Version history/2020: Difference between revisions

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{{Version History Nav}}
=== 201.58 ===
=== 201.58 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/207691/feature-friday-december-25-2020 Released December 25, 2020.]
[https://freeholdgames.itch.io/cavesofqud/devlog/207691/feature-friday-december-25-2020 Released December 25, 2020.]
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* Fixed some typos in Sleep Gas Generation and Spontaneous Combustion.
* Fixed some typos in Sleep Gas Generation and Spontaneous Combustion.
* Fixed a rare exception during world generation.
* Fixed a rare exception during world generation.
=== 200.97 ===
=== 201.44 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/179904/feature-friday-september-18-2020 Released September 18, 2020.]
[https://freeholdgames.itch.io/cavesofqud/devlog/182472/mutation-overhaul-our-biggest-mutation-rebalance-ever Released September 28, 2020.]
* You can no longer be flying and wading at the same time.
 
* Lasers are no longer considered heat/fire damage or resisted by heat resistance.
====Mutations====
* Boxes of crayons now have their own tile.
We added a new feature for physical mutations: rapid advancement. When you level up to level 5, and every 10 levels afterward, your genome enters an excited state and you can rapidly advance one of your physical mutations.
* The "clean" action on liquid-covered objects now yields hotkey assignment priority to other actions, such as the "direct to attack target" action on companions.
* Rapid advancement increases the mutation's rank by 3.
* Fixed a bug that made armor that occupies more than one body part unable to receive the Jacked mod.
* These three ranks don't count toward the rank 10 limit.
* Corpses left by temporal fugue clones now disappear at the expiration of Temporal Fugue.
* Rapidly advanced mutations are still subject to the mutation rank cap that's based on character level.
* Cybernetics from temporal fugue clones can no longer be implanted.
* If you have 4 mutation points after gaining a level, you'll have a chance to buy a new mutation before you choose a mutation to rapidly advance.
* Unlit torches no longer set things on fire.
* If you have no physical mutations at this point, nothing happens.
* Autoexplore no longer attempts to open chests or bookshelves that are on imperceptible alternate vibrational planes of existence.
 
* Robots no longer go prone when entering sleep mode.
We revamped Chimera.
* The Billowing Conch of the Aji no longer produces non-functional blinding gas and stinking gas.
* Chimera still restricts the mutations you can acquire to physical-only.
* The player's torch burning out now interrupts autoact.
* Whenever you buy a new mutation or mutate with Unstable Genome, one of the mutation options (chosen randomly but revealed to you) will have a rider effect: you'll grow a new body part.
* Baetyls now habitually reality-stabilize themselves.
** The body part is chosen randomly from among all organic body parts and their variants.
* Baetyls now get angry at 20% of their HP, not 80%.
*** head, blossom, cap, nuclear protrusion
* Fixed a bug that made NPCs with Cleaved effects active repairable.
*** face, antennae, feelers, sensory bud, sensory bulb, sensory nodule, sensory frill, sensory ganglion
* Fixed some color formatting in village quest giver referral messages.
*** arm, bine, branch, fibrous node, frond, leg, lobe, stalk, stem, taproot
* Fixed a bug that made reality-stabilized objects coming into contact with a space-time vortex get sucked through the vortex after it was destroyed by the reality stabilization.
*** bifurcation, fine root, leaf, pincer, pinnule, pseudopod, side hypha, tendril, tentacle, twig
=== 201.30 - 'beta' branch ===
*** feet, front legs, legs, rear legs
[https://freeholdgames.itch.io/cavesofqud/devlog/179904/feature-friday-september-18-2020 Released September 18, 2020.]
*** roots, lower hyphae, mulch
* Reduced the offhand attack chance for horns from 25% to 20%.
*** fin, dorsal fin, tail fin
* Reduced the value of the Carnivorous defect from 3 points to 2 points.
** The body part grows out of one of your existing body parts, weighted toward your body but any non-abstract body part is possible.
* The Hands equipment slot is now Worn on Hands.
* If you have Irritable Genome and Chimera, when you buy a mutation, there's a 1/3rd chance you'll grow the new body part. This is in place of the augmented selection, since you Irritable Genome restricts your mutation choices. You will however get the augmented selections when Unstable Genome triggers.
* Phase is now a toggleable ability.
 
* Sunder Mind is now correctly reflected by mental mirror.
We overhauled several physical mutations.
* Reduced the memory load for several types of zone generation.
 
* Adrenal Control
** We revamped Adrenal Control.
*** Gives you Release Adrenaline, an ability that grants 9+mutationRank Quickness and temporarily increases the ranks of your other physical mutations by (mutationRank/3)+1.
*** Duration: 20.
*** Cooldown: 200.
* Beak
** Beak is now a 1-point mutation instead of a defect.
** No longer occupies face slot.
** Added a +1 Ego bonus. (sightly beak)
** Updated description to reflect the correct amount of bonus bird reputation (+200).
* Burrowing Claws
** Increased cost from 2 MP to 3.
** Claws no longer occupy hand slot.
** Your base fists are now replaced with claws that function as short blades and deal increased damage with mutation level.
*** levels 1-3: 1d2
*** levels 4-6: 1d3
*** levels 7-9: 1d4
*** levels 10-12: 1d6
*** levels 13-15: 1d8
*** levels 16-18: 1d10
*** levels 19+: 1d12
* Carapace
** Reduced cost from 4 MP to 3.
** DV penalty is now a flat -2 across all mutation levels.
** You no longer have trouble getting up when knocked prone.
** Reduced the DV penalty for tightening your carapace from -10 to -2.
* Carnivorous
** Changed this into a defect that gives 2 MP.
** Removed the tasty bonuses from eating meat.
* Corrosive Gas Generation
** Removed mutual exclusion with Sleep Gas Generation.
** Increased the number of rounds you release gas for from mutationRank/2 + 1 to mutationRank+2.
** Increased the cooldown from 35 to 40.
** Corrosive gas no longer deals damage to items.
** (cosmetic) Renamed the activated ability name to "Release Corrosive Gas".
* Double-muscled
** Reduced cost from 4 MP to 3.
** Removed the movespeed penalty.
** Changed the chance to daze on a successful melee attack to 13% + mutationRank*2 for 2-3 rounds.
* Electrical Generation
** We revamped Electrical Generation.
*** EG now uses the same electrical charge units as energy cells and power systems.
*** Maximum charge is 2000+mutationRank*2000.
*** Charge accrual rate is mutationRank*100 per round, modulated by Willpower via a similar formula as cooldown modulation.
*** You can discharge at a minimum of 1000 charge. Deals 1d4 damage per 1000 charge, with the possibility of arcing to adjacent targets at reduced damage (maximum 1 target per 1000 charge).
*** Exposure to electromagnetic pulses always caused involuntary discharge; this is now documented and is now subject to a difficulty 18 Willpower save.
*** Energy cells and capacitors now have a "drink charge" option that lets you drain their charge.
*** You recharge 100 charge for each point of electrical damage taken.
*** You can provide charge to equipped devices that have integrated power systems, such as Jacked equipment.
* Electromagnetic Pulse
** (cosmetic) Renamed the activated ability to "Emit Pulse".
* Flaming Hands and Freezing Hands
** Renamed to Flaming Ray and Freezing Ray. You now have the option to customize these mutations and choose a limb for the ghostly flames/icy vapor to appear on (Hands, Feet, or Face).
** Now neither mutation occupies the Hands or any other body slot.
** If you get the limb you chose severed, you lose access to the mutation's powers.
** The temperature increase/decrease on melee attacks now applies to attacks made with any limb. We also added this behavior to the mutation description (it was previously undocumented).
* Flaming Ray
** Reduced cost from 5 MP to 4.
* Freezing Ray
** Increased cooldown from 10 to 20.
* Heightened Quickness
** Reduced cost from 4 MP to 3.
** Removed the toughness penalty.
** Increased quickness buff to mutationRank*2 + 13.
* Horns
** You can now choose a cosmetic option for horns (horns, horn, antlers, casque).
** Increased AV progression to (mutationRank-1)/3 + 1.
** Generalized damage to 2d[(mutationRank/2)+3].
** Improved bleeding damage to the following.
*** levels 1-3: 1
*** level 4+: 1d2 + (mutationRank-4)/3
* Multiple Arms
** Increased the chance for extra attacks from 6% + mutationRank * 2 to 7% + mutationRank * 3.
* Multiple Legs
** Increased cost from 4 MP to 5.
** Changed move speed bonus from mutationRank * 5 + 3 to mutationRank * 20.
* Night Vision
** You can now see [redacted].
* Phasing
** You can now phase back in on demand.
* Photosynthetic Skin
** Increased the bonus regeneration rate from Basking or cooking with lignin from 20% + mutationRank * 4 to 20% + mutationRank * 10.
** Increased the bonus quickness from Basking or cooking with starch from 1 + Ceiling(mutationRank/2) to 13 + mutationRank*2.
** Generalized the servings of starch and lignen you can store to [(mutationRank-1) * 4] + 1.
** Generalized the bonus duration of Basking's effect to [(mutationRank-1) * 4] + 1.
* Regeneration
** Reduced cost from 5 to 4.
** We revamped this mutation.
*** You regenerate hitpoints at your full rate in combat. (This was true previously but wasn't documented.)
*** Regeneration bonus is now a percentage instead of a flat bonus: +10% + (mutationRank*10)
*** mutationRank*10% chance per round to regrow a missing limb. If this chance exceeds 100%, you cannot be decapitated.
*** 1% + mutationRank/3 chance per round to remove a minor physical debuff at random. At mutationRank = 5, this becomes any physical debuff (including glotrot, ironshank, sore throat, and monochrome).
* Quills
** Changed AV progression.
*** Level 1-2: 2
*** Level 3+: mutationRank/3 + 2
** Quill penetration now caps at 6.
** Changed the damage reflection for unarmed attacks.
*** Now, when a creature uses an unarmed attack against you, roughly 1% of your quills break and you reflect 3% * numQuills damage back at your attacker.
** Quill regeneration is now affected by Willpower.
* Sleep Gas Generation
** Removed mutual exclusion with Corrosive Gas Generation.
** Increased the number of rounds you release gas for from mutationRank/2 + 1 to mutationRank+2.
** Increased the cooldown from 35 to 40.
** (cosmetic) Renamed the activated ability name to "Release Sleep Gas".
* Slime Glands
** You can walk now over slime without slipping.
* Spinnerets
** Activating Spin Webs no longer takes an action.
** Made web save difficulty scale at 2X mutation level instead of 1X.
** Increased arachnid reputation bonus from +200 to +300.
* Stinger
** Reduced Confusing Stinger cost from 4 to 3.
*** We revamped the three Stinger mutations.
**** You now get a tail with the stinger attached.
**** Stinger maxes at 1 penetration.
**** Stinger penetration progression:
***** Level 1: 3
***** Level 2+: (mutationRank-2)/3 + 4 (max 9)
**** Stinger damage progression:
***** Level 1: 1d6
***** Level 4: 1d8
***** Level 7: 1d10
***** Level 10: 1d12
***** Level 13: 2d6
***** Level 16: 2d6+1
***** Level 19+: 2d8
**** Stinger is considered a long blade.
**** You always sting when you charge or lunge.
**** You can use the Sting activated ability (cooldown 25) to sting with autohit and autopen.
**** Venom save: 14 + mutationRank*2
**** Paralyzation duration:
***** Level 1-2: 2-4 rounds
***** Level 3+: 1d3 + (mutationRank)/3 + 1 rounds (max 1d3 + 7)
**** Confusion duration:
***** Level 1-2: 2d3 + 2 rounds
***** Level 3+: 2d3 + (mutationRank*2)/3 + 2 rounds (max 2d3 + 14)
**** Poison duration: 8-12 rounds
**** Poison increment: (mutationRank)d2, stackable
* Thick Fur
** Increased heat and cold resist bonus to +5.
** +100 reputation with all of the following: apes, baboons, bears, and grazing hedonists.
* Triple-jointed
** Reduced cost from 4 MP to 3.
** Removed the strength penalty.
** Removed the bonus chance to dodge.
** Added a 7% + mutationRank * 3 chance that Agility-based skill powers don't go on cooldown after use.
* Two-headed
** Increased cost from 2 MP to 3.
** Improved mental action cost reduction from 16% + mutationRank * 4 to 15% + mutationRank * 5.
** Improved chance to shake off a mental debuff from 5% + mutationRank to 5% + mutationRank * 2.
* Two-hearted
** Reduced cost from 4 to 3.
** Removed Quickness penalty.
** Removed synchronized heartbeat effect.
** Added a % bonus to sprint duration: 10% + 20*mutationRank.
* Wings
** Increased cost from 3 to 4.
** Wings no longer take up the Worn on Back slot.
** (cosmetic) Your Worn on Back slot is renamed to Worn around Wings.
** +10% + (mutationRank*10) move speed while sprinting.
** Jump range is increased by (mutationRank/3) + 1.
** Charge range is increased by (mutationRank/3) + 2.
 
We overhauled several defects and added several new ones.
* Amnesia
** Revamped. It now gives 2 points.
** Whenever you learn a new secret, there's a small chance you forget a secret.
** Whenever you return to a map you previously visited, there's a small chance you forget the layout.
* Analgesia
** Renamed Nerve Poppy.
* Blinking Tic
** Tweaked occurrence chance.
** Changed so it only triggers during combat.
* Dystechnia (new)
** Mental defect. 2 points.
** You're much worse at examining artifacts.
** You can't have artifacts identified for you because you don't understand their explanations.
** When you break an artifact during examination failure, it explodes.
* Electromagnetic Impulse
** Tweaked occurrence chance.
** Changed so it only triggers during combat.
* Hemophilia: we removed it.
* Hooks for Feet
** Removed the -10 move speed penalty.
* Irritable Genome (new)
** Physical defect. 4 points.
** Whenever you spend a mutation point, the next mutation point you gain will be spent randomly.
** Whenever you buy a new mutation, you get a random one instead of a choice of three.
* Myopia
** Increased point value from 2 to 3.
** Made radius 10.
** Renamed Myopic.
* Narcolepsy
** Reduced point value from 4 to 3.
** Tweaked occurrence chance.
** Changed so it only triggers during combat.
* Psionic Migraines (new)
** Mental defect. 4 points.
** You cannot wear hats or helmets.
* Quantum Jitters (new)
** Mental defect. 3 points.
** Whenever you use an activated ability, there's a small chance your focus slips and you dent spacetime in the local region, causing 1-2 spacetime vortices to appear. This chance increases the longer you go without using an activated ability.
* Socially Repugnant
** Revamped. It now gives -50 reputation with every faction.
* Spontaneous Combustion
** Tweaked occurrence chance.
** Changed so it only triggers during combat.
* Tonic Allergy (new)
** Physical defect. 4 points.
** The chance your mutant physiology reacts adversely to a tonic is increased to 33%.
** If you react adversely this way to a salve or ubernostrum tonic, the adverse reaction effect is chosen randomly from among other tonic effects. You will still heal.
