Version history

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Revision as of 16:35, 31 May 2022 by Illuminatiswag (talk | contribs) (added deep jungle)
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Update status

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

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

Release history

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

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

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

Releases on the beta branch are not shown here - see the beta subpage for those.

2022

203.39

Released May 27, 2022.

  • When an engulfed creature flings quills, the quills now strike the engulfer.
  • Gave the villagers of Kyakukya plump mushrooms again.
  • You can now harvest witchwood wreaths for witchwood bark.
  • The walls of Pax Klanq's hut are once again only visible after taking [redacted].
  • Soup sludges now stop spawning if there are already thirty in the zone.
  • Light-based phenomena now pass through glass walls and doors.
  • Tetraxenonoglass now has a chance to refract light-based projectiles.
  • Temporary Eaters' nectar tonics no longer permuate your mutation buy options.
  • The Kyakukya and Yd Freehold monuments are now considered interesting.
  • Gave unique items many more hitpoints.
  • Sound effects for when items break or armor is shattered are now less unpleasant.
  • Excluded gnawed watervine from dynamic encounters.
  • Fixed several instances of incorrect double spaces.
  • Swapped the colors of the sun and moon mask.
  • Removed a reference to the First Huntsman.
  • Fixed an error when escaping out of the accusation phase of Kith and Kin.
  • Fixed a bug that caused poor accusations to be forgotten in Kith and Kin.
  • Fixed a bug that caused Keh-hind to stay in Bey Lah after being exiled.
  • Fixed a bug that caused AltUse Ability to not properly trigger Sprint.
  • [modding] Added SwingSound, MissSound, and BlockedSound sound tag support to weapons.
  • [modding] Added support for [soundname]_variant_[n] with shuffled playback for sound effect variants.
  • [modding] Added the current build number to the runtime compiler symbols.
  • [modding] World sounds are now delayable.

203.38

Released May 20, 2022.

  • We made several changes, cultural and otherwise, to Kyakukya.
    • Added village monuments and village history snippets.
    • Removed Kyakukyan hunter, mushroom gatherer, and worshipper of Oboroqoru.
    • Oboroqoru worshippers are now generated dynamically and pulled from a wide pool of creatures.
    • Oboroqoru worshipers have new dialog.
    • Made significant edits to Mayor Nuntu's dialog.
    • Gave Mayor Nuntu a new description.
    • Made some edits to Yurl's dialog.
    • Replaced Svenlairnard with someone else.
    • Tweaked woodsprog dialog.
    • Made the quest reward choices for Raising Indrix much better.
    • Added new tiles for mushroom walls.
    • Gave mushroom walls a new description.
    • Changed the brinestalk walls to weathered wood and replaced the flower ground tiles near the Oboroqoru shrine with real flower objects.
  • Added a new set of default keybinds for diagonal movement -- shift+arrow keys -- and diagonal attack -- ctrl+shift+arrow keys.
  • You can no longer block with shields in your thrown weapon slot or bucklers equipped in your hand.
  • Objects drawn into existence with temporary [redacted] are now also temporary.
  • Objects drawn into existence now respect phase.
  • Changed the Naphtaali ASCII glyph to 'n'.
  • Added a notification that automatic laptop defaults aren't currently implemented for the prerelease input manager.
  • Fixed a bug that caused some Palladium Reef maps to build without respecting the worldseed.
  • Fixed a bug that caused line and cone targeting to occasionally ignore visibility.
  • Fixed a bug that caused the wrong map to be named Gyl.
  • Fixed an error when generating grenadier tents in the Stiltgrounds.
  • Fixed a bug that prevented enter from mapping keys on the ability screen.
  • Fixed a bug that caused F2 not to work on the new keybindings screen.
  • Fixed incorrect sound tagging on several melee objects.
  • Fixed pluralization of clay pots.
  • Fixed a rare exception in scoreboard processing.
  • [modding] You can now override existing game state in EmbarkModules.xml.
  • [modding] Added population table support to the ReceiveItem conversation part.
  • [modding] Added conversation predicates: IfZoneID, IfZoneWorld, IfZoneTier, IfZoneLevel.
  • [modding] The "reload" wish now invalidates the sound file cache.
  • [modding] The Sounds mod subdirectory now supports its own arbitrary subdirectories.

203.37

Released May 13, 2022.

  • Liquid pools under wading depth (200 drams) are now called 'puddles'.
  • Liquid pools at or over swimming depth (2000 drams) are now called 'deep pools'.
  • Added new, connected tiles for puddles.
  • Added a few new tile variants for the following pure liquid pools: wax, algae, green goo, brown sludge, black ooze, honey, primordial soup, salt, lava, slime, asphalt, and the four rare liquids.
  • You can now restore from a checkpoint in the menu options.
  • Reduced the cold resistance on elaystine skull cap from +25 to +5.
  • Added resistances to the tier 5 relic haurberk.
  • Tier 3 relic pistols are no longer carbine-like.
  • Shem -1 is now counted as a friend for the purposes of A Call to Arms and The Assessment.
  • The default interaction on witchbark is once again 'eat'.
  • Fewer of the cider, wine, honey, and oil vessels you come across in random dungeons are mysteriously owned.
  • Star kraken no longer extrude [sultan wall] objects.
  • Followers trying to join you after a map transition no longer spawn in lava or over open pits.
  • Fixed a bug that prevented you from blowing the conch of the Aji while wielding it in your thrown weapon slot.
  • Fixed a bug that caused Liihart and Meyehind to resurrect when you progressed Kith and Kin.
  • Fixed a bug where loading a more recent quick save after restoring from checkpoint would cause zone thawing errors.
  • Fixed a rare issue that caused map generation to ignore locked doors when determining pathable connectivity.
  • Fixed a rare issue that caused stairs to be disconnected.
  • Fixed a typo in tier 3 gauntlet relics.
  • Fixed a conjugation bug in rubber-based cooking effect descriptions.

203.35

Released May 6, 2022.

  • The billowing conch of the Aji now blows gas in a cone.
  • Mannequins can now be animated.
  • The thrown weapons category is now also expanded with grenades when you're choosing a weapon to throw.
  • In the Tomb of the Eaters when the Bell of Rest rings, you no longer occasionally get teleported to a space with a pit.
  • Improved the grammar of base item names that get appended to the descriptions of relics and named items. This won't affect existing items in saved games.
  • The nearby objects list now updates faster.
  • The nearby objects list and minimap are now masked while you're pressing Alt.
  • Open air no longer renders in magenta in the alt overlay.
  • Fixed a bug that allowed pulsed field magnets to pull cybernetic implants off your body.
  • Fixed a bug that let robots eat meals.
  • Fixed a bug that caused onboard recoilers to activate all the time when you had multiple of them implanted. If you want multiple onboard recoilers to work properly in current saved games, you have to uninstall and reinstall the implants.
  • Fixed a bug that caused the Otherpearl not to grant psychic glimmer.
  • Fixed a bug where, during the water ritual, you could buy mutations you already had.
  • Fixed a bug that caused containers to appear empty when an item was taken out of them, regardless of their contents.
  • Fixed several bugs related to tho nearby objects list.
    • Fixed a bug that produced various name, description, and weight related errors throughout the game.
    • Fixed a bug where the "Show liquid pools" and "Show plants" options were sometimes ignored.
    • Fixed a bug that caused the nearby objects list to become unresponsive after loading a save.
    • Fixed a bug where objects gradually stopped rendering in the list as the game progressed.
    • Fixed a bug that showed invisible objects.
    • Fixed a bug that allowed you to continually disassemble the same item via the nearby objects list.
  • Fixed some murals referring to the player in the second person.
  • Fixed a bug that caused conversation options related to the Landing Pads quest to appear even if your tongue was missing.
  • Fixed a bug that caused legendary stat saps to have the type of stats they sapped removed from their names.
  • Fixed an issue that caused some key inputs to be doubled when using the prerelease input manager.
  • [modding] Did a lot more reorganization of the new object blueprint files.
  • [modding] The QueryItemList event now gives DefaultBehavior objects the opportunity to prevent usage of their body part via the event CanEquipOverDefaultBehavior. Parameters: Object - the object to be equipped; Subject - the object it is potentially to be equippped on; and Part - the BodyPart being examined. Returning false prevents the object from being equipped in that slot.

