week, we're introducing two new feature arcs that have been in development for a few months. The first is the Journal. As you play Caves of Qud, you accumulate a bounty of knowledge. We added a journal that tracks important locations you discover, gossip and lore you come across, historical snippets you learn about ancient sultans, and your character's chronology. You can also add your own notes to the journal and keep track of interesting places on the world map.

The second is the Water Ritual. The reputation system lets you befriend any of Qud's sixty plus factions by treating with or slaying faction leaders. We expanded the rewards for earning high reputation and gave more cultural texture to the process by adding the water ritual, a custom based on sharing precious fresh water with a faction leader to secure a bond with their kinfolk. When you engage in the water ritual with a faction leader, you can spend reputation to learn secrets that get logged in your journal, earn rewards specific to that faction, or recruit the leader to your party.

The details are below.

  • We added the journal. By default, it's bound to 'J'.
    • The journal has five tabs.
      • Locations.
        • The locations tab lists locations you learn about in game, categorized by type.
        • When you learn a new location, it'll appear in this tab. You can learn locations by finding them yourself or by learning about them via another method, like the water ritual.
        • When you go to the world map, there's a marker on the worldmap tile that's home to the location. The description of the worldmap tile includes all the location notes it contains.
        • The alt display on the worldmap shows an alternate icon for locations with notes.
        • You can toggle off the worldmap markers for a category by hitting Tab on the Locations tab.
        • When you enter into a category, you see all the locations of that category and their distance in parasangs to the nearest landmark. 1 parasang = 1 worldmap tile.
        • You can hit Tab or Space on a specific location to track it on the worldmap. When a location is tracked, it appears green and flashing.
        • You can enter your own notes on the Locations tab by typing +. Your notes appear under the Miscellaneous category.
        • You can delete notes with -.
      • Gossip and Lore. Currently, this tab contains any gossip you learn through the course of the game. Gossip is a type of secret that you can learn during the water ritual. See notes on the water ritual below.
      • Sultan Histories. When you reveal a secret about a sultan, it appears in this tab categorized by the sultan's name. As you reveal more secrets, they'll appear in chronological order.
      • Chronology. This tab tracks the narrative of your character's life. This is the same chronology that appears in your death summary. You can add or deleted player-added entries by typing + or -.
      • General Notes. Use this tab to add any additional notes you'd like. Example: "I hate the crab."
    • As part of the conversion of character knowledge to journal entries, we refactored world generation and the location discovery process. When you discover a special location, such as a ruined site, historic site, goatfolk village, lair, merchant, pig farm, super secret location, etc, it'll be added to your journal now.
    • If you descend from the worldmap to a tile with a location note, you have the option to descend directly to that location.
    • Added procedurally-generated names for goatfolk villages and ruined sites.
  • We added the water ritual and removed the Offer Gift power.
    • You begin the water ritual through conversation with a faction leader. You'll know faction leaders by the backstory relationships they have with other factions when you look at them.
    • You start the ritual by sharing 1 dram of (usually) water with the faction leader. If you do, you gain 100 reputation with the leader's faction, and you gain or lose reputation with factions that like or dislike the leader, respectively.
    • Once you're engaged in the water ritual, you have several options. Here are some of the common ones.
      • Share a secret.
        • Depending on the types of secrets this faction is interested in, you may be able to share a secret with the leader. Check out the right column of the Reputation screen to see what types of secrets each faction is interested in trading. Potentially sharable secrets include anything in the Locations, Gossip and Lore, or Sultan Histories tabs of your journal. If a leader is interested in your secrets, you'll get a choice of a few to share. If you share one, you get reputation with the faction leader. Each leader only has a certain amount of bonus reputation they can give you toward their faction.
        • You can only share each secret once. Once you do, it's out in the world.
        • You can't share a secret with the faction you learned it from. Who you learned each secret from and who you shared it with are listed in your journal.
      • Learn a secret. The leader shares a secret with you. The type of secret depends on the faction.
      • Share gossip. Factions tend to want to hear gossip about themselves. If you have some, they'll reward you with extra reputation.
      • Learn a skill. Faction leaders can teach certain skills in exchange for reputation.
      • Join the party. In exchange for a lot of rep, most leaders are willing to join your party.
      • Special (oooo). Some factions have special rewards.
    • Added a new skill: Customs & Folklore.
      • Tactful (150 sp, 19 int): Whenever you start the water ritual with a new creature, you get an extra 25 reputation.
      • Trash Divining (150 sp, 21 int): Whenever you rifle through trash, there's a 5% chance you piece together clues and discover a random secret.
    • Lowered starting reputation with the villagers of Joppa and Fellowship of Wardens.
  • Some other notes:
    • Changed the logic for finding directions. Now, only humanoid creatures can give you directions if you're lost.
    • Fixed an issue with the new input manager not detecting gamepad stick x-axis movement properly.
    • Fixed an OSX launch issue.
    • Fixed a rare exception instantiating Sheba Hagadias.
  • There are countless details; we're sure we're forgetting to mention a few. Play around and explore for yourself. Live and drink!
  • Fixed Sheba Hagadias losing all concept of literacy.
  • Fixed an issue causing equipment-based attribute bonuses to not work.