 
 
* Removed a bunch of mutual mutation exclusions that are no longer relevant.
* Removed prerelease defects Pack Rat and Unstable Germination from the game.
* The augmentation-based coloring of mutation ranks on the character screen is now more accurate.
* The augmentation-based coloring of mutation ranks on the character screen is now more accurate.
* Mutations now show more information about their rank calculation when you select them on the character screen.
* Mutations now show more information about their rank calculation when you select them on the character screen.
* With Chimera, you're now a little less likely to grow body parts that have few or no equippable items.
* Refreshed and cleaned up all mutation descriptions.
* Refreshed and added several new message log messages related to mutations.
 
====Gameplay====
* Added a new item: wrist fan.
* Added a new item mod: disguise.
* Added a new item mod: cleated.
* The resolution of Bey Lah's Kith and Kin quest has been overhauled and enhanced.
* Added a new Kith and Kin subquest: Love and Fear.
* You can now select a limb in the equipment menu to make it your primary limb. If you do so, your Right Hand (old primary) inherits the offhand attack percentage that the new primary limb had.
* We made burning damage scale with temperature.
** 1-100 above flame point: 1 damage per round
** 101 - 300 above flame point: 1-2 damage per round
** 301 - 500 above flame point: 2-3 damage per round
** 501 - 700 above flame point: 3-4 damage per round
** 701 - 900 above flame point: 4-5 damage per round
** 901+ above flame point: 5-6 per turn
* We nerfed the carbine and the sparbine.
** Reduced carbine's accuracy.
** The masterwork carbine quest reward now uses the same ammo as the standard carbine (lower damage).
* Due to scattering, creatures now only drop a fraction of their ammo when they die.
* Trade prices are now somewhat affected by your reputation with the trader's primary faction.
* Trade prices are now somewhat affected by your reputation with the trader's primary faction.
* Removed Pack Rat and Unstable Germination from the game.
* Dynamic villages can now generate with resident apothecaries.
* Elder Irudad now has some apothecary wares.
* Creatures that try to keep their distance from you now may now decide to take other actions, such as defend themselves directly, when they fall below 50% HP.
* Reduced the potency of Psychometry granted by bananas to +1-2 if you don't already have the mutation.
* The teleportation effect of eating a yondercane or voider gland is now imprecise, like the mutation.
* The schematics choices for acquiring Tinker I, Tinker II, and Tinker III are now of the appropriate complexity for that tinker tier.
* Made seedsprout worm corpse drop at 100%.
* Confused creatures now have some variety in their actions.
* Evil twins now reconsider their equipped items when they spawn.
* Tapping the Mass Mind now refreshes your Light Manipulation charges.
* Tapping the Mass Mind now refreshes your Light Manipulation charges.
* Added a toggle to the prerelease stage message log that prevents it from automatically switching sides.
* Penetrating radar now reveals hidden objects that can be discovered by searching.
* Above-ground structures in village are now properly lit by daylight.
* Corrosive Gas Generation and Sleep Gas Generation now make you immune to acid gas and sleep gas, respectively. They do not make you immune to all forms of acid or involuntary sleep, however.
* You no longer receive a popup about discovering your starting village.
* Drowsing urchin are now immune to sleep.
* You no longer bypass the random mutation-buy choice from Irritable Genome when buying a mutation due to a rapid mutation prompt.
* Stopsvalinn now has a better chance of spawning with a high-end energy cell, when it spawns with an energy cell.
* Irritable Genome can no longer level mutations above a base rank of 10.
* Mechanical cherubim are now classified as robots.
* Gas mutaitons now always pump gas immediately on activation.
* Conveyor belts are now immune to heat and acid.
* The Force Bubble mutation now displays as a toggle and can be disabled before the duration runs out.
* Rhinox charge now respects phase and flight.
* Sunder Mind's mental connection now only reveals vision at radius 0 instead of 1.
* Catching fire now interrupts autoact, as does a visible or audible companion catching fire.
* You can now escape from the mutation variant selection menu without making a selection.
 
* Popups from zoomed-out views no longer cause the background to zoom in to gameplay level.
====Prerelease UI====
* While confused the overlay UI no longer shows item icons.
We implemented several more pieces of our new RPG-style UI, which we refer to as the "prerelease" UI.
* Dazed is now properly displayed in effect lists.
 
* Important objects are no longer improperly cleared during zone generation. These include stairs, relic containers, quest objects, quest NPCs, and more.
* Added a new graphical clock to the upper right of the prerelease status bar.
* When a temporary boosts to your Quills rank expires, the extra quills you gained are now properly removed.
* Added some utility buttons to the upper right of the prerelease status bar.
* The Horns mutation no longer says "You unequip the horns" when you advance its rank.
* Added much nicer boxes for popup messages.
* Removed the "Land" abilities from Wings and made "Fly" a toggle.
* Added a new conversation UI that includes the tile of whomever you're speaking to.
* The intermediary brain brine status effect is now invisible.
* Added a new object interaction UI that includes the tile of whatever you're interacting with.
* You can enable these features via two different options:
** To enable the new popups, new conversation UI, and new main screen with status bar: Options > Overlay UI > Prerelease: Use prerelease stage screen.
** To enable just the popups and conversation UI: Options > Overlay UI > Enable overlay user interface elements.
* Added a new option for scaling the prerelease UI: Options > Overlay UI > Prerelease Stage Scale.
* The prerelease message log now has a background transparency toggle.
* Added a toggle to the prerelease message log that prevents it from automatically switching sides.
* The prerelease UI now displays your drams of freshwater next to your weight.
* Tweaked the order that information is hidden on the prerelease status bar.
* Prerelease UI ability buttons are now clickable.
* Prerelease UI layouts wider than 1080p now letterbox correctly.
* More prerelease popup messages can now be dismissed with Esc.
 
====Other UI Changes====
* We now display object icons in several new contexts, including the equipment and inventory screens, the trade screen, and object interaction menus. If tiles are enabled, the icon used is the object's tile. Otherwise, it's the object's ASCII glyph.
* Unidentified artifacts now use different tiles to obscure what they are.
* Most natural equipment and mutation-based physical features now appear in a "Physical features" postfix at the end of a creature's description rather than in the "Equipped" postfix.
* You can now use Page Up, Page Down, +, and - to navigate the classic options & key mapping menus.
* You can now use Page Up and Page Down to navigate the tinker menu.
* Added a resolution picker to the options menu now that the Unity preloader has been removed.
* There is now a classic UI option to indent body parts on the equipment screen, making their hierarchy more visible.
* The Hands equipment slot is now Worn on Hands.
* Yes/No and Yes/No/Cancel dialogs now allow you to click on the [Yes] [No] options in the classic UI.
* Player and NPC named items now indicate their original names in their descriptions.
* Mouse movement now paths through non-hostiles if necessary to reach your destination.
* The look dialog is now only dismissable via Space or Esc.
* The following abilities are now toggleable: Sprint, Phase, Force Bubble, Fly, and Rifle through Trash (Scavenging and Trash Divining).
* Fungal infections now appear in their own, prioritized category when using the spray bottle.
* Sheba's Give Book option now remembers where you were in the list when it re-opens.
* Messages for spotting hidden objects now include directional information.
* Updated the default laptop keymappings with new binds for interact, auto-attack, and journal.
* Non-creature organic items are now described as "damaged" rather than "wounded".
* The trade UI "don't have enough water containers" message no longer resets the trade window.
* You can now access the mod manager from the main menu in the classic UI.
 
====Miscellaneous & Bugfixes====
* Villages and chef ovens should no longer let you cook game-breaking meals.
* Village immigrants' pronouns are now more consistent.
* Added recipe name entries for canned Have-It-All.
* Changed clump of bone meal to just bone meal.
* Updated the horn type for fork-horned gnus, horned chameleon, Warden Ualraig, and hindren.
* Spiral borers are now able to dig in reloaded zones.
* Metal folding chairs are now moddable.
* Fixed the switched cooking effect behavior on starch and lignin.
* Fixed a bug that caused the wrong XP value to be displayed in the Sheba Hagadias book turn-in dialog for stacks of books.
* Alchemist tables no longer contain floating glowspheres.
* Sleep Gas Generation and sleep gas breathing no longer prevent you from voluntarily going to sleep.
* NPCs immune to sleep gas no longer avoid it while pathfinding.
* Gas mutations now always pump gas immediately on activation.
* Carbide and fullerite hand bones now use the same tile for their fist objects as the implant objects.
* Above-ground structures in villages are now properly lit by daylight.
* Made the description of certain "no effect" cooking effects clearer, such as when you cook with slime while already having Slime Glands.
* Fixed the mutation description for Chimera and Esper not appearing on the overlay character creation screens.
* Fixed a bug that caused burgeoned young ivory and lurking beth to notify the burgeoner of their deaths.
* Fixed a bug that caused astral tabbies to spawn in the wrong phase.
* Fixed a bug that caused primordial soup sludge display names to go wild.
* Fixed a bug that caused books to be unreadable from the prerelease equipment screen.
* Fixed a bug that caused books to continue to render in the background even after you exited out of the read book screen.
* Fixed cookbooks showing the new recipe popup twice.
* Fixed a bug that caused some wait commands to improperly remove wait-based effects, like tightened carapace.
* You no longer receive a popup about discovering your starting village.
* The Astral monster mutation can no longer be leveled.
* Nonexistent journal entries can no longer be deleted.
* Popups from zoomed-out views no longer cause the background to zoom in to gameplay level.
* Dazed is now properly displayed in effect lists.
* Fixed the "restore defaults" button on the prerelease control mapping screen improperly clearing all keybinds.
* Several issues with the return from [redacted] should now be fixed: saves not loading, unintended player clones, and action queue inconsistencies.
* Important objects are no longer improperly cleared during zone generation. These include stairs, relic containers, quest objects, quest NPCs, and more.
* Empty alchemist tables now appear correctly as alchemist tables.
* Empty alchemist tables now appear correctly as alchemist tables.
* Added recipe name entries for canned Have-It-All.
* Chimeras now get a relevant message when [redacted] attempts to alter the structure of their minds.
* Yes/No and Yes/No/Cancel dialogs now allow you to click on the [Yes] [No] options in console UI.
* Updated the horn type for fork-horned gnus, horned chameleon, Warden Ualraig and hindren.
* Made the description of certain "no effect" cooking effects clearer, such as when you cook with slime while already having Slime Glands.
* Fixed several issues in stat-boosting mutations where the boosts would be improperly applied.
* Fixed a bug that caused prerelease UI elements to improperly display on top of cybernetics terminal windows.
* Fixed a bug that caused prerelease UI elements to improperly display on top of cybernetics terminal windows.
* Fixed new UI elements not displaying properly when the option to remove full-screen effects from the UI was enabled.
* Fixed new UI elements not displaying properly when the option to remove full-screen effects from the UI was enabled.
* Fixed a bug with tooltip looker locations when the option to remove full-screen effects from the UI was enabled.
* Fixed a bug with tooltip looker locations when the option to remove full-screen effects from the UI was enabled.
* Fixed the mutation description for Chimera and Esper not appearing on the overlay character creation screens.
* Fixed a bug that caused flickering while using the Looker with the prerelease UI was enabled.
* Fixed a bug that caused Beak to alter stats incorrectly during character generation.
* Fixed a bug where hitting Esc from the Save Build prompt would save the build with no name rather than backing out of the menu.
* Fixed a bug that caused the Sunder Mind effect to stick around after it was supposed to have expired.
* Fixed a bug with villager dialog color.
* Fixed a bug that caused Stinger equipment to not grow back properly after regeneration.
* Fixed a bug with Metamorphosis.
* Fixed a bug that caused Carapace equipment to not grow back properly after regeneration.
* Fixed a typo with the Flaming Hands mutation when it was gained through a cooking effect.
* Fixed a bug that caused flickering using the Looker while the prerelease UI was enabled.
* Fixed a typo in the Kyakukya recoiler.
* [modding] Added [XRL.HasCallAfterGameLoaded] and [XRL.CallAfterGameLoaded] attributes for registering static methods to be called after game loads.
* Fixed a typo in waveform worm's description.
* Fixed Lunge, Charge and Sting not appropriately applying poison 100% of the time when stinger was set as your primary.
* Reduced the memory load for several types of zone generation.
* Fixed several issues with the selection of mutation variants when you mutate after character creation.
* Fixed deprecated commands sticking around when a default keymap was loaded.
* Fixed some bugs where mutation ranks would not fully update when you advanced character level.
 
* Fixed an issue that prevented some natural equipment from not working as your primary weapon when the body part it was equipped on was selected as your preferred default.
====Modding & Debug====
* Fixed a bug with Metamorphosis.
* Added native support for Harmony 2.0.2 patches in mods (https://github.com/pardeike/Harmony). harmony.PatchAll() is called after mod assembly compilation, applying all mod-defined harmony patches.
* Fixed an issue that caused Blinking Tic to trigger outside of combat.
* We added a new in-progress prerelease UI for the Mod Manager.
* Fixed a bug that caused some wait commands to improprely remove wait-based effects, like tightened carapace.
* Added a new "manifest.json" file to populate the extra fields shown in the Mod Manager. This file now subsumes config.json (you should convert any config.json files into manifest.json files). See https://cavesofqud.gamepedia.com/Modding:Manifest.json.
* [debug] Rapid mutation popups no longer occur when popups are suppressed.
* Most internal classes are now public.
=== 200.95 ===
* Extended the Genotypes.xml IsMutant attribute to more contexts where the mutant / true kin distinction is relevant.
[https://freeholdgames.itch.io/cavesofqud/devlog/178126/feature-friday-september-11-2020 Released September 11, 2020.]
* Several new attributes have been added to Bodies.xml elements. bodyparttype and bodyparttypevariant now have:
* Spindle negotiation reward relics are no longer easily scummable with Precognition.
** Appendage, a boolean flag for whether the body part type is an actual appendage (in addition to all previously existing requirements, this flag must be true for a body part to be dismemberable)
* Millstones can now grind grave moss, compacted bone matter, and voider glands.
** UsuallyOn, which is used with appendages to designate the typical parent body part of this body part (for example, the UsuallyOn value for Face is Head, the UsuallyOn value for Hand is Arm)
* The language sparking baetyls use to request items now specifically indicates that the items should be placed on the ground before them.
** UsuallyOnVariant, which is used for body part type variants to designate a specific variant they're typically attached to (for example, the UsuallyOnVariant value for Sensor Array is Control Unit)
* You can no longer jump while flying.
** ImpliedBy, which is used by body parts like Hands to designate that some number of another body part (in this case, Hand) implies their existence
* Improved the death messages for dying via explosion.
** ImpliedPer, which works with ImpliedBy to specify how many of the implying parts are "satisfied" by the existence of this part
* Faction lists are now alphabetized in more contexts.