203.34

Released April 29, 2022.

  • Skills learnable via the water ritual are now disambiguated when necessary. E.g., "Charging Strike" is displayed as "Charging Strike (Cudgel/Axe)".
  • Bilge sphincters can no longer be used to dupe liquids.
  • Puffing on hookahs without water in them no longer produces smoke.
  • Being in the path of a decarbonizer's charging molecular cannon now interrupts autoact and discomfits NPCs.
  • The Olive Face now has a proper trade value.
  • Elder Irudad and other humanoid apothecaries now spawn with walking sticks.
  • Quills can no longer be flung on the world map.
  • Mental mutations now affect psychic glimmer regardless of what source added them.
  • The bell of rest will no longer rarely drop you into a square with a pit.
  • Fixed some potential grammar issues in creature and item descriptions.
  • Fixed a bug that made anomaly fumigators refuse to toggle off.
  • Fixed a bug that caused psychic meridian to not appear in dynamic encounters.
  • Fixed a bug that caused the achievement "Jeweled Dusk" to not unlock when permadeath was disabled.
  • Fixed a bug that caused psychic meridians to be excluded from dynamic encounters.
  • Fixed the display name of an iron gate in the Yd Freehold.
  • [modding] ObjectBlueprints.xml has been split into multiple XML files. They're all located in the StreamingAssets/Base/ObjectBlueprints folder. We also did some reorganization of object blueprints inside those files.

203.33

Released April 22, 2022.

  • The Joppa Zealot is now much louder.
  • Improved the travel direction selection for the Joppa Zealot's particle effects.
  • Description text for Wilderness Lore: Rivers and Lakes now correctly describes the skill.
  • Slynth no longer leave behind human corpses.
  • Kaleidoslugs in the Yd Freehold now belong to the Yd Freehold faction.
  • You can no longer cross into [redacted] from outside the [redacted].
  • Made some clarifications in the help description of the Strength attribute.
  • Containers that occupy multiple tiles will now be moved together, and break if forcefully separated.
  • You will now be presented with a list of containers to open if several occupy the same tile.
  • Cybernetic implants are now described as such when specified in baetyl demands and similar contexts.
  • Pathfinding now more studiously avoids giant clams.
  • Fixed a bug that caused odd behavior from armor averaging when some of the body parts involved had 0 AV/DV and others didn't.
  • Fixed some cases where a lot of watervine or brinestalk would spawn in the same tile.
  • Fixed a bug that prevented the Joppa Zealot's particle text effect from displaying.
  • Fixed a bug that caused some liquids not to appear is valid cooking ingredients when they should have.
  • Fixed a typo in the names of recipes that use cloning draught as an ingredient.
  • Fixed some incorrect grammar in sultan tomb inscriptions.
  • Fixed a typo in the Tongue & Cheek recipe effect description.
  • Fixed a bug that caused the spreading of Klanq in the vicinity of the Six Day Stilt to only function within the cathedral.
  • Fixed a bug that allowed you to loot destroyed containers with the Open action.
  • Fixed a bug that caused the AI behavior of some movement and retreat related abilities to malfunction.
  • Fixed a bug that caused furniture to rarely spawn stacked.
  • Fixed a bug that increased world map lag.

203.32

Released April 15, 2022.

  • Owned containers are shown as owned in the trade UI. Items in the owned container that belong to you are labeled to show that.
  • The item listing when opening a container now shows which container you are opening.
  • NPCs are now a bit less prone to attacking you if you damage objects owned by their faction, especially if the damage seems accidental.
  • Abilities granted by items now have their cooldowns tracked separately from the equipped status of the item, and you no longer have to wait before unequipping an item with an ability on cool.
  • You no longer automatically reload broken or rusted throwing weapons.
  • The reload prompt now displays the current reload keybinding.
  • Trolls no longer spawn troll foals on the world map, causing game crashes.
  • Living things without brains can now be cloned using cloning draught rather than remaining in budding state indefinitely.
  • Clones of animated objects now also indicate that they are animated in their display names.
  • Animated doors no longer cause adjacent doors to open and close to match their own state.
  • When you use Temporal Fugue in a body that is not your own and then try to talk to the clones, you no longer get the message "You make small talk with yourself" before entering conversation.
  • The look display no longer forces capitalization on proper names that are not supposed to be capitalized.
  • Fixed a bug that caused some merchant advertisements to not properly reveal the locations of their respective merchants when read.
  • Fixed a bug that caused rare exceptions in handling liquid coatings.
  • Fixed a bug that made custom visages fail to function if unimplanted and reimplanted.
  • Fixed a bug that sometimes caused NPCs to equip items they weren't supposed to, such as Hand-E-Nukes.
  • Fixed a bug that sometimes caused mine explosions to be displayed as coming from a *PooledObject*.
  • Fixed a bug that sometimes caused the Hydropon to fail to build.
  • Fixed a bug that caused zones to be empty if rebuilt after visiting a sky zone above.
  • Fixed a bug that caused Svardym to croak in unspoken conversation text. ((e.g. water ritual reputation))
  • Fixed a bug that caused hostile creatures to be present near the charred tree of Eskhind.
  • Fixed a bug that caused the death message of being transmuted into a gem to not display.
  • Fixed a bug that caused you to pray twice at statues created by the gaze of a lithofex.
  • Fixed a bug that caused the stairs of the rust wells to be blocked by shale;
  • Fixed a bug that caused some nearby items, minimap and message log settings to be improperly stored.
  • Fixed a bug that allowed you to complete the quest "Weirdwire Conduit.. Eureka!" after collecting enough wire, whether it was still in your inventory or not.
  • Fixed a bug that caused the effects of items such as torches and braziers to display over inventory icons if they lined up with their cell.
  • Fixed a bug that allowed you to loot multiple sultan reliquaries if you interacted with them across zone borders.
  • Fixed a harmless exception when aborting out of Spray-a-Brain usage from the stage of selecting a target.

203.29

Released April 1, 2022.