* Colors, anatomies, options, conversations, and pronouns now reload properly when mod configuration changes.
* Obliteration relics now more precisely describe their scope.
* The Armor part now supports modifying MA via the MA field.
* You are now considered responsible for the deaths of creatures killed by obliteration relics you activate.
* Members on the WorldBuilder class are now public.
* Critically failing at artifact examination now interrupts autoact.
* The cell Inherits property in Worlds.xml now functions properly when merging into existing worlds.
* You can no longer name zones from the world map.
* Errors and warnings generated by the mod compiler now include the associated filename and line number.
* Triggering a sound effect multiple times in quick succession is now volume-limited.
* Added [XRL.HasCallAfterGameLoaded] and [XRL.CallAfterGameLoaded] attributes for registering static methods to be called after game loads.
* When receiving tinkering bits, the summary of your current bit locker is no longer shown.
* Added a new test Debug option, "Show Error Popup", that should be useful for modders.
* Made fewer UI-based popups add their text to the message log.
* The "playerwho" wish now properly allows turns to tick.
* In the trade and chest interaction UIs, the item info line at the bottom now appears for items on both sides of the menu instead of just the right side.
* Fixed a bug that caused the detail color of subtypes to be merged onto the tile.
* The item info line in the trade UI now includes the weight of the item.
* Upgraded the C# compiler to Roslyn.
* Falling under lithofex gaze now interrupts autoact and motivates NPCs to flee.
* Added a new wish to remove a mutation: "mutationbgone:mutationid".
* Artifact examination now has an action cost.
* Added new wish to view data disks: "datadisk" (with a menu of all possible data disks) or "datadisk : Blueprint" or "datadisk : mod : ModName".
* Fixed a bug that caused maps generated in the ruins to be filled in with ground tiles.
* The clearstatshifts wish no longer returns spent mutation, skill, and attribute points.
* Desert canyons and ruined waterways are now appropriately windy in the north/south direction in addition to east/west.
 
* The various stages of diseases are now considered negative status effects.
=== 200.97 ===
* You no longer receive weight limit warnings when performing a take-all from a container you are carrying.
[https://freeholdgames.itch.io/cavesofqud/devlog/179904/feature-friday-september-18-2020 Released September 18, 2020.]
* Fixed a bug that caused using Intimidate to spend an action for each creature intimidated.
* You can no longer be flying and wading at the same time.
* Fixed a bug that caused players to get messages when NPCs acquired Ironshank.
* Lasers are no longer considered heat/fire damage or resisted by heat resistance.
* Fixed a bug that disabled hostility between NPCs without leaders.
* Boxes of crayons now have their own tile.
* Fixed a bug causing music from previously visited zones to play when a saved game was loaded.
* The "clean" action on liquid-covered objects now yields hotkey assignment priority to other actions, such as the "direct to attack target" action on companions.
* Fixed some issues with the names of lair zones (mostly repetitions of "surface").
* Fixed a bug that made armor that occupies more than one body part unable to receive the Jacked mod.
* Fixed some bugs that would break Spindle negotiation rewards.
* Corpses left by temporal fugue clones now disappear at the expiration of Temporal Fugue.
* Fixed some grammar issues with list composition in various contexts.
* Cybernetics from temporal fugue clones can no longer be implanted.
* Fixed some display issues in the water ritual dialog.
* Unlit torches no longer set things on fire.
* Fixed a bug that made it possible to be wading while flying.
* Autoexplore no longer attempts to open chests or bookshelves that are on imperceptible alternate vibrational planes of existence.
* Fixed a bug that granted the Starry Demise achievement whenever the player exploded regardless of whether it was a neutron explosion.
* Robots no longer go prone when entering sleep mode.
* Fixed an extra space in the display names of freeze rays.
* The Billowing Conch of the Aji no longer produces non-functional blinding gas and stinking gas.
* [modding] The liquid used in the water ritual with a given NPC is now primarily determined by the property or tag WaterRitualLiquid on the NPC. The faction record can still override this, but the GivesRep part no longer has the giftType field.
* The player's torch burning out now interrupts autoact.
* [modding] Hero generation now supports the tag HeroFactionHeirloomChance, which can be used to specify a percentage chance that the hero will spawn with a randomly generated faction heirloom.
* Baetyls now habitually reality-stabilize themselves.
=== 201.25 - beta branch ===
* Baetyls now get angry at 20% of their HP, not 80%.
[https://freeholdgames.itch.io/cavesofqud/devlog/178126/feature-friday-september-11-2020 Released September 11, 2020.]
* Fixed a bug that made NPCs with Cleaved effects active repairable.
* We revamped Chimera.
* Fixed some color formatting in village quest giver referral messages.
** Chimera still restricts the mutations you can acquire to physical only.
* Fixed a bug that made reality-stabilized objects coming into contact with a space-time vortex get sucked through the vortex after it was destroyed by the reality stabilization.
** Whenever you buy a new mutation or mutate with Unstable Genome, one of the mutation options (chosen randomly) indicates that you if you pick it, you'll also grow a new body part.
=== 201.30 - 'beta' branch ===
*** The body part is chosen randomly from among all organic body parts.
[https://freeholdgames.itch.io/cavesofqud/devlog/179904/feature-friday-september-18-2020 Released September 18, 2020.]
*** The body part grows out of one of your existing body parts, weighted toward your body but any non-abstract body part is possible.
* Reduced the offhand attack chance for horns from 25% to 20%.
** If you have Irritable Genome and Chimera, when you buy a mutation, there's a 1/3rd chance you'll grow the new body part. This is in place of the augmented selection, since you don't choose the mutation when buying one with Irritable Genome. You will get the augmented selections when Unstable Genome triggers, however.
* Reduced the value of the Carnivorous defect from 3 points to 2 points.
* Icons for objects are now displayed in a bunch of different menus.
* The Hands equipment slot is now Worn on Hands.
* Most natural equipment and mutation-based physical features now appear in a "Physical features" postfix at the end of a creature's description rather than in the "Equipped" postfix.
* Phase is now a toggleable ability.
* Wings and Stingers are no longer mutually exclusive.
* Sunder Mind is now correctly reflected by mental mirror.
* Several issues with the return from [redacted] should now be fixed: saves not loading, unintended player clones, and action queue inconsistencies.
* Reduced the memory load for several types of zone generation.
* The Love and Fear quest can now be completed.
* The augmentation-based coloring of mutation ranks on the character screen is now more accurate.
* Alchemist tables no longer contain floating glowspheres.
* Mutations now show more information about their rank calculation when you select them on the character screen.
* Due to scattering, creatures now only drop a fraction of their ammo when they die.
* With Chimera, you're now a little less likely to grow body parts that have few or no equippable items.
* The teleportation effect of eating a yondercane or voider gland is now imprecise, like the mutation.
* Trade prices are now somewhat affected by your reputation with the trader's primary faction.
* The "locked in psychic battle" status from Sunder Mind now properly ends once the battle is over.
* Removed Pack Rat and Unstable Germination from the game.
* Carbide and fullerite hand bones now use the same tile for their fist objects as the implant objects.
* Tapping the Mass Mind now refreshes your Light Manipulation charges.
* When choosing a mutation to rapidly advance, the base mutation ranks of your choices are now be displayed.
* Added a toggle to the prerelease stage message log that prevents it from automatically switching sides.
* Corrosive Gas Generation and Sleep Gas Generation now make you immune to acid gas and sleep gas, respectively. They do not make you immune to all forms of acid or involuntary sleep, however.
* Above-ground structures in village are now properly lit by daylight.
* Replaying your most recent character now recalls custom mutation variants.
* You no longer receive a popup about discovering your starting village.
* Quantum Jitters no longer trigger on the world map.
* You no longer bypass the random mutation-buy choice from Irritable Genome when buying a mutation due to a rapid mutation prompt.
* Kills made via Sunder Mind head explosions and nose bleeds now award experience.
* Irritable Genome can no longer level mutations above a base rank of 10.
* Updated the default laptop keymappings with new binds for interact, auto-attack, and journal.
* Gas mutaitons now always pump gas immediately on activation.
* Dystechnia and Quantum Jitters no longer share the same character build code.
* The Force Bubble mutation now displays as a toggle and can be disabled before the duration runs out.
* Fixed some bugs with the interactions between body-occupying mutations, rapid mutations, and the mutation level cap that occasionally caused those mutations to not refresh on time.
* Sunder Mind's mental connection now only reveals vision at radius 0 instead of 1.
* Fixed a bug that caused your name to be displayed as the sunderer when you were targeted with Sunder Mind.
* You can now escape from the mutation variant selection menu without making a selection.
* Fixed Regeneration not applying its improved healing rate.
* Popups from zoomed-out views no longer cause the background to zoom in to gameplay level.
* Fixed a bug that caused the charging visual effect to display your non-disguised tile while you were disguised.
* While confused the overlay UI no longer shows item icons.
* Fixed deprecated commands sticking around when a default keymap was loaded.
* Dazed is now properly displayed in effect lists.
* Fixed cookbooks showing the new recipe popup twice.
* Important objects are no longer improperly cleared during zone generation. These include stairs, relic containers, quest objects, quest NPCs, and more.
* Fixed a bug where some defects would display a rank.
* When a temporary boosts to your Quills rank expires, the extra quills you gained are now properly removed.
* [modding] The Armor part now supports modifying MA via the MA field.
* The Horns mutation no longer says "You unequip the horns" when you advance its rank.
* [modding] Members on the WorldBuilder class are now public.
* Removed the "Land" abilities from Wings and made "Fly" a toggle.
* [modding] The cell Inherits property in Worlds.xml now functions properly when merging into existing worlds.
* The intermediary brain brine status effect is now invisible.
=== 200.91 ===
* Empty alchemist tables now appear correctly as alchemist tables.
[https://freeholdgames.itch.io/cavesofqud/devlog/176302/feature-friday-september-5th-2020 Released September 5th, 2020.]
* Added recipe name entries for canned Have-It-All.
* Dying from a lithofex gaze now gives a better death message than "You die! (good job)".
* Yes/No and Yes/No/Cancel dialogs now allow you to click on the [Yes] [No] options in console UI.
* Phasing in now triggers any appropriate gravitational effects.
* Updated the horn type for fork-horned gnus, horned chameleon, Warden Ualraig and hindren.
* Deep liquids no longer stop autowalk if the "Confirm before going swimming" option is off, and dangerous liquids no longer stop autowalk if the "Confirm before drinking and movement into certain dangerous liquids." option is off.
* Made the description of certain "no effect" cooking effects clearer, such as when you cook with slime while already having Slime Glands.
* Pathfinding now considers hostile creatures to be navigation obstacles and avoids the squares next to non-ignored ones depending on their difficulty.
* Fixed several issues in stat-boosting mutations where the boosts would be improperly applied.
* Precognition reversion now interrupts autoact.
* Fixed a bug that caused prerelease UI elements to improperly display on top of cybernetics terminal windows.
* Being lost now carries through Domination, and removes itself from NPCs should it somehow wind up on them.
* Fixed new UI elements not displaying properly when the option to remove full-screen effects from the UI was enabled.
* NPCs now intermittently display more interest in moving away from campfires they are standing on top of.
* Fixed a bug with tooltip looker locations when the option to remove full-screen effects from the UI was enabled.
* Fixed some bugs in the logic of when you can put out fires.
* Fixed the mutation description for Chimera and Esper not appearing on the overlay character creation screens.
* Fixed a bug that made grenades thrown by temporal fugue clones disappear before they could explode because they were grenades.
* Fixed a bug that caused Beak to alter stats incorrectly during character generation.
* Fixed a bug that made some forms of electrical damage not be acknowledged by rubbergum tonic and cooking effects.
* Fixed a bug that caused the Sunder Mind effect to stick around after it was supposed to have expired.
* Fixed a bug that caused bleeding damage to fail to apply when out of phase.
* Fixed a bug that caused Stinger equipment to not grow back properly after regeneration.
* Fixed a bug that made the overlay UI autoexplore button flicker.
* Fixed a bug that caused Carapace equipment to not grow back properly after regeneration.
* Fixed a display bug in agate figurines.
* Fixed a bug that caused flickering using the Looker while the prerelease UI was enabled.
* Fixed a typo in the message when trying to automove through a hostile creature.
* [modding] Added [XRL.HasCallAfterGameLoaded] and [XRL.CallAfterGameLoaded] attributes for registering static methods to be called after game loads.
* Fixed a bug that made Nocturnal Apex often usable during the day.
* Fixed Lunge, Charge and Sting not appropriately applying poison 100% of the time when stinger was set as your primary.
=== 201.19 - beta branch ===
* Fixed several issues with the selection of mutation variants when you mutate after character creation.
[https://freeholdgames.itch.io/cavesofqud/devlog/176302/feature-friday-september-5th-2020 Released September 5th, 2020.]
* Fixed some bugs where mutation ranks would not fully update when you advanced character level.
* We revamped more mutations.
* Fixed an issue that prevented some natural equipment from not working as your primary weapon when the body part it was equipped on was selected as your preferred default.
** Electrical Generation
* Fixed a bug with Metamorphosis.
*** We revamped Electrical Generation.
* Fixed an issue that caused Blinking Tic to trigger outside of combat.
**** EG now uses the same electrical charge units as energy cells and power systems.
* Fixed a bug that caused some wait commands to improprely remove wait-based effects, like tightened carapace.
**** Maximum charge is 2000+mutationLevel*2000.
* [debug] Rapid mutation popups no longer occur when popups are suppressed.
**** Charge accrual rate is mutationLevel*100 per round, modulated by Willpower via a similar formula as cooldown modulation.
=== 200.95 ===
**** You can discharge at a minimum of 1000 charge. Deals 1d4 damage per 1000 charge, with the possibility of arcing to adjacent targets at reduced damage (maximum 1 target per 1000 charge).
[https://freeholdgames.itch.io/cavesofqud/devlog/178126/feature-friday-september-11-2020 Released September 11, 2020.]
**** Exposure to electromagnetic pulses always caused involuntary discharge; this is now documented and is now subject to a difficulty 18 Willpower save.
* Spindle negotiation reward relics are no longer easily scummable with Precognition.
**** Energy cells and capacitors now have a "drink charge" option that lets you drain their charge.
* Millstones can now grind grave moss, compacted bone matter, and voider glands.
**** You recharge 100 charge for each point of electrical damage taken.
* The language sparking baetyls use to request items now specifically indicates that the items should be placed on the ground before them.
**** You can provide charge to equipped devices that have integrated power systems, such as Jacked equipment.
* You can no longer jump while flying.
** Stinger
* Improved the death messages for dying via explosion.
*** Reduced Confusing Stinger cost from 4 to 3.
* Faction lists are now alphabetized in more contexts.
*** We revamped the three Stinger mutations.
* Obliteration relics now more precisely describe their scope.
**** You now get a tail with the stinger attached.
* You are now considered responsible for the deaths of creatures killed by obliteration relics you activate.
**** Stinger penetration progression:
* Critically failing at artifact examination now interrupts autoact.
***** Level 1: 3
* You can no longer name zones from the world map.
***** Level 2+: (mutationLevel-2)/3 + 4 (max 9)
* Triggering a sound effect multiple times in quick succession is now volume-limited.
**** Stinger damage progression:
* When receiving tinkering bits, the summary of your current bit locker is no longer shown.
***** Level 1: 1d6
* Made fewer UI-based popups add their text to the message log.
***** Level 4: 1d8
* In the trade and chest interaction UIs, the item info line at the bottom now appears for items on both sides of the menu instead of just the right side.
***** Level 7: 1d10
* The item info line in the trade UI now includes the weight of the item.
***** Level 10: 1d12
* Falling under lithofex gaze now interrupts autoact and motivates NPCs to flee.
***** Level 13: 2d6
* Artifact examination now has an action cost.
***** Level 16: 2d6+1
* Fixed a bug that caused maps generated in the ruins to be filled in with ground tiles.
***** Level 19+: 2d8
* Desert canyons and ruined waterways are now appropriately windy in the north/south direction in addition to east/west.
**** You always sting when you charge or lunge.
* The various stages of diseases are now considered negative status effects.
**** You can use the Sting activated ability (cooldown 25) to sting with autohit and autopen.
* You no longer receive weight limit warnings when performing a take-all from a container you are carrying.
**** Venom save: 14 + mutationLevel*2
* Fixed a bug that caused using Intimidate to spend an action for each creature intimidated.
**** Paralyzation duration:
* Fixed a bug that caused players to get messages when NPCs acquired Ironshank.
***** Level 1-2: 2-4 rounds
* Fixed a bug that disabled hostility between NPCs without leaders.
***** Level 3+: 1d3 + (mutationLevel)/3 + 1 rounds (max 1d3 + 7)
* Fixed a bug causing music from previously visited zones to play when a saved game was loaded.
**** Confusion duration:
* Fixed some issues with the names of lair zones (mostly repetitions of "surface").
***** Level 1-2: 2d3 + 2 rounds
* Fixed some bugs that would break Spindle negotiation rewards.
***** Level 3+: 2d3 + (mutationLevel*2)/3 + 2 rounds (max 2d3 + 14)
* Fixed some grammar issues with list composition in various contexts.
**** Poison duration: 8-12 rounds
* Fixed some display issues in the water ritual dialog.
**** Poison increment: (mutationLevel)d2, stackable
* Fixed a bug that made it possible to be wading while flying.
** Sunder Mind
* Fixed a bug that granted the Starry Demise achievement whenever the player exploded regardless of whether it was a neutron explosion.
*** We revamped Sunder Mind.
* Fixed an extra space in the display names of freeze rays.
**** For up to 10 rounds, you engage in psychic combat with an opponent, dealing damage each round.
* [modding] The liquid used in the water ritual with a given NPC is now primarily determined by the property or tag WaterRitualLiquid on the NPC. The faction record can still override this, but the GivesRep part no longer has the giftType field.
**** Taking any action other than passing the turn will break the connection.
* [modding] Hero generation now supports the tag HeroFactionHeirloomChance, which can be used to specify a percentage chance that the hero will spawn with a randomly generated faction heirloom.
**** Each round, mental attack vs. MA. Damage increment:
=== 201.25 - beta branch ===
***** odd levels: 1d3+(mutationLevel/2)
[https://freeholdgames.itch.io/cavesofqud/devlog/178126/feature-friday-september-11-2020 Released September 11, 2020.]
***** even levels: 1d4+(mutationLevel-1/2)
* We revamped Chimera.
**** On the tenth round, you deal damage equal to the total amount of damage you've done so far.
** Chimera still restricts the mutations you can acquire to physical only.
**** Range: sight
** Whenever you buy a new mutation or mutate with Unstable Genome, one of the mutation options (chosen randomly) indicates that you if you pick it, you'll also grow a new body part.
**** Cooldown: 80 rounds
*** The body part is chosen randomly from among all organic body parts.
* We revamped several defects.
*** The body part grows out of one of your existing body parts, weighted toward your body but any non-abstract body part is possible.
** Removed Brittle Bones and Hemophilia.
** If you have Irritable Genome and Chimera, when you buy a mutation, there's a 1/3rd chance you'll grow the new body part. This is in place of the augmented selection, since you don't choose the mutation when buying one with Irritable Genome. You will get the augmented selections when Unstable Genome triggers, however.
** Amnesia
* Icons for objects are now displayed in a bunch of different menus.
*** Revamped. It now gives 2 points.
* Most natural equipment and mutation-based physical features now appear in a "Physical features" postfix at the end of a creature's description rather than in the "Equipped" postfix.
*** Whenever you learn a new secret, there's a small chance you forget one.
* Wings and Stingers are no longer mutually exclusive.
*** Whenever you return to a map you previously visited, there's a small chance you forget the layout.
* Several issues with the return from [redacted] should now be fixed: saves not loading, unintended player clones, and action queue inconsistencies.
** Analgesia
* The Love and Fear quest can now be completed.
*** Renamed Numb.
* Alchemist tables no longer contain floating glowspheres.
** Blinking Tic
* Due to scattering, creatures now only drop a fraction of their ammo when they die.
*** Tweaked occurrence chance.
* The teleportation effect of eating a yondercane or voider gland is now imprecise, like the mutation.
*** Changed so it only triggers during combat.
* The "locked in psychic battle" status from Sunder Mind now properly ends once the battle is over.
** Dystechnia (new)
* Carbide and fullerite hand bones now use the same tile for their fist objects as the implant objects.
*** 2 points.
* When choosing a mutation to rapidly advance, the base mutation ranks of your choices are now be displayed.
*** You're much worse at examining artifacts.
* Corrosive Gas Generation and Sleep Gas Generation now make you immune to acid gas and sleep gas, respectively. They do not make you immune to all forms of acid or involuntary sleep, however.
*** You can't have artifacts identified for you because you don't understand their explanations.
* Replaying your most recent character now recalls custom mutation variants.
*** When you break an artifact during examination failure, it explodes.
* Quantum Jitters no longer trigger on the world map.
** Electromagnetic Impulse
* Kills made via Sunder Mind head explosions and nose bleeds now award experience.
*** Tweaked occurrence chance.
* Updated the default laptop keymappings with new binds for interact, auto-attack, and journal.
*** Changed so it only triggers during combat.
* Dystechnia and Quantum Jitters no longer share the same character build code.
** Hooks for Feet
* Fixed some bugs with the interactions between body-occupying mutations, rapid mutations, and the mutation level cap that occasionally caused those mutations to not refresh on time.
*** Removed the -10 move speed penalty.
* Fixed a bug that caused your name to be displayed as the sunderer when you were targeted with Sunder Mind.
** Irritable Genome (new)
* Fixed Regeneration not applying its improved healing rate.
*** 4 points.
* Fixed a bug that caused the charging visual effect to display your non-disguised tile while you were disguised.
*** Whenever you spend a mutation point, the next mutation point you gain will be spent randomly.
* Fixed deprecated commands sticking around when a default keymap was loaded.
*** Whenever you buy a new mutation, you get a random one instead of a choice of three.
* Fixed cookbooks showing the new recipe popup twice.
** Myopia
* Fixed a bug where some defects would display a rank.
*** Increased point value from 2 to 3.
* [modding] The Armor part now supports modifying MA via the MA field.
*** Made radius 10.
* [modding] Members on the WorldBuilder class are now public.
*** Renamed Myopic.
* [modding] The cell Inherits property in Worlds.xml now functions properly when merging into existing worlds.
** Narcolepsy
=== 200.91 ===
*** Reduced point value from 4 to 3.
[https://freeholdgames.itch.io/cavesofqud/devlog/176302/feature-friday-september-5th-2020 Released September 5th, 2020.]
*** Tweaked occurrence chance.
* Dying from a lithofex gaze now gives a better death message than "You die! (good job)".
*** Changed so it only triggers during combat.
* Phasing in now triggers any appropriate gravitational effects.
** Psionic Migraines (new)
* Deep liquids no longer stop autowalk if the "Confirm before going swimming" option is off, and dangerous liquids no longer stop autowalk if the "Confirm before drinking and movement into certain dangerous liquids." option is off.
*** 4 points.
* Pathfinding now considers hostile creatures to be navigation obstacles and avoids the squares next to non-ignored ones depending on their difficulty.
*** You cannot wear hats or helmets.
* Precognition reversion now interrupts autoact.
** Quantum Jitters (new)
* Being lost now carries through Domination, and removes itself from NPCs should it somehow wind up on them.
*** 3 points.
* NPCs now intermittently display more interest in moving away from campfires they are standing on top of.
*** Whenever you use an activated ability, there's a small chance your focus slips and you dent spacetime in the local region, causing 1-2 spacetime vortices to appear. This chance increases the longer you go without using an activated ability.
* Fixed some bugs in the logic of when you can put out fires.
** Socially Repugnant
* Fixed a bug that made grenades thrown by temporal fugue clones disappear before they could explode because they were grenades.
*** Revamped. It now gives -50 reputation with every faction.
* Fixed a bug that made some forms of electrical damage not be acknowledged by rubbergum tonic and cooking effects.
** Spontaneous Combustion
* Fixed a bug that caused bleeding damage to fail to apply when out of phase.
*** Tweaked occurrence chance.
* Fixed a bug that made the overlay UI autoexplore button flicker.
*** Changed so it only triggers during combat.
* Fixed a display bug in agate figurines.
** Tonic Allergy (new)
* Fixed a typo in the message when trying to automove through a hostile creature.
*** 4 points.
* Fixed a bug that made Nocturnal Apex often usable during the day.
*** The chance your mutant physiology reacts adversely to a tonic is increased to 33%.
=== 201.19 - beta branch ===
*** If you react adversely this way to a salve or ubernostrum tonic, the adverse reaction effect is chosen randomly from among other tonic effects. You will still heal.
[https://freeholdgames.itch.io/cavesofqud/devlog/176302/feature-friday-september-5th-2020 Released September 5th, 2020.]
* We fixed some issues with mutation changes from last week.
* We revamped more mutations.
** Teleportation - we kept the uncertainty radius but changed the target back from line of sight to any explored location (this was always the intention).
** Electrical Generation
** Adrenal control no longer increases its own rank.
*** We revamped Electrical Generation.
** Adrenal control no longer increases the ranks of mental mutations.
**** EG now uses the same electrical charge units as energy cells and power systems.
** Attributes gained via adrenal control no longer count toward skill prerequisites.
**** Maximum charge is 2000+mutationLevel*2000.
** Removed the Stinger / Wings exclusions.
**** Charge accrual rate is mutationLevel*100 per round, modulated by Willpower via a similar formula as cooldown modulation.
** Fixed a bug that prevented Slime Glands from letting you walk over slime.
**** You can discharge at a minimum of 1000 charge. Deals 1d4 damage per 1000 charge, with the possibility of arcing to adjacent targets at reduced damage (maximum 1 target per 1000 charge).
* You can now select a limb in the equipment menu to make it your primary limb. If you do so, your Right Hand (old primary) inherits the offhand attack percentage that the new primary limb had.
**** Exposure to electromagnetic pulses always caused involuntary discharge; this is now documented and is now subject to a difficulty 18 Willpower save.
* Disguising items no longer change your tile when equipped in the thrown weapon slot.
**** Energy cells and capacitors now have a "drink charge" option that lets you drain their charge.
* Rifling through trash with Scavenging and Trash Divining is now toggleable.
**** You recharge 100 charge for each point of electrical damage taken.
* There is now a classic UI option to indent body parts on the equipment screen, making their hierarchy more visible.
**** You can provide charge to equipped devices that have integrated power systems, such as Jacked equipment.
* Sleep Gas Generation and sleep gas breathing no longer prevent you from voluntarily going to sleep.
** Stinger
* NPCs immune to sleep gas no longer avoid it while pathfinding.
*** Reduced Confusing Stinger cost from 4 to 3.
=== 200.90 ===
*** We revamped the three Stinger mutations.
[https://freeholdgames.itch.io/cavesofqud/devlog/174248/feature-friday-august-28-2020 Released August 28, 2020.]
**** You now get a tail with the stinger attached.
* Fixed a bug that caused certain worldmap graphics to be improperly hidden.
**** Stinger penetration progression:
* [modding] The mutation lists in character generation are now sorted by display name rather than displaying in order of their loading.
***** Level 1: 3
* [modding] Beak and Carnivorous are now public.
***** Level 2+: (mutationLevel-2)/3 + 4 (max 9)
=== 201.18 - 'beta' branch ===
**** Stinger damage progression:
[https://freeholdgames.itch.io/cavesofqud/devlog/174248/feature-friday-august-28-2020 Released August 28, 2020.]
***** Level 1: 1d6
=== 200.89 ===
***** Level 4: 1d8
[https://freeholdgames.itch.io/cavesofqud/devlog/172120/feature-friday-august-21-2020 Released August 21, 2020.]
***** Level 7: 1d10
* It's now possible to use a shield unskilled at a 25% block chance.
***** Level 10: 1d12
* The section in the manual on the combat sequence now includes a description of shield blocking.
***** Level 13: 2d6
* Attempting to move past the edge of the world now gives a message instead of failing silently.
***** Level 16: 2d6+1
* When you fire a missile weapon without a target and your aim snaps to the nearest hostile creature, that creature is no longer set as your target.
***** Level 19+: 2d8
* NPCs are now able to attack inanimate objects they want to destroy.
**** You always sting when you charge or lunge.
* Mutants with temporal fugue are now referred to as temporal fugitives in village histories.
**** You can use the Sting activated ability (cooldown 25) to sting with autohit and autopen.
* Lase now ignores targets it cannot hit when selecting a target.
**** Venom save: 14 + mutationLevel*2
* Dehydration notifications are no longer provided for companions who wouldn't generate a death notification.
**** Paralyzation duration:
* You can no longer swap position with neutral or friendly puffer fungi.
***** Level 1-2: 2-4 rounds
* Being involuntarily moved into a wall with burrowing claws or a drill equipped no longer forces you to attack the wall.
***** Level 3+: 1d3 + (mutationLevel)/3 + 1 rounds (max 1d3 + 7)
* Being involuntarily moved can no longer swap you with a hostile creature.
**** Confusion duration:
* Autoexplore can no longer swap you with an ignored hostile creature.
***** Level 1-2: 2d3 + 2 rounds
* Engulfed creatures now have the lowest priority for purposes of determining which creature is hit when a tile is attacked. The purpose of this change is to make it so that companions can reasonably attack creatures that are engulfing you.
***** Level 3+: 2d3 + (mutationLevel*2)/3 + 2 rounds (max 2d3 + 14)
* Village zones no longer fight with themselves over what music to play.