  • Villages are no longer occasionally colonized by multiple versions of the same legendary creature, which lead to various issues.
  • The quest 'Pax Klanq, I Presume?' now completes after you do the important step and talk to Barathrum about it, even if earlier quest steps are still active.
  • Events that would create an open pit in [redacted] now open space-time rifts instead.
  • Meyehind and Liihart now aid Eskhind if you initiate a fight with her via dialogue.
  • 'Do You Really Want to Die' prompts now function correctly in modes with checkpoints.
  • Fixed a bug that caused the key mapping option in the system menu to set a checkpoint.
  • Fixed a bug that caused the game to crash when an open pit appeared in a pocket dimension that wraps back onto itself in a single screen.
  • Fixed a bug that caused some secrets to fail to print to the message log when they were revealed.
  • Fixed a bug that caused blank sultan murals to appear in rare circumstances.
  • Fixed an exception caused by malformed color codes.
  • Fixed a bug that caused manually dismissed proselytes to keep following you.
  • Fixed a bug that caused Pax Klanq and other legendary fungi to infect a different limb from the one selected.
  • Fixed a bug that caused Pax Klanq to spawn outside his hut.
  • Fixed a bug that made it possible for a galgal to run over itself, particularly when possessed by the player.
  • Fixed bugs in the interaction of space-time vortices with reality stabilization that caused confusing messages and inappropriate showers of sparks.
  • Fixed a bug that made your force bubble not move with you when you jumped. (This probably also will result in jumping interacting with other movement-triggered events that it previously bypassed.)
  • Fixed a bug that made hydraulics presses only compress objects that were placed in them, not creatures who entered them.
  • Fixed a bug that prevented the comm panel from taking data disks from the player.
  • Fixed a typo with a Paralyzing Stinger exclusion.
  • [modding]Added anatomies for motes, mirrors, and octohedra.

203.28

Released March 25, 2022.

  • You can now use Sunder Mind on creatures who have been fully identified with Sense Psychic.
  • Pulsed field magnets now pull just one item from your inventory at a time.
  • Electromagnetic shielding now makes artifacts immune to maghammers and pulsed field magnets.
  • Holograms can no longer be set on fire.
  • Poison-tipped spears and geomagnetic discs are now categorized as thrown weapons.
  • Creatures spawned from nests now award 1/4th XP by default.
  • Stepping on a junk dollar is now tracked as killing it.
  • Robotic psychic hunters are now mentally assailable.
  • Urberry is now considered a med.
  • Bep now sells an Yd Freehold recoiler.
  • Plant walls can now catch on fire, and they vaporize into ash instead of lava.
  • Fixed scoring for the Daily Challenge.
  • Removed Weekly from high scores screen.
  • Added Key Mapping back to the system menu.
  • The inventory hotkey spread now takes into account active navigation keybinds.
  • The burnished fullerite shield tile no longer has the Templar rhombus.
  • Saad Amus can now install cybernetic implants.
  • Gave helping hands an item tier.
  • Flowers now use fractional weight.
  • Caslainard and Polluxus no longer have their item mods appear in their display names.
  • There are new UI options to disable text-based and fullscreen screen-warping effects.
  • The brinestalk gate in Ezra is now properly named.
  • Improved grammar for objects on the worldmap.
  • Improved plurality grammar in sultan gospels.
  • Fixed a bug that broke move to zone edge.
  • Fixed a bug that made turning off automatic rifling through trash disable manually rifling through trash.
  • Fixed some issues with the new keybind UI when using the legacy input manager.
  • Fixed some non-bonnet relics being described as bonnets.
  • Fixed a typo in the gentling cone and mask descriptions.
  • FearAura will no longer cause a hard lock if acquired by a player.
  • Fixed a bug that prevented Hindriarch Esk from participating in the "Landings Pads" quest.
  • Fixed a bug that caused the beguiled effect to persist after a creature had been proselytized.

203.27

Released March 18, 2022.

  • Most forms of pathfinding will now automatically dig through walls, if need be, if you have digging capability.
  • Autoact interruption by Heightened Hearing, Sense Psychic, and electromagnetic sensors now behaves in a fashion more consistent with other ways that autoact gets interrupted.
  • Terrain is no longer shown as "Undamaged" when looked at.
  • Added new default bindings to the prerelease input manager:
    • alt+dpad left => move to point of interest
    • alt+dpad right => auto attack nearby
    • alt+dpad up => ascend
    • alt+dpad down => descend
  • Added a new 'Adventure' keybinding category for legacy keybinds.
  • Hook and Drag and latch-on weapons no longer trigger a drag attempt, and potentially prevent movement/attacking, when attempting movement that would not actually perform a drag.
  • NPC scavengers will now only attempt to pathfind to trash that is in their line of sight.
  • Liquid auto-collection can now always be disabled when it has been enabled, and gives an appropriate message when you attempt to enable it on an empty container for which no appropriate liquid type is obvious.
  • Targeting with the prerelease input manager enabled now correctly fires via the fire binding when picking a target when using a binding other than F.
  • Fixed an issue preventing the highlight overlay from working with the prerelease input manager.
  • Fixed a typo in the "Zoom In" binding.
  • Fixed a bug that caused some autoact interruption messages to not be displayed.
  • Fixed a bug that caused anchor spikes to prevent the defensive lunge of long blades.
  • Fixed a bug that allowed you to take items from sultan reliquaries without triggering the robber chimes by using the "Store an item" menu.
  • Fixed a bug that caused Proselytize to become guaranteed once you were sufficiently above your target in levels.
  • Fixed a bug that caused wire strands to display both a length and a stack size.
  • Fixed a bug that that prevent some alternate move commands from being activated.

203.25

Released March 12, 2022.

  • When you are flying, force attack and automatic attack commands now use swoop if it seems productive for them to do so.
  • Damage from Sunder Mind, Syphon Vim, poison, bleeding, and various other appropriate sources can no longer be prevented by, and no longer triggers, teleportation-based defensive mechanisms.
  • When villages have water as their signature liquid, this no longer overrides non-water preferences for the liquid used in the water ritual.
  • Village quests to find the location of objects within a zone, such as dromad traders, will no longer instantly complete upon entering their zone.
  • It is no longer possible to start a conversation with any body currently dormant through use of Domination.
  • Entering the trade screen with sentient containers by attempting to open them now respects conditions that should prevent that.
  • Butchering severed body parts that are butcherable because of the cybernetics they contain now respects the body part being marked important in the same way that it is respected for items that are butcherable for other reasons.
  • Most pathfinding is now actively unwilling to path over known yonderbrush locations, rather than merely being very reluctant.
  • Unbound keys now pass through to underlying screens when using the prerelase input manager, which means most hotkey lists and unbound key commands will work properly.
  • Fixed an issue where old keybindings would still exist even when seemingly overwritten when using the legacy input manager.
  • Fixed a bug that made crypt sitters aggressive when they should have been neutral and neutral when they should have been aggressive.
  • Fixed a typo when making small talk with a temporal fugue clone.
  • Fixed a bug that caused invisible creatures to be highlighted in red when picking a target.
  • Fixed a bug that caused a small sphere of negative weight hovering in open air to fail to fall when EMPed or otherwise disabled.
  • Fixed a bug that caused going prone to fail to charge any action cost.
  • Fixed a bug that made creatures fail to get out of the way of oncoming krakens.
  • Fixed a bug that caused the Cudgel Proficiency skill to apply its +2 hit bonus to short blades instead of cudgels.
  • [modding] The character sheet now uses the display name of your character's genotype and subtype.