**** Poison duration: 8-12 rounds
* Grenades, mines, and bombs can now be detonated as an inventory action.
**** Poison increment: (mutationLevel)d2, stackable
* The classic UI key mapping screen now indicates that you can press delete to clear a command's bindings.
** Sunder Mind
* The selection hotkeys for donating a book to Sheba Hagadias no longer goes into non-alphabetic characters when you have a lot of books.
*** We revamped Sunder Mind.
* Projectile animations now become faster the longer the projectile's flight path is.
**** For up to 10 rounds, you engage in psychic combat with an opponent, dealing damage each round.
* Lase's animation is now faster in general, and becomes faster the longer its path is.
**** Taking any action other than passing the turn will break the connection.
* Added variant death messages for being killed by electrical, acid, and disintegration damage.
**** Each round, mental attack vs. MA. Damage increment:
* Fixed a bug that made delete in the classic UI key mapping screen fail to trigger the bindings being saved.
***** odd levels: 1d3+(mutationLevel/2)
* Fixed a bug that caused temporary liquids (for example, acid pools produced by acid walltraps to become permanent through fluid dynamics processes.
***** even levels: 1d4+(mutationLevel-1/2)
* Myopia's effect on visibility distance now works in more contexts.
**** On the tenth round, you deal damage equal to the total amount of damage you've done so far.
* Fixed a bug that degraded performance when creatures swam.
**** Range: sight
* Fixed a bug that caused NPCs with Flaming Hands, Freezing Hands, Freeze Breath, and other breath attacks to stand still when targeting an enemy in the same cell as a wall.
**** Cooldown: 80 rounds
* Fixed a two-character grammatical redundancy in torches' description.
* We revamped several defects.
* Fixed the message given when you lay a mine or set a bomb.
** Removed Brittle Bones and Hemophilia.
* Fixed various instances of situation-specific death messages being overwritten by the generic, "You were killed by so-and-so".
** Amnesia
* Fixed a bug that made agility contribute less to throwing accuracy than it was meant to.
*** Revamped. It now gives 2 points.
* Fixed a bug that broke telepathy.
*** Whenever you learn a new secret, there's a small chance you forget one.
* [debug] Fixed a bug that caused the "Give 250000 XP" keybind to give the XP without leveling you.
*** Whenever you return to a map you previously visited, there's a small chance you forget the layout.
* [modding] Creatures now respect their NoTrade tag in conversations.
** Analgesia
* [modding] The Mods directory is now created on startup if it doesn't already exist.
*** Renamed Numb.
* [modding] The ID attribute of your quests can now be used in QuestsByID. If an ID doesn't exist, Name is used.
** Blinking Tic
* Proselytes and rebuked robots can now be dismissed from your service as an interaction command.
*** Tweaked occurrence chance.
* Party members now more consistently behave in a fashion consistent with their leader's attitudes.
*** Changed so it only triggers during combat.
=== 201.15 - beta ===
** Dystechnia (new)
*** 2 points.
*** You're much worse at examining artifacts.
*** You can't have artifacts identified for you because you don't understand their explanations.
*** When you break an artifact during examination failure, it explodes.
** Electromagnetic Impulse
*** Tweaked occurrence chance.
*** Changed so it only triggers during combat.
** Hooks for Feet
*** Removed the -10 move speed penalty.
** Irritable Genome (new)
*** 4 points.
*** Whenever you spend a mutation point, the next mutation point you gain will be spent randomly.
*** Whenever you buy a new mutation, you get a random one instead of a choice of three.
** Myopia
*** Increased point value from 2 to 3.
*** Made radius 10.
*** Renamed Myopic.
** Narcolepsy
*** Reduced point value from 4 to 3.
*** Tweaked occurrence chance.
*** Changed so it only triggers during combat.
** Psionic Migraines (new)
*** 4 points.
*** You cannot wear hats or helmets.
** Quantum Jitters (new)
*** 3 points.
*** Whenever you use an activated ability, there's a small chance your focus slips and you dent spacetime in the local region, causing 1-2 spacetime vortices to appear. This chance increases the longer you go without using an activated ability.
** Socially Repugnant
*** Revamped. It now gives -50 reputation with every faction.
** Spontaneous Combustion
*** Tweaked occurrence chance.
*** Changed so it only triggers during combat.
** Tonic Allergy (new)
*** 4 points.
*** The chance your mutant physiology reacts adversely to a tonic is increased to 33%.
*** If you react adversely this way to a salve or ubernostrum tonic, the adverse reaction effect is chosen randomly from among other tonic effects. You will still heal.
* We fixed some issues with mutation changes from last week.
** Teleportation - we kept the uncertainty radius but changed the target back from line of sight to any explored location (this was always the intention).
** Adrenal control no longer increases its own rank.
** Adrenal control no longer increases the ranks of mental mutations.
** Attributes gained via adrenal control no longer count toward skill prerequisites.
** Removed the Stinger / Wings exclusions.
** Fixed a bug that prevented Slime Glands from letting you walk over slime.
* You can now select a limb in the equipment menu to make it your primary limb. If you do so, your Right Hand (old primary) inherits the offhand attack percentage that the new primary limb had.
* Disguising items no longer change your tile when equipped in the thrown weapon slot.
* Rifling through trash with Scavenging and Trash Divining is now toggleable.
* There is now a classic UI option to indent body parts on the equipment screen, making their hierarchy more visible.
* Sleep Gas Generation and sleep gas breathing no longer prevent you from voluntarily going to sleep.
* NPCs immune to sleep gas no longer avoid it while pathfinding.
=== 200.90 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/174248/feature-friday-august-28-2020 Released August 28, 2020.]
* Fixed a bug that caused certain worldmap graphics to be improperly hidden.
* [modding] The mutation lists in character generation are now sorted by display name rather than displaying in order of their loading.
* [modding] Beak and Carnivorous are now public.
=== 201.18 - 'beta' branch ===
[https://freeholdgames.itch.io/cavesofqud/devlog/174248/feature-friday-august-28-2020 Released August 28, 2020.]
=== 200.89 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/172120/feature-friday-august-21-2020 Released August 21, 2020.]
[https://freeholdgames.itch.io/cavesofqud/devlog/172120/feature-friday-august-21-2020 Released August 21, 2020.]
* When you level up to level 5, and every 10 levels afterward, your genome enters an excited state and you can rapidly advance one of your physical mutations.
* It's now possible to use a shield unskilled at a 25% block chance.
* Rapid advancement increases the mutation's rank by 3.
* The section in the manual on the combat sequence now includes a description of shield blocking.
* These three ranks don't count toward the rank 10 limit.
* Attempting to move past the edge of the world now gives a message instead of failing silently.
* Rapidly advanced mutations are still subject to the mutation rank cap that's based on character level.
* When you fire a missile weapon without a target and your aim snaps to the nearest hostile creature, that creature is no longer set as your target.
* If you have 4 mutation points after gaining a level, you'll have a chance to buy a new mutation before you choose a mutation to rapidly advance.
* NPCs are now able to attack inanimate objects they want to destroy.
* If you have no physical mutations at this point, nothing happens.
* Mutants with temporal fugue are now referred to as temporal fugitives in village histories.
* We revamped several physical mutations.
* Lase now ignores targets it cannot hit when selecting a target.
** Adrenal Control.
* Dehydration notifications are no longer provided for companions who wouldn't generate a death notification.
*** Reduced cost from 4 MP to 3.
* You can no longer swap position with neutral or friendly puffer fungi.
*** We revamped this mutation.
* Being involuntarily moved into a wall with burrowing claws or a drill equipped no longer forces you to attack the wall.
**** You now gain an activated ability, Release Adrenaline, that increases your quickness by mutationLevel*2+38 for mutationLevel+19 rounds.
* Being involuntarily moved can no longer swap you with a hostile creature.
**** Cooldown: 100.
* Autoexplore can no longer swap you with an ignored hostile creature.
** Burrowing Claws
* Engulfed creatures now have the lowest priority for purposes of determining which creature is hit when a tile is attacked. The purpose of this change is to make it so that companions can reasonably attack creatures that are engulfing you.
*** Increased cost from 2 MP to 3.
* Village zones no longer fight with themselves over what music to play.
*** Claws no longer occupy hand slot.
* Grenades, mines, and bombs can now be detonated as an inventory action.
*** Your base fists are now replaced with claws that function as short blades and deal increased damage with mutation level.
* The classic UI key mapping screen now indicates that you can press delete to clear a command's bindings.
**** levels 1-3: 1d2
* The selection hotkeys for donating a book to Sheba Hagadias no longer goes into non-alphabetic characters when you have a lot of books.
**** levels 4-6: 1d3
* Projectile animations now become faster the longer the projectile's flight path is.
**** levels 7-9: 1d4
* Lase's animation is now faster in general, and becomes faster the longer its path is.
**** levels 10-12: 1d6
* Added variant death messages for being killed by electrical, acid, and disintegration damage.
**** levels 13-15: 1d8
* Fixed a bug that made delete in the classic UI key mapping screen fail to trigger the bindings being saved.
**** levels 16-18: 1d10
* Fixed a bug that caused temporary liquids (for example, acid pools produced by acid walltraps to become permanent through fluid dynamics processes.
**** levels 19+: 1d12
* Myopia's effect on visibility distance now works in more contexts.
** Carapace
* Fixed a bug that degraded performance when creatures swam.
*** Reduced cost from 4 MP to 3.
* Fixed a bug that caused NPCs with Flaming Hands, Freezing Hands, Freeze Breath, and other breath attacks to stand still when targeting an enemy in the same cell as a wall.
*** DV penalty is now a flat -2 across all mutation levels.
* Fixed a two-character grammatical redundancy in torches' description.
*** You no longer have trouble getting up when knocked prone.
* Fixed the message given when you lay a mine or set a bomb.
*** Reduced the DV penalty for tightening your carapace from -10 to -2.
* Fixed various instances of situation-specific death messages being overwritten by the generic, "You were killed by so-and-so".
** Carnivorous
* Fixed a bug that made agility contribute less to throwing accuracy than it was meant to.
*** Changed this into a defect that gives 1 MP.
* Fixed a bug that broke telepathy.
*** Removed the tasty bonuses from eating meat.
* [debug] Fixed a bug that caused the "Give 250000 XP" keybind to give the XP without leveling you.
** Corrosive Gas Generation
* [modding] Creatures now respect their NoTrade tag in conversations.
*** Removed mutual exclusion with Sleep Gas Generation.
* [modding] The Mods directory is now created on startup if it doesn't already exist.
*** Increased the number of rounds you release gas for from mutationLevel/2 + 1 to mutationLevel+2.
* [modding] The ID attribute of your quests can now be used in QuestsByID. If an ID doesn't exist, Name is used.
*** Increased the cooldown from 35 to 40.
* Proselytes and rebuked robots can now be dismissed from your service as an interaction command.
*** Corrosive gas no longer deals damage to items.
* Party members now more consistently behave in a fashion consistent with their leader's attitudes.
*** (cosmetic) Renamed the activated ability name to "Release Corrosive Gas".
=== 201.15 - beta ===
** Double-muscled
[https://freeholdgames.itch.io/cavesofqud/devlog/172120/feature-friday-august-21-2020 Released August 21, 2020.]
* When you level up to level 5, and every 10 levels afterward, your genome enters an excited state and you can rapidly advance one of your physical mutations.
* Rapid advancement increases the mutation's rank by 3.
* These three ranks don't count toward the rank 10 limit.
* Rapidly advanced mutations are still subject to the mutation rank cap that's based on character level.
* If you have 4 mutation points after gaining a level, you'll have a chance to buy a new mutation before you choose a mutation to rapidly advance.
* If you have no physical mutations at this point, nothing happens.
* We revamped several physical mutations.
** Adrenal Control.
*** Reduced cost from 4 MP to 3.
*** Reduced cost from 4 MP to 3.
*** Removed the movespeed penalty.
*** We revamped this mutation.
*** Changed the chance to daze on a successful melee attack to 13% + mutationLevel*2 for 2-3 rounds.
**** You now gain an activated ability, Release Adrenaline, that increases your quickness by mutationLevel*2+38 for mutationLevel+19 rounds.
** Electromagnetic Pulse
**** Cooldown: 100.
*** (cosmetic) Renamed the activated ability to "Emit Pulse".
** Burrowing Claws
** Flaming Hands and Freezing Hands
*** Increased cost from 2 MP to 3.
*** Renamed to Flaming Ray and Freezing Ray. You now have the option to customize these mutations and choose a limb for the ghostly flames/icy vapor to appear on (Hands, Feet, or Face).
*** Claws no longer occupy hand slot.
*** Your base fists are now replaced with claws that function as short blades and deal increased damage with mutation level.
**** levels 1-3: 1d2
**** levels 4-6: 1d3
**** levels 7-9: 1d4
**** levels 10-12: 1d6
**** levels 13-15: 1d8
**** levels 16-18: 1d10
**** levels 19+: 1d12
** Carapace
*** Reduced cost from 4 MP to 3.
*** DV penalty is now a flat -2 across all mutation levels.
*** You no longer have trouble getting up when knocked prone.
*** Reduced the DV penalty for tightening your carapace from -10 to -2.
** Carnivorous
*** Changed this into a defect that gives 1 MP.
*** Removed the tasty bonuses from eating meat.
** Corrosive Gas Generation
*** Removed mutual exclusion with Sleep Gas Generation.
*** Increased the number of rounds you release gas for from mutationLevel/2 + 1 to mutationLevel+2.
*** Increased the cooldown from 35 to 40.
*** Corrosive gas no longer deals damage to items.
*** (cosmetic) Renamed the activated ability name to "Release Corrosive Gas".
** Double-muscled
*** Reduced cost from 4 MP to 3.
*** Removed the movespeed penalty.
*** Changed the chance to daze on a successful melee attack to 13% + mutationLevel*2 for 2-3 rounds.
** Electromagnetic Pulse
*** (cosmetic) Renamed the activated ability to "Emit Pulse".
** Flaming Hands and Freezing Hands
*** Renamed to Flaming Ray and Freezing Ray. You now have the option to customize these mutations and choose a limb for the ghostly flames/icy vapor to appear on (Hands, Feet, or Face).
*** Now neither mutation occupies the Hands or any other body slot.
*** Now neither mutation occupies the Hands or any other body slot.
*** If you get the limb you chose severed, you lose access to the mutation's powers.
*** If you get the limb you chose severed, you lose access to the mutation's powers.
Line 1,089: Line 1,493:
=== 200.80 ===
=== 200.80 ===
[https://freeholdgames.itch.io/cavesofqud/devlog/164722/feature-friday-july-25-2020 Released July 25, 2020.]
[https://freeholdgames.itch.io/cavesofqud/devlog/164722/feature-friday-july-25-2020 Released July 25, 2020.]
=== 200.71 - Tomb of the Eaters ===
[https://freeholdgames.itch.io/cavesofqud/devlog/162886/the-tomb-of-the-eaters-is-here Released July 18, 2020.]
* There's now a gigantic tomb complex built around the Spindle at Omonporch. It's 12 stories tall, contains several historically striated sections, and includes ~100 maps.
* There are now several archaeological features around the Tomb exterior, including the outer caryatid wall, the Arcade to the Twin Gates, and the Court of Sultans.
* Added many, many, many new creatures, NPCs, objects, and mechanics scattered across the Tomb and its surrounding environs.
* Added a new quest in the main questline: Tomb of the Eaters.
* Added two side quests: The Buried Watchers and Fraying Favorites.
* Added a new village: Ezra.
* Added a new settlement: the mopango hideout.
* Added three new factions: mopango, the villagers of Ezra, and the Daughters of Exile.
* Added four new music tracks to the Tomb.
* [mentioned above] Added many, many new NPCs, creatures, items, objects, and mechanics specifically tied to the Tomb of the Eaters. We aren't listing those here.
* [mentioned above] Added three new quests: Tomb of the Eaters, the Buried Watchers, and Fraying Favorites.
* [mentioned above] Added a new village: Ezra.
* [mentioned above] Added three new factions: mopango, the villagers of Ezra, and the Daughters of Exile.
* Added 16 new cybernetic implants:
** equipment rack
** bionic liver
** pneumatic pistons
** reactive cranial plating
** high-fidelity matter recompositer
** anomaly fumigator
** phase harmonic modulater
** penetrating radar
** navigation system
** reactive trauma plate
** micromanipulator array
** onboard recoiler
** biodynamic power plant
** fire suppression system
** medassist module
** anchor spikes
* Added the following new items.
** advanced toolkit
** point-defense drone
** syphon baton
** molly netting
** time dilation grenades
** ninefold boots
** displacer bracelet
** spring-turret grenades
** glitter grenades
** several new recoilers
* Added the following new item mods.
** liquid-cooled
** padded
** gigantic
** displacer
** phase-harmonic
** fitted with electromagnetic shielding
** fitted with co-processer
** refractive
** morphogenetic
** nulling
** airfoil
* Added a new liquid: brain brine.
* Added a new gas: miasmatic ash.
* Added two new cooking ingredients: crushed grave moss and compacted bone meal.
* Added two new signature dishes.
* We changed how movespeed is calculated. Instead of approaching near-infinite movespeed as you near 200, your movespeed above or below 100 is treated as a percentage increase or decrease. Examples: 160 movespeed is 60% faster than 100. 50% movespeed is 100% slower than 100.
* The Multiple Legs mutation now costs 4 points.
* Motorized treads now gives more movespeed.
* Occasionally, upon gaining a level, completing a quest, performing the water ritual, or defeating a legendary foe, you may now become inspired to name one of your items.
* We made some changes to liquid and liquid pool behavior.
** You now swim through pools of size 2000+ drams. Swimming is now a status effect that penalizes movespeed and prevents creatures from taking move-related actions that require footing. You're asked to confirm movement when you first move into a swim-depth pool. The swimming confirmation message is toggleable via the option in the Prompts menu.
** Added a new status effect: wading. You now wade through pools of size 200-2000 drams. Wading gives -20 movespeed and interferes with some forms of movement, including sprinting.
** We renormalized the volumes of all the puddles, pools, and rivers in the game. Swim-depth pools (over 2000 drams) are now much more rare.
** Pools smaller than the wading threshold (200 drams) now use a different tile set.
** Entering a swim-depth pool from land now displays a warning message and requires you to confirm movement.
** Swim-depth pools now interrupt autowalk unless you are already swimming, flying, or out of phase with the pool.
** Small puddles now evaporate over time.
** Aquatic creatures now receive a -25 penalty to movespeed instead of the full -50. (The Swimming skill's +25 bonus offsets this penalty.)
** Objects now become coated in liquid more easily, and they also lose their liquid coatings more easily.
** Liquid-coated objects have a chance to stain.
** You can now use water to clean your stained equipment via inventory actions on either your water containers or your stained equipment.
** Some liquids now weigh more than others.
** Creatures moving through pools of liquid now track the liquid around. Bigger pools are more likely to be tracked around.
** Footwear now protects you from being affected by small pools of liquid.
** Pathfinding now puts more weight toward pathing around large pools of liquids, even less deadly ones.
** Bilge sphincters now provide a movespeed bonus in liquid pools of 200+ drams instead of 1000+.
* The random-buy mutation choices should now be more stable for a given seed.
* If you're out of 2+ point mutations to buy, you're now presented with 1-point mutations.
* Spacetime vortices and rifts now deposit all objects that enter through them into a consistent destination zone (randomly determined per anomaly), rather than destroying non-player objects. Companions sucked into a vortex are unable to rejoin you until you find them.
* We tweaked the temperature-related behavior of liquids.
** You may find differences in how pouring liquids on you affects temperature.
** Standing in a pool of lava is no longer safe once you've dealt with the initial temperature shock.
** Your equipment and inventory now experience more temperature effects than before, particularly if you expose yourself to large amounts of lava.
* We made some changes to sparking baetyl rewards.
** Item rewards are now much better.
** Item rewards now scale with both the baetyl's zone difficulty and the tier of the demanded item.
** Reduced the maximum number of demanded items to six.
* Baetyls asking for Templar phylacteries no longer ask for the phylacteries of specific people.
* Baetyls no longer care about differently-colored display names in the items they request.
* Baetyls no longer care about taking small amounts of damage, but they become... significantly irritated... by larger amounts.
* Phinae Hoshaiah can no longer generate as hated by baetyls.
* Trees are now stronger and tougher.
* More NPC tinkers can now repair, recharge, and identify artifacts.
* Fungal infections are now immune to heat, cold, electricity, and acid.
* Any NPC with whom you can perform the water ritual can now give you directions.
* Puffer fungi can now be hit by normal ranged weapons.
* Lava and acid now spawn less often in containers that are unsafe to house them.
* Companions now attempt to generally follow you even if they can't pathfind all the way to you (for example, because you have Force Bubble active).
* Mirrorshades now give a very small chance to reflect light-based attacks.
* Multiple applications of Hobble now renew the duration of the effect rather than stacking the movespeed penalty.
* Carbide hand bones no longer modify hands added by Helping Hands, and they only affect the set of hands where the implant was implanted (in the event a True Kin has somehow acquired multiple sets of hands).
* You can no longer open and close doors while frozen solid.
* Magazine-loaded ranged weapons now account for the weight and value of the ammo loaded in them.
* Fungal infections and motorized treads are now immune to damage.
* Lunge now respects phase and flight.
* Juke now interacts better with effects that restrict your mobility.
* Wraith-knights can no longer be duplicated or cloned.
* Robotic and otherwise inorganic creatures are no longer made thirsty by thirst thistle attacks.
* Temporal fugue clones and various other forms of cloning no longer count toward the death and destruction toll of A Call to Arms.
* Wraith-knights now despawn if their phylacteries are destroyed for any reason.
* Temporary items are now worthless, can no longer be cooked with, can no longer be used as tinkering components, and can no longer have their bits harvested.
* Temporal fugue clones now leave behind any items they had acquired after being conjured.
* Eater's nectar injectors belonging to temporal fugue clones now affect only temporal fugue clones.
* Having thirst inflicted on you by an attack no longer triggers tongue bleeding from glotrot.
* The Amphibious trait no longer reduces thirst that's inflicted by attacks, and amphibious characters get the same log messages as do non-amphibious characters when an attack inflicts thirst.
* We changed the way acid damage is calculated. Exposure to either dilute acid or small acid pools now deals less damage.
* Metal items now take quarter damage from acid.
* Salty water now generates half as much steam when vaporized. Brackish water generates 90% as much.
* Lacquered items now note in their descriptions that they repel liquids (this is behavior they always had).
* Steam now only damages organic objects.
* You can now retrieve items from owned containers that you put in them without triggering hostility.
* Stairs, pits, and similar objects that represent open space can no longer be sucked into space-time vortices.
* You can now collect liquids into slotted liquid-fueled energy cells.
* Small spheres of negative weight now add to your weight when they're broken or otherwise inoperative.
* Psionic weapons with slotted cells now leave the cells behind when they evanesce.
* Psionic weapons can no longer be modded with tinkering.
* Miner bots no longer generate mines based on modded grenades.
* NPCs are now less interested in using random items from their inventories as improvised weapons.
* Girshlings you encounter outside of Red Rock no longer advance 'What's Eating the Watervine?'.
* Force fields you can pass through no longer interrupt automove regardless of their source.
* Destroying or teleporting a web now frees anything stuck in it.
* When an object is phased multiple times, damage from being forced into phase by reality stabilization now occurs only when the last effect is terminated.
* Items that affect the chance of salvaging multiple bits, like advanced toolkits, are no longer used on items that can only ever disassemble into one bit.
* Dromad trader psychic thralls or domesticated slaves no longer generate map notes.
* Geomagnetic discs can no longer spawn with elemental damage mods.
* Made some improvements to geomagnetic disc pathing.
* Mafeo now has a pickaxe for sale.
* Excluded some more creatures from spawning as Mechanimist converts, including pulsed field magnets.
* Powered exoskeletons can now have a variety of item mods.
* When you're under the effect of the gamma moth Mutating effect, random mutations you might acquire are now reseeded at some point during its duration.
* Sheba Hagadias no longer succumbs to natural behavior like going on a pilgrimage or urn dusting.
* Things without brains can no longer be dazed or stunned.
* Holograms can no longer be harvested or butchered.
* Small stones and large stones are no longer flammable.
* Goatfolk can now give directions in conversations.
* Objects without bodies can no longer be knocked prone.
* Exiting the world map now avoids placing you in cells where you would have to swim.
* Pathfinding now strongly avoids tiles next to non-allied puffer fungi.
* Moving within two squares of puffer fungi now interrupts automove regardless of your "ignore enemies" settings.[
* Eaters' nectar now re-randomizes your potential mutation buys.
* Meditation no longer instantly cures bleeding. Instead, it now triples the rate of recovery from more negative status effects, including bleeding.
* Giant beetle and beetlebum corpses can now be butchered for raw beetle meat, which can be preserved as beetle jerky.
* Waterskins, canteens, and similar liquid containers are now repellent to certain types of liquids.
* Quests no longer ask you to find forgotten ruins or use forgotten ruins as landmarks.
* Boxes of crayons now let you choose which color to draw with and draw in tiles you're adjacent to. Also, drawing now has an action cost.
* Bloated pearlfrogs no longer ignore phase when pulling creatures with their tongues.
* Being frozen now interrupts sprinting and other movement or body-positioning effects.
* The harvest action now has a higher default priority than the chat action when both are present.
* Snail eggs and luminous motes are no longer used as quest items.
* Albino ape pelts can no longer be eaten. As a result, you now control their autopickup status via the autopickup trade goods toggle instead of the autopickup food toggle.
* You'll no longer encounter creatures standing in the same tile as a closed door.
* The walk command no longer generates an error if used in on the edge of a zone.
* Doors can no longer be closed on creatures or movement-blocking objects that occupy the same tile.
* Village catchbasins are now owned by the village faction.
* Attacking into a frozen zone now thaws it. This is most relevant when attacking up or down stairs.
* Removing energy cells from owned items now angers their owners.
* You can now pour into equipped liquid containers.
* Fix-It spray foam and other applicators, when unidentified, no longer reveal themselves when you back out of an interaction.
* Shank now respects phase and flight.
* Sheba Hagadias will no longer lay mines if a miner or deploy turrets if a turret tinker.
* Linear cannons can be tinkered now.
* You can now path through locked doors when you're carrying the appropriate key card.
* NPCs are now less avoidant of slime pools.
* Changed the way heirlooms gifted during the Spindle negotiation are generated and made their types respect the text in Heirlooms of Qud.
* Space-time vortices and rifts are no longer be pushed by forces like explosions.
* The AV bestowed by the Quills mutation now returns to the max value when your quills regenerate.
* Visiting the waterlogged tunnel no longer counts as visiting Red Rock.
* Removed the small per turn time delay while asleep.
* A given attack can now only have a block attempt performed with one shield. The limit on the number of attacks per turn that can be blocked is now per-shield; if you have multiple shields equipped, you will attempt to block a given attack using the best shield that you can presently use.
* You can no longer shield block while frozen, paralyzed, burrowed, or otherwise unable to freely move your limbs.
* Becoming famished now interrupts autoact.
* Creatures that are fleeing no longer count as visible hostiles.
* Creatures that try to keep their distance from the player now only count as visible hostiles at close range.
* Grenades are no longer destroyed before hitting the ground when thrown into a tile with acid gas.
* Flashbang grenades now affect a circular area instead of a square.
* Glowmoths can now use their gaze attack at point blank range.
* Only creatures who are able to engage in combat and can move their limbs now count for the purposes of preventing charge and causing missile weapons to fire wildly.
* Creatures now go prone if they can when they fall asleep for any reason, not just when they voluntarily go to sleep on a bed.
* Made most organic items leave behind ashes when they burn up.
* Ashes no longer catch fire.
* Village outskirts now properly have above and belowground features.
* The Bleeding effect is now described differently for creatures that do not have blood.
* Objects that are cloned while phased now properly assume their normal phase.
* Relics and extradimensional missile weapons now occasionally generate as armor-negating.
* Graftek-granted stat changes now count as permanent in all the usual ways.
* Factory arms now respect phase and flight.
* Item mods now include a native tier and will appear less frequently on items below that tier.
* Overdosing on a blaze tonic no longer cools you down, and overdosing on hoarshrooms no longer warms you up.
* Companions now heal while moving on the worldmap.
* Chainguns are now heavy weapons.
* Relics now have extra hit points.
* The Barathrumites are now more forgiving of friendly fire during A Call to Arms.
* Item-collecting arconauts and graverobbers no longer collect items when player-led or dominated.
* Cultist without bodies are less likely to become cult leaders.
* Your turrets now allow you to deactivate and reactivate them regardless of your security clearance.
* Hitting or firing at something with your missile weapon no longer makes it your target if it isn't hostile to you or if you already have a target.
* Fix-It spray foam can now be applied to nearby objects.
* Fix-It spray form now restores hit points to inanimate and inorganic objects.
* Charging Strike now adds 1 to the maximum AV penalty that can be inflicted by Cleave.
* Campfires, corpses, boulders, and furniture now block doors from closing.
* Conveyor belts can no longer move force fields.
* Equipment that uses multiple slots now prefers to use slots that are near each other.
* Reduced the extreme stickiness of asphalt, wax, honey, and sap.
* Spinnerets no longer produce webs on the world map.
* Only debuff effects now break domination.
* Sleep gas no longer applies renewed Asleep effects to you while you are already asleep.
* Confusion gas, sleep gas, and poison gas waste less time causing things they can't affect to make saves against them.