203.23

Released March 4, 2022.

  • Wings and functional flight equipment now provide their overland travel bonuses regardless of whether you enable flight (you are presumed to always be flying in overland travel if you are able to).
  • Relics with the ability to dismember now decapitate independently of the wielder's Decapitate skill, similarly to serrated weapons, with twice the chance to do so that serrated weapons have.
  • Grenades can no longer be detonated on the world map.
  • Large boulders now render above doors.
  • Fixed an issue with the gamepad ability selection not activating some abilities properly, such as sprint.
  • Fixed a snippet of dialog with Indrix that indicated the wrong direction to travel.
  • Fixed a bug that caused you to be unable to report Eskhind's death to Neelahind or Hindriarch Keh.
  • Fixed a bug that allowed you to loot multiple [redacted] if you managed to move them into the same zone.
  • Fixed a bug that caused Trailblazer and Wilderness Lore to have twice the effect on travel speed they were meant to.
  • Fixed some cases where lots of furniture would end up stacked in a single cell.
  • Fixed a bug that would sometimes cause halls in some areas to be blocked by statues and boulders in a way that would block off access to stairs.
  • Fixed a bug that caused the stairs to the liminal way to sometimes be encased in walls.
  • Fixed a bug that caused NPCs in villages to spawn in unreachable voids.
  • Fixed an issue that caused a variety of rare strange behavior, such as swimming through dirt paths.
  • Fixed an issue with double articles in the names of some historic sites generated in some terrains.
  • [modding] GameObject.Explode() can now take an optional argument List<GameObject> Hit that will be used as the tracking list for what objects the explosion has affected.
  • [modding] The 'placeobjecttest' wish is now more robust when wishing for invalid blueprints.

203.21

Released February 25, 2022.

  • We made some improvements to saved games.
    • Saved games are now less likely to break from patches or mod alterations.
    • Most mods can now be disabled in the middle of a saved game.
  • You can now bask in the open areas of the rust wells.
  • You no longer get a popup message when your troll foal followers die.
  • Effects that change the result of random mutation rolls, like Eaters' nectar tonics, now also change the results of consuming brain brine.
  • Pressing escape during item naming now returns you to the begining of the naming process rather than aborting it.
  • The disoriented effect now extends duration on multiple applications rather than stacking.
  • Tam is now grammatically recognized as having a proper name again.
  • Amnesia no longer triggers from new entries in your general notes or chronology.
  • Fixed a bug that caused Amnesia to trigger 100% of the time.
  • Broadcast power reception from satellites now works in open areas of the Rust Wells regardless of depth.
  • Fixed a bug that made broadcast power reception from satellite slower than it should have been on the world map.
  • Fixed a bug that where the extra waterskins you bought to hold excess water from a trade ended up empty.
  • Fixed a bug that made nectar injector relics give one mutation point instead of two.
  • Fixed a bug that incorrectly allowed magnetized shields and missile weapons to have the jacked item mod added to them.
  • Fixed a bug that caused the Yd Freehold to take several minutes to build.
  • Fixed a bug that occurred when galgalim ran you down.
  • Fixed an issue that caused erratic movement and game crashes when you dominated a flocking creature such as a plastronoid or glowcrow.
  • Fixed a bug that caused healing messages in the message log to have improper coloration.
  • Fixed an exception when traveling to a new zone with followers in tow.
  • [debug] Added the "clearcorrupt" wish to clean up corrupted objects from loading a saved game.
  • Items on the ground that were you marked as important now appear as points of interest whes use the 'Move to points of interest' command.
  • Reloading weapons and collecting liquids now require you to be able to move your extremities.
  • Phylacteries now require you to be able to move your extremities in order to activate them.
  • Disabled phylacteries can no longer be activated.
  • Geomagnetic discs can no longer acquire the Masterwork item mod (which had no effect on them).
  • Magazine-loaded relic missile weapons that fire extra shots now always have at least enough ammo capacity to fire a single set of shots.
  • You can no longer sell your knowledge of [redacted] to [redacted].
  • The hotkeys for selecting signature meals at ovens are now alphabetic rather than numeric (which caused accidental selection when trying to use the number pad to navigate).
  • Stratum identifiers like "surface" and "surface level" no longer appear in the names of random-point and programmable recoilers.
  • Attempting to 'open' an animated piece of furniture that is a container now enters the trade screen.
  • Tweaked the determination of scanning type to make more things, particularly high-tech furniture, subject to techscanning or bioscanning rather than structural scanning.
  • Fixed grammar issues with various boots, gloves, and gauntlets.
  • Fixed a bug that caused a number of creatures, including you, to be invulnerable.
  • Fixed a bug that made geomagnetic discs fail to target phased creatures while you were phased.
  • Fixed a bug that made canvas walls at the Six Day Stilt show up as points of interest via Move to Point of Interest.
  • Fixed a bug that caused starting village tinkers and apothecaries to have [human tinker] and [human apothecary] as names.
  • Fixed a bug that caused historical sites to generate without a relic or cult leader.
  • Fixed a bug that let you sting with a dismembered stinger.
  • Fixed a bug that made animated takeable objects still takeable via tab / take all.
  • Fixed a bug that caused some quest items not meant to be sold, like Argyve's scratched data disk, to be sellable.
  • Fixed a bug that made the wait command error out if you had no activated abilities.
  • Fixed a bug that make Berate always unusable when frozen, even if you could use it telepathically.
  • Fixed some generative grammar errors in the case of verbs used with pseudo-plural (singular "they") subjects after a pronoun.
  • Fixed an appearance of second-person rather than third-person possessive pronouns in mural generation.
  • Fixed a bug that made transparent solid objects impossible to look at using the tooltip looker.
  • [modding] In a thrown weapon attack, if the Penetrations parameter is modified during the WeaponThrowHit or TakeDamage events, the modified value now appears in messaging. This is cosmetic and does not affect damage calculations.

203.18 - Deep Jungle

Released 2022-02-17.

  • We added two minor late-game regions, the deep jungle and baroque ruins.
    • Made significant changes to the worldmap to accommodate the new regions.
    • Added new creatures: deep slumberling, purple jell, trash abbot, and goatfolk qlippoth.
    • Added new flora: nachash tree and nimbus beam.
    • Added rare urberry bushes.
    • Added new items: ogre fur hat, ogre fur gloves, and ogre fur cloak.
  • We added historic sites for the period 1, 2, and 3 sultans. The base number of historic sites per game now follows this pattern:
    • Period 5 sultan: 2 sites
    • Period 4 sultan: 2 sites
    • Period 3 sultan: 2 sites
    • Period 2 sultan: 1 site
    • Period 1 sultan: 1 site
  • The world now properly generates all historic sites that, according to gospels and quests, contain relics. This means that occasionally some additional historic sites are generated.
  • We made mid and late-game historic sites have fewer levels. They now max out at around depth 7.
  • Added 48 new achievements.
    • Mechanimist Reformer; Aaaaaaaaargh!; Feast Upon the Goat Hearts! *cheers*; Rocket Bear; Two Cats Are Better Than One; Me, Myself, and I; Clonal Colony; The Woe of Apes; Close the Loop; Tourist; Sight Older Than Sight; What Are Directions on a Space That Cannot Be Ordered?; Star-Eye Esper; The Quasar Mind; There Can Be Only One; Glimmer of Truth; Sultan of Salt; Absolute Unit; Non-Locally Sourced;

Surprise!; From Thyn Heres Shaken the Wet and Olde Lif; All Those Who Wander; The Recitation of the Drowning of Eudoxia by the Witches of Moonhearth; A Clammy Reception; What's Eating the Watervine?; Byevalve; You Recame; Dayenu; Belong, Friends; Token of Gratitude; The Laws of Physics Are Mere Suggestions, Vol. 2; Aetalag; I-; *gulp*; Jeweled Dusk; The Narrowing Sky; Dawnglider; Was It Something I Said?; Lottery Winner; The Psychal Chorus; Become as Gods; Live and Ink; tsk tsk; Raisins in the Layer Cake; May the Ground Shake But the Six Day Stilt Never Tumble; Red Rock Hazing Ritual; Mumblecore; Open Your Mind