* Shake It Off and Poison Tolerance now describe their effects more accurately.
* Shake It Off's effect on poison damage is now properly implemented.
* The Grit Gate communications panel is now more durable.
* The following are now considered negative effects: choking on ash, phase spider venom, time-dilated, warming up, famished, and holographic bleeding.
* Going to sleep no longer makes you cease being prone.
* NPCs no longer normally want to equip Hand-E-Nukes.
* Telepathy now allows Berate to be used at any range if telepathic contact can be made.
* NPCs now display the same degree of hostility to things that live on walls that they would otherwise.
* We added a whole suite of vibrant combat animations. These can be disabled in the General options menu.
* We added a whole new UI infrastructure to support future UI changes, and exposed a new, in-progress overlay UI for the main game screen. You can enable it from the options menu (Overlay UI > Prerelease: Use prerelease stage screen).
* Changed the glyph and tile colors of non-mayor quest givers in villages from dark green to bright yellow. Accordingly, we also changed Mehmet's color to bright yellow.
* We made some changes to auto-equip.
** Auto-equip now gives you feedback on items that were unequipped as a result of your action.
** Eliminated most repetitive auto-equip messaging.
** Auto-equip now tries to unequip multiple items in order to equip an item that uses multiple equipment slots.
** Confirmation is now requested before automatically unequipping an item that will be destroyed by being unequipped.
* Added a new interaction menu command for companions, direct ability use, that allows you to forbid or permit your companions' use of their individual activated abilities.
* Added a new command to autoattack your current target in melee: Ctrl-A by default. When autoattacking, you pathfind toward your target if necessary and attempt to melee attack them. All the conditions that interrupt automove also interrupt autoattack, with one exception: if your target is the only hostile in sight, their presence does not interrupt you.
* Added a new command to attack the nearest hostile target in melee (Shift-A by default). If there are any hostiles adjacent to you, this command attacks the one that appears easiest to kill. Otherwise, it pathfinds one step toward the easiest-appearing visible hostile.
* Added a new "Ignored Keys" keybind. Keys bound to this entry are completely ignored. (This is useful for reserving a push-to-talk or screenshot key, for example.)
* The following actions performed while autoexploring now also operate on adjacent tiles: autoget, harvesting, butchering, trash rifling, opening a chest, and interacting with a bookshelf.
* Electromagnetic sensors and the following mutations now interrupt autoexplore and automove when you identify a hostile creature: Heightened Hearing, Heightened Smell, and Sense Psychic.
* More autoexplore activities now respect the autoexplore options for ignoring easy and distant enemies.
* Autowalking on the worldmap now avoids the Rainbow Wood.
* Autoexplore now passes through tiles that contain animated walls if those walls are in your party.
* Autocollect can now be disabled on empty waterskins.
* We changed the option "Maximum autoexplore squares/sec" to "Maximum automove squares/sec" and made it apply to all forms of automove.
* The display format of some zone names has changed.
* Projectiles coming from a distance and passing near the player now produce a message in the message log.
* Objects embedded in walls can no longer be taken or interacted with via the interact nearby command (unless you are also in the same tile as the wall or can pass through the wall).
* The overlay inventory screen now better handles having two heads or two faces.
* Trader repair and recharge actions now more effectively handle plurality and stacking.
* Smart use no longer pets Sheba Hagadias by default if Sheba is pettable.
* Take-all no longer counts untakeable items when checking whether you're going over your weight limit.
* Cybernetics credit wedges are now stackable.
* Disassemble now requests confirmation before disassembling quest items and items you have equipped.
* Disassemble now provides a "disassemble all" inventory action that disassembles a stack of items at once.
* Disassemble now has an action cost.
* A message now periodically appears in the message log when your companions are dehydrated. If they are visible when they become dehydrated, you get a popup.
* The take-all command now skips the weight limit warning if you're already over your weight limit.
* Lay Mine and Set Bomb now allow you to press escape from the explosive selection menu to abort the command.
* When you're selecting an item to equip from the equipment menu, items listed within a given category are now sorted in descending order by a rough utility evaluation. This sort method was there previously, but code was since introduced that disrupted it.
* Added new loading status indicator art.
* Colored text now displays more reliably across multiple lines in the text UI sidebar.
* Added a black outline to the overlay XP and HP readout numbers.
* Made the container preference for liquid collection more consistent. The order is: containers designated for autocollection of the liquid, then devices that use the liquid, then containers that already contain pure liquid of that type, then empty containers.
* Collecting a liquid now reports on which containers the liquid was collected into.
* The collect liquid action now only collects into containers that are safe for the liquid.
* The [redacted] in Joppa now shows up in the alt display.
* We made some tweaks to the looting menu in the classic UI.
** The weights of takeable items are now displayed alongside the items themselves.
** The menu now has an adaptive width to avoid cutting off item names.
** Page up and page down now work more reliably.
* Encountering the following objects now interrupts autowalk: deep shafts, identified mines, aloes, spacetime rifts, and spacetime vortices.
* Artifacts with proper names are no longer treated as having proper names while unidentified.
* On the classic trade screen, we switched 'interact with the selected item' from the Tab key to the Space key. Tab now selects and deselects all items on the active column of the trade screen, as an analog to its take-all function in looting menus.
* You can now use the Walk keybind from the Look menu to autowalk to the tile you're looking at.
* Automove and rest are now interrupted by decarbonizer beams that are detectable to you by sight, sound, or smell.
* When you're about to stop flying and you're at risk of taking fall damage (ie, at least one stratum above ground), you're now given an appropriate warning message.
* Faction leaders now have their prowess more accurately judged and displayed in their look descriptions.
* Autowalk, autoexplore, and rest are now interrupted when your companions engage in combat, take damage, or die, as long as they're visible or audible.
* Changed the message when you try to remove an unremovable cybernetic implant.
* The look and target picker "Locked" status toggle is now remembered across games and reloads.
* In the classic UI, the cooking menu now returns to the selected option instead of the top of the list when you choose a recipe to cook then decide go Back.
* "Press space" dialogs now close only when you press Escape, Enter, or Space.
* The overburdened status effect is now updated more reliably when your carrying capacity changes.
* The weight display in the trade UI is now more accurate.
* You no longer receive messages about merchants restocking if you're not in the same zone as they are.
* In the classic UI option screen, slider and selection options that don't fit well in one line now occupy two lines.
* The weights of takeable items are now always shown in their short descriptions.
* Autoexplore now seeks out and examines objects that contained unrevealed secrets in their descriptions.
* Waiting for a specified number of turns now shows a countdown next to the loading status indicator.
* In the trade screen, you can now use the keyboard (not numpad) number keys to specify a number of whatever is currently selected to trade.
* PgUp and PgDn can now be used on the Reputation and Skills screens.
* The Skills screen now reserves a consistent amount of screen space for skill descriptions rather than adjusting the space depending on the description length. Some descriptions have been edited to accommodate this.
* When selecting a container to pour a liquid into, containers that already contain that liquid now appear at the top of the list.
* Smart use on environmental liquid pools and liquid containers now opens the interaction menu rather than going directly into the pour-into-container action.
* You now get a message when you try to swap places with a non-hostile creature but can't for some reason.
* Losing sight of your target now interrupts automove.
* Elevator and door switches can now be flipped via the interaction menu.
* You can now properly access help from the main menu with '?'.
* Numpad '/' now shows and hides the prerelease stage message log.
* Reputation change messages now include your new reputation and inform you if the faction's overall attitude toward you has changed.
* The reputation changes incurred by violating the water ritual are now displayed in a single message.
* You can now add notes to items in your inventory and equipment. The notes appear in the item's short description.
* The fill action on liquid containers can now be used on any container that is not full, not just empty containers.
* You now prefer to autouse liquids that aren't stored in functional containers like liquid-cooled firearms.
* Missile weapons that use spray fire ammo (shotguns, pumps, point-defense drones, and flamethrowers) now indicate in their short description that they aren't subject to firing wildly when multiple enemies are adjacent.
* Bows now display their loaded arrows' penetration and damage value.
* Made weapon class display, strength cap, and accuracy information the color of rules text.
* When you run out of water while traveling, you now receive a message and a chance to stop rather than only getting notified when you become life-threateningly dehydrated.
* The environmental item picker now refreshes when a taken action changes the list of items displayed, such as when an item is broken off a stack.
* The visual effects for being frozen, slowed due to temperature, or on fire now have higher visual priority.
* The Tinkering screen bit locker now displays the glyph for each bit type of bit next to its name.
* The Spindle negotiation menu now uses alphabetic hotkeys rather than numeric in order to prevent numpad-based selection accidents.
* Added damage and penetration displays to thrown weapons.
* Ashes are now categorized as corpses.
* Pulse field magnets ripping equipment off your body is now messaged via a popup.
* The menu for entering a local map from the worldmap was reworked for clarity.
* Hitting escape when you're asked for a character name during character creation now returns you to the character summary screen.
* Automove now ignores the hostility of dreadroots, young ivory, and lurking beth.
* The movement penalty from equipping heavy weapons now visibly alters your move speed and the weapon's description, rather than being an invisible modifier to action costs.
* Some liquids pools now require you to confirm movement into them.
* Some liquids now require you to confirm that you wish to drink them.
* There is now an option that lets you turn off confirmation for both moving into and drinking dangerous liquids.
* Activation and deactivation messages now mention if an item in your possession is what's giving you clearance to perform that action.
* Lase now gives a failure message when you try to use it and it's exhausted.
* The priority of the Read action on books now depends on whether you have already read them.
* Status summary displays appended to the rules text of some items now appear in more places, too. Examples include "EMP", "unpowered", and "warming up".
* Inventory actions are now (mostly) consistently alphabetized.
* Made Lase message properly on failure to penetrate armor.
* Heightened Hearing, Heightened Smell, Sense Psychic, and Electromagnetic Sensor now all use the same logic for interrupting automove.
* NPCs can no longer change their equipment loadout when incapacitated.
* Psionic weapons now show their status in their display name when given a proper name.
* We added a whole suite of new combat sounds. These can be disabled in the General options menu.
* As mentioned above, we added four new music tracks for the Tomb of the Eaters.
* Added sound effects for the following:
** various creature deaths
** Broken effect getting applied
** Shattered Armor effect getting applied
** using Clairvoyance
** using Disintegration
** using Sunder Mind
** using Flaming Hands
** using Freezing Hands
** using Freeze Breath
** decarbonizers targeting and firing
** beep/ding/bloop artifact startup sequences
** resonance, stasis, and time dilation grenades exploding
** objects freezing
** the firing of phase cannons, rondures of light, laser rifles, linear cannons, eigenrifles, chain lasers, freeze rays, nullray pistors, hypertractors, and normality gas pumps
** light being refracted
** teleportation
* Added caves music to the trembling dunes underground.
* Added a water wheel and millstone to Joppa.
* Added descriptions for the following objects: fulcrete, conveyor drive unit, conveyor belt, bones, metal door, plastic tree, hammock, and brick.
* Added new tiles for the following objects: stairs, basic toolkit, rubble, and Tam's sign.
* Gave an ASCII makeover to the following objects: gravestones, unripe banana trees, floor cushion, medium boulder, bookshelf, sign, power line, brick, woven basket, hammock, flux gauge, Asphodel, Asphodelytes, walkways, various vessels, yawning gap, and weathered wood.
* Graffitied text now appears in the color of the graffiti on the object glyph.
* Stairs are no longer moved by conveyor belts.
* Tattooing a companion no longer tattoos you instead of them.
* Renamed human child to woodsprog.
* Tables no longer change their tile when you remove and return the same object.
* Quartzfur hats now message themselves as being made of quartz rather than glass.
* Solar and radio-powered cells now receive their charge more reliably on the world map and should cause less lag.
* Temporal fugue clones no longer lose their items before they expire.
* Sturdy spectacles and mirrorshades no longer incorrectly report that they have broken in melee.
* Ice frogs no longer sit in immobile confusion until approached.
* Animating an object with Spray-a-Brain no longer causes every object of that type to be recategorized as a Creature.
* Items generated as quest items no longer cause every item of that type to be recategorized as a Quest Item.
* Answering no to using an unpowered advanced toolkit while autoexploring now interrupts the autoexplore, preventing message loops.
* The water ritual now consumes a dram of liquid only when you initiate it instead of consuming one for every action you take during it.
* Psychic hunters are no longer incorrectly interdicted on maps without reality stabilization.
* Cybernetic implants that occupy an equipment slot are no longer shown twice in the implantee's description.
* Improved the grammar in "you pass by" messages.
* Spiders no longer attack allied creatures that are stuck.
* Player-controlled spiders no longer autoattack stuck creatures.
* Save files now remember which mods are enabled and prompt you to re-enable those mods before loading.
* Made some improvements to creature pathfinding.
* The water ritual can no longer be used to obtain unlimited cybernetics credit wedges.
* Improved Domination's ability to handle problematic cases in its teardown process.
* [patreon] Sheba Hagadias can no longer spawn as Either/Or. To install this change, you'll need to re-redeem Either/Or's pet code.
* Fixed a bug that caused the onset of fungal infections to sometimes be 8-10 turns instead of 2-3 days.
* Fixed a bug that caused symbiotic fireflies to destroy themselves, and turn into "Objects", when equipped.
* Fixed an improper item ownership warning when you tried to examine or disassemble items in the inventories of certain creatures you were dominating.
* Fixed a bug that caused Flurry to not work on inanimate objects, which in turn caused NPCs with flurry to stand there inert instead of attacking inanimate objects they were angry at.
* Fixed some bugs with color rendering and formatting in books.
* Fixed a bug with liquid-fueled power consumption, such as in gyrocopter backpacks.
* Fixed some performance issues with normality gas and norm cores.
* Fixed some issues with Page Up and Page Down failing to scroll correctly on the classic inventory screen with very large inventories.
* Fixed some item duping exploits with evil twins and prism clones.
* Fixed an issue with legendary breathers' and miners' names not showing up properly.
* Fixed a bug that made Berate 10x as likely to take effect if you had an Ego modifier of exactly zero.
* Fixed some bugs with explosions, other types of forced movement, and the generation of maps with ruined buildings.
* Fixed a bug that made DV and MA penalties from confusion become permanent if the game was saved and loaded.
* Fixed some issues with companions re-joining the player after traveling on the worldmap.
* Fixed a bug that caused an item type's repair cost to permanently depend on whether the first item of that type you repaired was rusted.
* Fixed some bugs that caused modifiers to secondary statistics like AV, DV, and movespeed to be double-applied when they came from mutations and cybernetic implants selected during character creation.
* Fixed a bug that sometimes prevented the penalties from the Engulfed status effect from being removed when the effect wore off.
* Fixed a bug that caused the 'most recently played character' to net initialize properly.
* Fixed an issue with portable walls.
* Fixed an issue with nano-neuro animators.
* Fixed a typo in village monument descriptions.