  • We gave Red Rock a big makeover. It's now much more cavern-like, includes unique encounters, and is home to a snapjaw settlement.
  • The Rust Wells have been entirely revamped. The dungeons are now based on fulcrete wells that are dug into the earth.
  • Added a mechanism to allow flight in strata beneath the surface when there is sufficient open sky above you.
  • We revamped ruin generation and population in several sites.
    • Sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle of deep jungle, and some named ruins.
    • Revamped ruined structures tend to be a little more complex than they were previously.
    • Ruin creature and loot population is much improved.
  • We added a rare chance for power grid, hydraulic, and mechanical infrastructure to appear in various sites.
    • Possible sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle or deep jungle, Bethesda Susa, and some villages.
    • Infrastructure and the equipment it powers will be found in various states of disrepair.
    • Infrastructure equipment may or may not have a use.
    • Added moon, sun, fool, milk, and secant gates.
    • Added -- or made dynamically generatable -- some other new furniture of varying technological sophistication.
    • Glass pipes now change color depending on what liquid is inside.
    • Removed metal and plastic hydraulic pipes.
  • Also improved the quality of random cave encounters.
  • We made a bunch of changes to starting equipment.
    • All castes and callings now start with at least 3-4 witchwood bark. Correspondingly, starting village apothecaries now stock only a token amount witchwood bark.
    • Reduced the number of starting torches to a more reasonable amount.
    • All starting food -- crusty loaf, food cube, Ekuemekiyyen greens, and salthopper chips -- can now be cooked with. Smoldered mushrooms still preserve into pickled mushrooms.
    • Made a bunch of tweaks to true kin starting gear. As a result, they now start with more tonics than they had been in the beta, but not as many as they were capable of starting with on mainline.
    • Scholars now have a chance to start with a couple books.
    • Pilgrims now start with at least one book and a wineskin.
    • Apostles now start with a honeyskin.
    • Consuls now start with a wineskin.
    • Watervine farmers now start with some random ingredients and a cookbook.
    • Arconauts now start with some canned Have-It-All instead of mystery meat.
    • Fuming God Child's ash-stained robes now grant +1 AV.
    • Greybeards now start with furs and a short bow.
    • Horticulturists and Priests of All Suns now start with a short bow.
    • Priests of All Moons now start with a compound bow.
    • Castes and callings that start with missile weapons now have more ammo.
  • If you have Gadget Inspector, you can now deploy wire.
    • 1" of wire extends across one tile.
    • You can deploy up to 10' at a time.
    • Deployed wire can be used to connect components across a working power grid.
    • Wire objects now merge into a single coil that weight 1lb per 25'.
  • Witchwood bark now heals a slightly reduced amount.
  • Witchwood bark now heals over three turns in descending amounts (12-14 on turn 1, 6-7 on turn 2, 3 on turn 3).
  • If you have the Hooks for Feet defect, your dismembered hooks now regrow.
  • We reduced the defensive buffs from cooking with the preserved gland paste of the various bearded lizards.
    • Sleetbeard gland paste and concentrated sleetbeard gland paste now bestow +10 and +20 cold resist, respectively, instead of +100.
    • Flamebeard gland paste and concentrated flamebeard gland paste now bestow +10 and +20 heat resist, respectively, instead of +100.
    • Tartbeard gland paste and concentrated tartbeard gland paste now bestow +10 and +20 acid resist, respectively, instead of +100.
    • The gland paste and concentrated gland paste of nullbeards, gallbeards, dreambeards, stunbeards, and maze beards no longer offer any defensive bonuses.
  • Added two new shields: crysteel aegis and flawless crysteel aegis.
  • You can now butcher ape fur hats and ape fur gloves from albino ape corpses. The descriptions of these items were changed to make this more sensible.
  • Relic curios that summon friendly creatures now typically summon higher-level creatures.
  • Relic tonics now provide two attribute/mutation points instead of one (or boost an attribute by two instead of one).
  • Relic melee weapons are now sometimes two-handed.
  • Widened the range of possibilities for relic missile weapons.
  • Removed short swords from the game because their stats were extraneous and identical to daggers. If they do come back, they'll likely be revamped.
  • You now fall in love with statues and figurines depicting creatures you would normally fall in love with.
  • The life drain effect of bloody soup sludges no longer triggers on all weapon hits, instead restricted to a hit from their bloody pseudopod.
  • Rocks falling from the ceiling now respect phase.
  • On Roleplay and Wander modes, Gyl is now a checkpoint location.
  • Creatures no longer spawn inside the [redacted] at Gyl.
  • You can now ask Pax Klanq to puff on you again if you lose your Klanq infection prior to finishing the quest to spread it.
  • Snapjaw lairs are now populated with a variety of snapjaws.
  • Sleeping waydroids in the Grit Gate enclave are now friendly to Barathrumites.
  • Pathfinding now slightly prefers to avoid tiles next to pits, shafts, and open air.
  • Industrial fans now blow gases around.
  • Fixed some punctuation in messages about being blown around by industrial fans.
  • Adjusted the tier of Bethesda Susa and Asphalt Mines subterranean levels.
  • Increased the item tier of liquid-cells and nuclear cell.
  • Adjusted the tiers of some missile weapons.
  • Made a small adjustment to the creature tier calculation.
  • We added a brand new Control Mapping screen with new functionality.
    • It's enabled when modern UI elements or the prerelease input manager is enabled.
    • Added support for multiple input devices.
    • You can now choose the control mapping scheme if you have multiple input devices connected.
    • Removed the Key Mappings option from the Esc menu. You can still access the Control Mapping screen via Options > Controls > Control Mapping.
    • Fixed several bugs with default prerelease control bindings.
  • When the prerelease input manager is used with a gamepad, gamepad buttons are now shown in hotkey prompts.
  • Added better keyboard button icons in the Control Mapping screen and character creation sequence.
  • We added full Steam Deck support.
    • Launching on Steam Deck defaults to 1.25x.
    • Launching on Steam Deck defaults to gamepad input.
    • Launching on Steam defaults to the prerelease input manager.
    • Updated Steamworks SDK to 1.53a.
  • Text input fields now display an overlay keyboard if one is available on the device.
  • Added a brand new UI for the Continue screen and removed the stand-in overlay one.
  • Mouse input is now enabled by default.
  • Added a new force attack binding to the prerelease input manager which will force attack in the currently selected direction. (defaults to alt+L1)
  • Added new tiles for the following objects: canned Have-It-All, canned mystery meat, bandage, desalination pellet, knollworm skull, blood-stained neck ring, miner's helmet, fire ant gaster, steel buckler, steel shield, carbide shield, bronze ingot, qudzu stem, rubber tree seed, fullerite aegis, hunk of cheese, Yd Freehold workshop sign, jeweler sign, some books, tokens, timecube, relic curios, gentling cone, eyeless crab legs, crimson hood, mirrorshades, telemetric visor, chrome mantle, mercurial cloak, rainboweave cloak, worn burnoose, Praetorian's cloak, leather scraps, panther's cloak, furs, point-defense lasor, precinct navigator, wrist calc, force bracelet, structural scanning bracelet, life loop, snakeskin armlet, chain gauntlets, elastyne gloves, plastifer gloves, carbide boots, fullerite boots, anti-gravity boots, bounding boots, brinestalk gate, small sphere of negative weight, data disk, waterskin, camel bladder, robot limbs, organic limbs, trash, security cards, spiral borer, Klanq infection, ganglionic teleprojector, forge, anvil, fused security door, geomagnetic disc, luminous mote, quantum mote, palladium electrodeposits, crumpled piece of paper, torn sheet of graph paper, Templar phylactery, chrome platform, pocketed vest, plasifer chem vest, puma chitin vest, fullerite flake armor, rubber suit, flexivest, nanoweave vest, all grenades, and all energy cells.
  • Added new animated tiles for hydraulic press, hydraulic irrigator, pumping stations, and solar power stations.
  • Broken wire now looks broken.
  • Previously chosen conversation options are now more consistently recolored.
  • Witchwood bark is now classified as a med instead of food.
  • Shale that is adjacent to large pools of water now has its tile detail color altered to indicate vine growth.
  • Tweaked seed-spitting vine's tile and ASCII colors.
  • Tweaked dreadroot's ASCII and tile colors.
  • Changed the ASCII and tile colors of various other objects.
  • We refactored our systems for populating maps and creature inventories. Creature and equipment distributions may have changed somewhat (but not drastically).
  • Humanoid creatures, particularly snapjaws and goatfolk, now spawn with a wider range of equipment.
  • Snapjaw scavengers now occasionally spawn without equipment.
  • Tweaked several artifact and junk population tables.
  • Added a new music track to deep caves.
  • Added a new music track to [redacted].
  • Made adjustments to the Palladium Reef / Lake Hinnom music track.
  • Renamed "desert rifle"" to "Isaachar rifle"".
  • Renamed "borderlands revolver" to "chrome revolver".
  • Historic sites are now built from a more sensible set of wall types, which includes gilded marble from the appropriate sultanate period.
  • Added new descriptions for low and mid tier daggers, cudgels, axes, and swords.
  • Added new descriptions for the following guns and ammo: Issachar rifle, carbine, sniper rifle, musket, chain laser, linear cannon, freeze ray, blood-gradient hand vacuum, chaingun, chrome revolver, semi-automatic pistol, chain pistol, pump shotgun, combat shotgun, lead slug, electrobow, grenade launcher, missile launcher, HE missile, phase cannon, nullray pistol, short bow, compound bow, and flamethrower.
  • Added new descriptions for the following items: nanoweave vest and rainboweave cloak.
  • Tweaked the details and added several new descriptions for relic base items.
  • Gave witchwood bark a new description.
  • Added signs for gutsmongers' shops.
  • Warden Une is now officially true kin and can install cybernetic implants.
  • Cloneling clones now count toward the achievements "Me, Myself, and I" and "Clonal Colony".
  • Added iron gates.
  • Replaced some doors with gates in zone generation where appropriate.
  • Historic sites no longer have erroneous "unknown"s in their descriptions.
  • Objects with fractional weight, like wire strands, no longer count as 0 weight items for the autoget option "Auto-pickup 0 weight items".
  • Objects with negative weight are now picked up when "Auto-pickup 0 weight items" is enabled.
  • Added better lighting to Grit Gate.
  • Fixed a bug that caused the razed goatfolk village to fail to build.
  • Fixed a bug that caused read books to count multiple times for achievements.
  • Fixed a bug that caused the achievement for traveling to the Six Day Stilt not to unlock if you had accepted the quest O Glorious Shekhinah!
  • Fixed a bug that caused the "Hole Like a Head" achievement to not unlock if you had multiple heads.
  • Fixed a bug that caused the game to freeze if you were dominating an object requiring fungal vision as the shimmering effect expired.
  • Fixed a bug that caused the shimmering screen effect from consuming Eater's flesh to persist when dominating another creature.
  • Fixed a bug that caused part of the upper Tomb of Eaters not to be flagged as an interior space.
  • Fixed a bug that caused the main quest to skip ahead to "The Earl of Omonporch" if Asphodel died early.
  • Fixed a bug that caused objects that were immobile for any reason to become immune to the effects of time dilation.
  • Fixed a bug that caused one of the four children of the Tomb to occasionally not spawn.
  • Fixed a bug that caused svardym storms to roll over to protected zones like the Yd Freehold if the storm started outside of it.
  • Fixed a bug that caused lithofexes to refract their own lithifying gaze if equipped with refractive gear.
  • Fixed a bug that caused high explosives (including sowers seeds) to occasionaly explode forever.
  • Fixed some cooking effects not serializing properly.
  • Fixed a bug that caused the game to occasionally crash when you accessed a book.
  • Fixed a bug that caused some relics to generate with place names.
  • Fixed a bug that caused artifacts providing additional carry capacity to function when improperly equipped.
  • Fixed a bug that caused the hooks from Hooks for Feet to be placed in your inventory when buying new mutations.
  • Fixed a bug that caused popups about extradimensional psychic hunters to continue appearing after you left [redacted].
  • Fixed a bug that caused the Puff Spores ability to persist permanently if the Klanq infected limb was dismembered.
  • Fixed a bug that caused the Grit Gate communications panel to disable trading permanently.
  • Fixed a bug that caused Otho not to admit you to Grit Gate if your level was too high when returning from "More Than a Willing Spirit".
  • Fixed a bug that caused Neelahind to end the conversation if, during "Kith and Kin", you accused a kendren in prosperous circumstances without having finished "Love and Fear".
  • Fixed a bug that caused the dialogue of Bey Lah's residents to not immediately update after "Kith and Kin".
  • Fixed an exception when a liquid fell through a pit.
  • Fixed a bug that allowed you to swipe and lunge on the world map using a long sword.
  • Fixed a bug that caused the text for buying additional tinkering recipes in the water ritual to not update until revisited.
  • Fixed a bug that let you trade non-gossips secrets as gossip.
  • Fixed a bug that made broken wire attached to a live power grid fail to emit sparks.
  • Fixed some bugs that sometimes made power grids behave strangely.
  • Fixed a typo in Goek's dialog.
  • We revamped the conversation system to be much more dynamic and moddable.
    • See the wiki for full details.
    • Conversations now merge their contents together by default.
    • Conversations and elements can now inherit their properties from one or multiple elements.
    • Conversations and elements can now have custom logic defined with C# parts.
    • Custom predicates and actions like IfHaveQuest or GiveItem can be added for use in XML.
    • Elements can now be distributed to other elements. For example, a choice can be distributed to every start node within the conversation.
    • Nodes and choices can now have multiple text elements.
    • Any element can now have predicates, including individual text elements.
    • The logic for the water ritual and dialogue-heavy quests such as "Landing Pads" has moved into Conversations.xml.
    • Added the IfTime, IfLedBy, and IfZoneName conversation predicates.
  • We retired encounter tables (EncounterTables.xml) in favor of the much more flexible population tables (PopulationTables.xml). This may affect existing mods.
  • Creatures that were previously equipped via encounter table equipment builders are now implemented as multiple creature objects with the AggregateWith tag (ex: Snapjaw Scavenger).
  • Added extensive semantic tagging to several objects for power grid, hydraulic, and mechanical infrastructure.
  • Added a new debug option, ""Draw zone semantics", that indicates the inside/outside areas of zones using the newest ruins builder.
  • Added an option to disable achievement progress (Debug > disable achievements).

203.14 - 'beta' branch

Released February 11, 2022.

  • We made a bunch of changes to starting equipment.
    • All castes and callings now start with at least 3-4 witchwood bark. Correspondingly, starting village apothecaries now stock only a token amount witchwood bark.
    • Reduced the number of starting torches to a more reasonable amount.
    • All starting food -- crusty loaf, food cube, Ekuemekiyyen greens, and salthopper chips -- can now be cooked with. Smoldered mushrooms still preserve into pickled mushrooms.
    • Made a bunch of tweaks to true kin starting gear. As a result, they now start with more tonics than they had been in the beta, but not as many as they were capable of starting with on mainline.
    • Scholars now have a chance to start with a couple books.
    • Pilgrims now start with at least one book and a wineskin.
    • Apostles now start with a honeyskin.
    • Consuls now start with a wineskin.
    • Watervine farmers now start with some random ingredients and a cookbook.
    • Arconauts now start with some canned Have-It-All instead of mystery meat.
    • Fuming God Child's ash-stained robes now grant +1 AV.
    • Greybeards now start with furs and a short bow.
    • Horticulturists and Priests of All Suns now start with a short bow.
    • Priests of All Moons now start with a compound bow.
    • Castes and callings that start with missile weapons now have more ammo.
  • Witchwood bark now heals a slightly reduced amount.
  • Witchwood bark now heals over three turns in descending amounts (12-14 on turn 1, 6-7 on turn 2, 3 on turn 3).
  • Witchwood bark is now classified as a med instead of food.
  • Gave witchwood bark a new description.
  • The world now properly generates all historic sites that, according to gospels and quests, contain relics. This means that occasionally some extra historic sites are now generated.
  • Warden Une is now officially true kin and can install cybernetic implants.
  • Added iron gates.
  • Replaced some doors with gates in zone generation where appropriate.
  • Slightly reduced the chest chances in goatfolk haunts.
  • Increased the item tier of liquid-cells and nuclear cell.
  • Improved the quality of random cave encounters.
  • Improved the quality of ruin generation.
  • Tweaked some artifact and junk population tables.
  • Historic sites no longer have erroneous "unknown"s in their descriptions.
  • Fixed some cooking text errors while cooking in the deathlands.
  • You can now ask Pax Klanq to puff on you again if you lose your Klanq infection prior to finishing the quest to spread it.
  • Broadened the conditions for getting the Red Rock Hazing Ritual achievement.
  • Argyve no longer takes wire beyond the 200' requested for "Weirdwire Conduit... Eureka!".
  • Fixed a bug that caused the Puff Spores ability to persist permanently if the Klanq infected limb was dismembered.
  • Fixed a bug that caused the Grit Gate communications panel to disable trading permanently.
  • Fixed a bug that caused Otho not to admit you to Grit Gate if your level was too high when returning from "More Than a Willing Spirit".
  • Fixed a bug that caused Neelahind to end the conversation if, during "Kith and Kin", you accused a kendren in prosperous circumstances without having finished "Love and Fear".
  • Fixed a bug that caused the dialogue of Bey Lah's residents to not immediately update after "Kith and Kin".
  • Fixed a bug that caused the quest "Weirdwire Conduit... Eureka!" to complete at 20' of wire, rather than 200'.
  • Fixed a bug that caused Argyve not to take the wire when completing "Weirdwire Conduit... Eureka!".
  • Fixed an exception when a liquid fell through a pit.
  • Fixed a bug that prevented flying up through the rust wells if the above zones were inactive.
  • Fixed a bug that caused a FlyingWhitelistArea object to appear in the nearby objects window.
  • Fixed a bug that caused hotkeys to not work in the classic conversation UI.
  • Fixed a bug that prevented you from getting the [redacted]'s journal secret after speaking with them.
  • Fixed a bug that allowed you to swipe and lunge on the world map using a long sword.
  • Fixed a bug that caused the text for buying additional tinkering recipes in the water ritual to not update until revisited.
  • Fixed a bug that let you trade non-gossips secrets as gossip.
  • Fixed a bug that caused part of the upper Tomb of Eaters not to be flagged as an interior space.
  • Fixed a bug that caused the main quest to skip ahead to "The Earl of Omonporch" if Asphodel died early.
  • Fixed a bug that caused objects that were immobile for any reason to become immune to the effects of time dilation.
  • Fixed a bug that caused one of the four children of the Tomb to occasionally not spawn.
  • Fixed a bug that caused the 'A' hotkey for the old ASCII editor to crash the game if pressed on the main menu.
  • [modding] Added the IfTime, IfLedBy, and IfZoneName conversation predicates.

203.12 - 'beta' branch

Released February 4, 2022.