* Fixed a bug that caused Rebuke Robot to fail way more often than it should.
* Fixed a bug that caused take-all to not work in the classic UI looting menu when the cursor was on a category rather than an item.
* Fixed a bug that caused the 'Tweet this character build' button to not work.
* Fixed a bug with acid gas that caused the game to hang.
* Fixed a bug that caused the Golgotha chutes to generate disconnected.
* Fixed a a bug that caused mouse movement to not work properly on the world map.
* Fixed a bug that caused missile weapons to hit non-blocking inanimate objects in their paths.
* Fixed a bug that caused merchants to spawn with double the inventory they're meant to.
* Fixed a bug that immobilized aquatic creatures.
* Fixed a bug that caused worn items effects to not go away when you removed the item.
* Fixed a bug that sometimes caused Barathrum's study to generate with a down staircase.
* Fixed a bug that caused resource exhaustion and error spam in the output log in some long-running games.
* Fixed some bugs that caused the decarbonizer beam selection to sometimes error out or create an infinite loop.
* Fixed a bug that caused some activated abilities to remain on the ability menu after those abilities were lost.
* Fixed a bug that caused the loss of some equipment benefits when using Temporal Fugue.
* Fixed a bug that allowed holographic plants to be harvested.
* Fixed a bug that indicated incorrect directions toward a detected hostile when automove was interrupted and that hostile was in an another zone.
* Fixed a bug that caused the genome destabilization message from the Mutating effect to be displayed for you even when you weren't the one mutating.
* Fixed a bug that caused weeped liquid and primordial ooze to fail to mix in the Rainbow Wood.
* Fixed a bug that made the hidden PhasedWhileStuck effect visible.
* Fixed a bug that caused certain pronouns to morph into "They" after games had been saved and reloaded.
* Fixed a typo in items that affect move speed.
* Fixed a bug that caused some village tinkers to not be members of their village's faction.
* Fixed a bug that caused companions to take steps in the wrong order when trying to follow their leader.
* Fixed a bug that caused one-shotting a creature to fail to trigger hostility in the creature's nearby allies.
* Fixed a bug that caused camel bladders to fail to negate the weight of the liquid in them when worn.
* Fixed some bugs in water ritual option coloring.
* Fixed a bug that made snapjaw forts, starapple farms, and pig farms not generate properly in village outskirts.
* Fixed a bad interaction when the snapjaw who wields Stopsvalinn generates as a villager.
* Fixed several issues that caused gas-generating creatures to not be immune to their own gas.
* Fixed some rare situations where the player didn't get a turn immediately following a game load.
* Fixed a bug that caused illuminated books to not have their display names altered.
* Fixed a bug in the way graffiti displayed on tombstones.
* Fixed a bug that caused reloading a linear cannon to always reload the energy cell instead of its slugs.
* Fixed a rare exception in the Multihorns mutation that prevented saved games from loading.
* Fixed a typo in soul curd's description.
* Fixed a bug that caused some non-blood-having creatures to bleed blood.
* Fixed a bug that caused simply targeting a creature to make it hostile.
* Fixed some bugs that caused several sensory effects to fail to detect walk-walking creatures.
* Fixed linear cannon penetration display.
* Fixed some issues that caused you to retain your marked target after using a special shot.
* Fixed a bug where pouring into a container you are emptying took the current contents of the container into account even though they were being emptied.
* Fixed a bug that caused missile weapons to display a damage message even when the damage was prevented.
* Fixed a bug with phase web animation.
* Prevented some rare corner cases where objects were destroyed multiple times.
* Fixed a bug that caused the 'show effects' menu to improperly linger beneath other windows when opened and closed.
* Fixed a bug that made reloading multiple magazine-loaded firearms behave strangely.
* Fixed a bug that set Face as goatfolk's primary attack limb.
* Fixed some cases where you would attempt to enter an occupied tile when entering a local map from the world map.
* Fixed music not playing properly after loading a game.
* Fixed an error when generating linear cannon relics.
* Fixed some (but not all) issues with world seeds.
* Fixed the background color of the trash sprite.
* Fixed a bug that made hoarshrooms fail to provide cold resistance.
* Fixed a bug that broke a mechanism for inventory action hotkey resolution. This fixes a number of issues with duplicate inventory action hotkeys.
* Fixed a bug that made temporal fugue clones leave ammo behind.
* Fixed a bug that disabled Proselytize's cooldown and sometimes caused the effect to occur multiple times when using it via a Skillsoft implant.
* Fixed a bug that prevented breathers from breathing.
* Fixed an issue that caused some double-slot equipment to use only one slot.
* Fixed some minor issues in goatfolk hero generation.
* Fixed a bug that made Fasting Way and Mind Over Body cause different thirst rate modifiers than what appears in their descriptions.
* Fixed some issues in the messages generated by drinking mixed liquids.
* Fixed some bugs with phasing.
* Fixed some intermittent thread-safety bugs with text processing.
* Fixed a bug that made horns try to use a nonexistent "Horns" skill.
* Fixed a bug that sometimes caused the End Domination ability to appear multiple times in Dominated creatures' ability lists.
* Fixed some issues with the classic UI inventory screen and made it more closely resemble the item picker.
* Fixed many problems that caused NPCs to spawn inside walls, on top of other solid objects, and on top of each other.
* Fixed a bug that caused dashing with the Flume-Flier of the Sky-Bear to not pass a turn if you ran into a wall.
* Fixed a bug that caused trading-based recharging of stacked energy cells to cost you water for the entire stack but only recharge one cell.
* Fixed a bug that made Shank fail to prefer to use the weapon in the primary hand.
* Fixed a bug that made gases dissipate more slowly and use more system resources than they should have.
* Fixed a bug that made items and creatures hover over pits.
* Fixed a bug that caused you to fall through the Bethesda Susa elevator platform instead of onto it.
* Fixed a bug that made the autosave cycle take longer than normal when creatures fell into pits.
* Fixed some issues with Grit Gate's main entrance force barrier disappearing.
* We made several improvements to the map editor.
** The map editor now loads with an empty map rather than looking like you're editing the main menu.
** Added x-y coordinates for the mouse position and selected cell.
** Holding Ctrl while hovering over an item in the blueprints list now displays a portion of the blueprint XML.
** Added a checkbox on the blueprint filter to only show blueprints in use on the map.
** Made the sidebar opaque.
** Alt-clicking on a tile now properly set the brush even when you have no brush selected.
** Added Transform > Flip Vertical to the map editor.
** Added File > Reload Blueprints to the map editor. This lets you reload ObjectBlueprints.xml without quitting and reopening the editor.
** You can now select regions in the map editor by holding shift and dragging the select box over tiles. Ctrl-a selects the entire map.
** Redesigned the "selected cells" region of the map editor. You can now delete, bulk replace, and set ownership on objects in the selected region.
** The map editor now supports Ctrl-C to copy a selected region, which turns your brush into a rectangle the size of that region. Ctrl-click pastes the copied region, and right-click deletes the region bounded by the selected rectangle.
** The map editor now properly renders most walls, water tiles, and fences.
** The map editor now has tile previews in the blueprint selector.
** You can now undo the "fill" action in the map editor.
* Die rolls can now be specified as follows: "1d6[foo]", "2d4[bar]", etc, where 'foo' and 'bar' are arbitrary names of randomizer channels. The die roll will source its pseudorandomness from the channel specified; this produces a consistent series of results for a given channel name and world seed.
* Conversation choices now support fields IfHavePart and IfNotHavePart that make the choice conditional on whether the specified part is present on the player.
* The tag or string property ForceAnimatable now overrides an object animation's current walls-and-tables-only check.
* Bodies.xml now supports a BodyType attribute on anatomy elements that allows override of the body part type to use for the central body (normally "Body").
* Added an AfterGameLoaded event.
* Added default behavior for when a modded quest doesn't specify a hagiograph.
* Enabled anonymous access to workshop content.
* The starting location selector is no longer shown if a genotype or subtype has a defined starting location.
* Added a new Modding option: 'Select enabled mods on new game'.
* Space no longer accepts the 'Would you like to die?' prompt.
* We added a markup layer to our text coloring system. Example: {{((}}red|this text will be red}}. This lets us treat color specification as a stack, so that text's color can be reset to the previously specified color at the end of a block. (Previously, we would try to emulate this behavior by resetting color to default grey [&y], but grey wasn't always the last specified color.) The markup layer also supports shaders that apply color patterns to text blocks. Color names and shaders are defined in a new moddable file, Colors.xml.
* We changed the implementation for how MinEvents are dispatched. Modders who are handling a MinEvent in one of their IParts (e.g. bool HandleEvent( EnteringCellEvent ev ) need to update each HandleEvent declaration to include 'public override' (e.g. public override bool HandleEvent( EnteringCellEvent ev )) in order for that event to be dispatched properly to the part.
* In character generation, whether a genotype is considered a mutant is now controlled explicitly by the new attribute IsMutant="true" in the genotype entry rather than by whether its name contains the substring "True". Mods affecting genotypes may need to add this attribute.
* The ability of NPCs to repair, recharge, and identify artifacts in the trade screen is no longer controlled by the CanRepair, CanRecharge, and CanIdentify properties. Instead, it's determined by the relevant tinkering skills. (Repair enables the repair action, Tinker I enables recharge, and Gadget Inspector enables identify, with Tinker II, Tinker III, Intelligence modifier, and any relevant equipment contributing to identification performance.)
* Added support for the ZoneFactory property on a world node, which contains the name of a class deriving from IZoneFactory in the XRL.World.ZoneFactories namespace.
* Added support for the ZoneFactoryRegex property on a world node, which optionally contains a regex that describes all worlds for which this world's zone factory should handle fabrication. Used when one world node handles several worlds.
* Added WorldFactory::addAdditionalWorld, which allows the addition of new worlds at runtime.
* Implemented Myopia as an AdjustVisibilityRadiusEvent, allowing equipment and parts to adjust the visibility radius.
* Restructured the loading of ObjectBlueprints.xml, solving many inheritance problems, most notably with Load="Merge" from mods.
* Deprecated the GameManager.Instance.ViewData interface.
* UI Views are now defined with the [XRL.UI.UIView] attribute on a class.
* Increased the warning level output for the mod compiler, allowing modders to see previously hidden compiler warnings.
* Updated the Modding Utilities link to the modding wiki:
* The Blueprint Browser now shows all properties on blueprints, in XML.
* You can now select and copy in the Blueprint Browser.
* Exposed a method to add a Wish handler. See
* Added a "beguile" wish that forces the target into your party.
* Med names may now be extended by applying the [MedNamesExtension] attribute and implementing the IMedNamesExtension { int Priority(); void OnInitializeMedNames( List<string> medNames ); } interface.
* Added a wish, "clearstatshifts", to remove temporary stat shifts, even including shifts from items you have equipped or active status effects. To regain those stat shifts, you'll have to re-equip those items or re-up the effects.
* Added a new wish, "reveal settlements", that reveals all dynamically generated settlements on the world map.
* Added a new wish, "factionencounter:<faction>", that generates a special faction encounter in your current zone. For example, wishing for "factionencounter:Templar" generates a Templar faction encounter. You can override the tier and level values for the zone, both of which affect the creatures generated for the faction encounter, like so: "factionencounter:<faction>:<tier>" and "factionencounter:<faction>:<tier>:<level>".
* Added a new API, StatShifter, to Parts and Effects that helps track stat shifts. See
* Added a new debug option: "Show debug text for stat shifts".
* Added a new wish, "showstatshifts", that displays a list of items and effects shifting your stats.
* Added a new wish: "bits" adds 20 of each type of bit to your bit locker. "bits:100" adds 100 of each bit.
* The ConversationScript part now supports a Color field that's used to specify a color or shader to be applied to the creature's conversation text.
* Self-closing <mutation /> tags in the XML no longer skip the next mutation when they're loaded.
* The new blueprints loader no longer crashes when given an <intproperty> with no Value (it assumes 0 instead).
* Made wish string matching more accurate.
* The "Do you really want to die?" promp no longer accepts space or enter as input.
* An object can now set the ReplacementObject member of an ObjectCreatedEvent to return a replacement object instead of itself during object creation.
* Effects may now whitelist themselves for most deep copy operations by overriding allowCopyOnNoEffectDeepCopy and returning true.
* Normalized the parameter name for number of penetrations to "Penetrations" across several combat messages.
* Negative/debuff effects for purposes of Shank and Domination are now designated by an [IsNegativeEffect] attribute on the effect class or an override of the method IsDebuff() for dynamic determination.
* Fixed a bug that caused GlobalConfig.json to be unmoddable.
* Fixed a bug that caused the JoppaWorldBuilderExtension and WorldBuilderExtension attributes to be ignored.
* Fixed a bug that caused modded versions of Options.xml to fail to be initialized.
=== 200.66 - 'beta' branch ===
=== 200.66 - 'beta' branch ===
[https://freeholdgames.itch.io/cavesofqud/devlog/161047/tomb-of-the-eaters-feature-friday-july-10-2020-beta-branch Released July 10, 2020 ('beta' branch).]
[https://freeholdgames.itch.io/cavesofqud/devlog/161047/tomb-of-the-eaters-feature-friday-july-10-2020-beta-branch Released July 10, 2020 ('beta' branch).]
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* Added a black outline to the overlay XP and HP readout numbers.
* Added a black outline to the overlay XP and HP readout numbers.
* Fixed a bug that sometimes prevented the penalties from the Engulfed status effect from being removed when the effect wore off.
* Fixed a bug that sometimes prevented the penalties from the Engulfed status effect from being removed when the effect wore off.
* [modding] We added a markup layer to our text coloring system. Example: {{red|this text will be red}}. This lets us treat color specification as a stack, so that text's color can be reset to the previously specified color at the end of a block. (Previously, we would try to emulate this behavior by resetting color to default grey [&y], but grey wasn't always the last specified color.) The markup layer also supports shaders that apply color patterns to text blocks. Color names and shaders are defined in a new moddable file, Colors.xml.
* [modding] We added a markup layer to our text coloring system. Example: {{((}}red|this text will be red}}. This lets us treat color specification as a stack, so that text's color can be reset to the previously specified color at the end of a block. (Previously, we would try to emulate this behavior by resetting color to default grey [&y], but grey wasn't always the last specified color.) The markup layer also supports shaders that apply color patterns to text blocks. Color names and shaders are defined in a new moddable file, Colors.xml.
* [modding] Added a "beguile" wish that forces the target into your party.
* [modding] Added a "beguile" wish that forces the target into your party.
* [modding] Med names may now be extended by applying the [MedNamesExtension] attribute and implementing the IMedNamesExtension { int Priority(); void OnInitializeMedNames( List<string> medNames ); } interface.
* [modding] Med names may now be extended by applying the [MedNamesExtension] attribute and implementing the IMedNamesExtension { int Priority(); void OnInitializeMedNames( List<string> medNames ); } interface.