  • We gave Red Rock a big makeover. It's now much more cavern-like, includes unique encounters, and is home to a snapjaw settlement.
  • We added a rare chance for power grid, hydraulic, and mechanical infrastructure to appear in various sites.
    • Possible sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle or deep jungle, Bethesda Susa, and some villages.
    • Infrastructure and the equipment it powers will be found in various states of disrepair.
    • Infrastructure equipment may or may not have a use.
    • Added -- or made dynamically generatable -- some new furniture of varying technological sophistication.
    • Removed metal and plastic hydraulic pipes.
  • If you have Tinker I, you can now deploy wire.
    • 1" of wire extends across one tile.
    • You can deploy up to 10' at a time.
    • Deployed wire can be used to connect components across a working power grid.
    • Wire objects now merge into a single coil that weight 1lb per 25'.
  • We revamped ruin generation and population in several sites.
    • Sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle of deep jungle, and some named ruins.
    • Revamped ruined structures tend to be a little more complex than they were previously.
    • Ruin creature and loot population is much improved.
    • Baroque ruins now use a consistent wall type across the parasang and down the ruin column.
  • Made a bunch of population adjustments to the deep jungle.
  • Adjusted the tier of Bethesda Susa and Asphalt Mines subterranean levels.
  • Increased the chance for 50' strands of wire to appear on the surface of the rust wells.
  • Previously chosen conversation options are now more consistently recolored.
  • Shale that is adjacent to large pools of water now has its tile detail color altered to indicate vine growth.
  • Changed dreadroot's tile color.
  • [debug] Added a new debug option, ""Draw zone semantics", that indicates the inside/outside areas of zones using the newest ruins builder.
  • [modding] We revamped the conversation system to be much more dynamic and moddable.
    • See the
    • Conversations now merge their contents together by default.
    • Conversations and elements can now inherit their properties from one or multiple elements.
    • Conversations and elements can now have custom logic defined with C# parts.
    • Custom predicates and actions like IfHaveQuest or GiveItem can be added for use in XML.
    • Elements can now be distributed to other elements. For example, a choice can be distributed to every start node within the conversation.
    • Nodes and choices can now have multiple text elements.
    • Any element can now have predicates, including individual text elements.
    • The logic for the water ritual and dialogue-heavy quests such as "Landing Pads" has moved into Conversations.xml.
  • [modding] Added extensive semantic tagging to several objects for power grid, hydraulic, and mechanical infrastructure.

203.9 - 'beta' branch

Released January 28, 2022.

  • Added a new UI for the Continue screen and removed the stand-in overlay one.
  • Mouse input is now enabled by default.
  • On Roleplay and Wandor modes, Gyl is now a checkpoint location.
  • Creatures no longer spawn inside the [redacted] at Gyl.
  • Reduced the chance for low tier creatures to have high tier items like zetachrome.
  • Fixed a bug that caused the game to occasionally crash when you accessed a book.
  • Fixed a bug that caused some relics to generate with place names.
  • Fixed a bug that caused artifacts providing additional carry capacity to function when improperly equipped.
  • Fixed a bug that caused the hooks from Hooks for Feet to be placed in your inventory when buying new mutations.
  • Fixed a bug that caused popups about extradimensional psychic hunters to continue appearing after you left [redacted].

203.7 - 'beta' branch

Released January 21, 2022.

  • Added a new music track to deep caves.
  • Sleeping waydroids in the Grit Gate enclave are now friendly to Barathrumites.
  • Added two new shields: crysteel aegis and flawless crysteel aegis.
  • Added a new force attack binding to the prerelease input manager which will force attack in the currently selected direction. (defaults to alt+L1)
  • Widened the range of possibilities for relic missile weapons.
  • Tweaked the details and added several new descriptions for relic base items.
  • Relic curios that summon friendly creatures now typically summon higher-level creatures.
  • Relic tonics now provide two attribute/mutation points instead of one (or boost an attribute by two instead of one).
  • Added new descriptions for the following items: nanoweave vest and rainboweave cloak.
  • Added signs for gutsmongers' shops.
  • Added new tiles for the following objects: canned Have-It-All, canned mystery meat, bandage, desalination pellet, knollworm skull, blood-stained neck ring, miner's helmet, fire ant gaster, steel buckler, steel shield, carbide shield, bronze ingot, qudzu stem, rubber tree seed, fullerite aegis, hunk of cheese, Yd Freehold workshop sign, jeweler sign, some books, tokens, timecube, relic curios, gentling cone, eyeless crab legs, crimson hood, mirrorshades, telemetric visor, chrome mantle, mercurial cloak, rainboweave cloak, worn burnoose, Praetorian's cloak, leather scraps, panther's cloak, furs, point-defense lasor, precinct navigator, wrist calc, force bracelet, structural scanning bracelet, life loop, snakeskin armlet, chain gauntlets, elastyne gloves, plasifer gloves, carbide boots, fullerite boots, anti-gravity boots, bounding boots, brinestalk gate, small sphere of negative weight, data disk, waterskin, camel bladder, robot limbs, organic limbs, trash, security cards, spiral borer, Klanq infection, ganglionic teleprojector, forge, anvil, fused security door, geomagnetic disc, luminous mote, quantum mote, palladium electrodeposits, crumpled piece of paper, torn sheet of graph paper, Templar phylactery, chrome platform, pocketed vest, plasifer chem vest, puma chitin vest, fullerite flake armor, rubber suit, flexivest, nanoweave vest, all grenades, and all energy cells.
  • Changed the ASCII and tile colors of various objects.
  • We did some more population refactoring. You may see some more changes in creature and equipment distributions.
  • Rocks falling from the ceiling now respect phase.
  • Fixed a bug that caused svardym storms to roll over to protected zones like the Yd Freehold if the storm started outside of it.
  • Fixed a bug that caused lithofexes to refract their own lithifying gaze if equipped with refractive gear.
  • Fixed a bug that caused high explosives (including sowers seeds) to ocassionally explode forever.
  • Fixed some cooking effects not serializing properly (this will unfortunately break some small % of saved games)

203.6 - 'beta' branch

Released January 14, 2022.

  • Added a new music track to [redacted].
  • You now fall in love with statues and figurines depicting creatures you would normally fall in love with.
  • Renamed "desert rifle"" to "Isaachar rifle"".
  • Renamed "borderlands revolver" to "chrome revolver".
  • Added new descriptions for the following guns and ammo: Issachar rifle, carbine, sniper rifle, musket, chain laser, linear cannon, freeze ray, blood-gradient hand vacuum, chaingun, chrome revolver, semi-automatic pistol, chain pistol, pump shotgun, combat shotgun, lead slug, electrobow, grenade launcher, missile launcher, HE missile, phase cannon, nullray pistol, short bow, compound bow, and flamethrower.
  • Adjusted the tiers of some missile weapons.
  • Fixed a typo in Goek's dialog.
  • The life drain effect of bloody soup sludges no longer triggers on all weapon hits, instead restricted to a hit from their bloody pseudopod.
  • Fixed a bug that caused the "Hole Like a Head" achievement to not unlock if you had multiple heads.
  • Fixed a bug that caused the game to freeze if you were dominating an object requiring fungal vision as the shimmering effect expired.
  • Fixed a bug that caused the shimmering screen effect from consuming Eater's flesh to persist when dominating another creature.

203.4 - 'beta' branch

Released January 7, 2022.

  • Added new items: ogre fur hat, ogre fur gloves, and ogre fur cloak.
  • You can now butcher ape fur hats and ape fur gloves from albino ape corpses. The descriptions of these items were changed to make this more sensible.
  • Relic melee weapons are now sometimes two-handed.
  • Historic sites are now built from a more sensible set of wall types, which includes gilded marble from the appropriate sultanate period.
  • Removed short swords from the game because their stats were extraneous and identical to daggers. If they do come back, they'll likely be revamped.
  • Added new descriptions for low and mid tier daggers, cudgels, axes, and swords.
  • Cloneling clones now count toward the achievements "Me, Myself, and I" and "Clonal Colony".
  • Fixed a bug that caused the achievement for traveling to the Six Day Stilt not to unlock if you had accepted the quest O Glorious Shekhinah!
  • Fixed a bug that caused the razed goatfolk village to fail to build.
  • Fixed a bug that caused read books to count multiple times for achievements.
  • [debug] Added an option to disable achievement progress (Debug > disable achievements).