Version history/2020

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Revision as of 23:42, 2 May 2022 by Illuminatiswag (talk | contribs) (added all 2020 non-beta patch notes as far as I can tell)
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2016 - 2017 - 2018 - 2019 - 2020 - 2021 - 2022 - 2023 - 2024 - beta (unstable)

201.58

Released December 25, 2020.

  • Burrowing Claws, nanopneumatic jackhammers, and pickaxes now enable an activated ability Dig. This is a form of autoact that allows you to automatically move in a straight line from your current location to somewhere else on the map, attacking walls as necessary. All events that normally interrupt autoact will interrupt autodig, as will being displaced from your planned path and failing too many times in a row to damage what you are attacking. Hazards that would be avoided by autoexplore are NOT avoided by autodig.
  • When naming an item based on its qualities and choosing to name it after a creature (most relevantly, the player naming after themself), item naming now preserves the capitalization pattern of the creature's name rather than converting it to standard title case.
  • Manual equip now reports properly on some process failures which previously failed silently, and on items unequipped in the equip process.
  • Heat resistance and cold resistance now affect the absorption of ambient temperature when absorption does not appear to be desirable (for instance, if you are on fire, it would not be desirable for your cold resistance to interfere with ambient temperature cooling you down).
  • Poisoning and asphyxiation now have specific death messages.
  • Pathfinding now avoids revealed yonderbrush.
  • The gemstone transmutation power of some relics now only works on creatures that are hostile to the relic's wielder.
  • Sparking baetyls no longer ask for items with the Sharp mod.
  • Joppa's zone is no longer treated as having a proper name, and has the display name "an abandoned village", when Joppa is abandoned.
  • The sultan gospel learned from the shrine in Joppa is no longer annotated as having been learned from the villagers of Joppa when the villagers of Joppa are not a visible faction.
  • Warden 1-FF no longer generates as hated by the Farmers' Guild.
  • The Jacked mod's description now reflects its interaction with mutants with Electrical Generation.
  • Liquids being poured out onto the ground now retain the phase characteristics of their pourers briefly, and some internal mechanics of neutron flux explosion have been adjusted, such that neutron flux explosions will generally have the phase characteristics of the individual causing them.
  • Move speed now has a floor at 1, disabling exploits involving slowing move speed down to 0 to achieve a mathematically undefined rate of motion.
  • If you are dominating a temporary or existence-supported creature at the time when it ceases to exist, this now breaks the domination rather than ending your game.
  • Being in the target area of a fulcrete catapult, or seeing that your companion is, now interrupts autoact.
  • Twinning lamprey generated twins now take on the party leader and target of the current lamprey.
  • The names of village building materials made from creature parts now preserve the case pattern of the names of the creatures they are made from.
  • Attempting to charge while overburdened now fails early and shows a relevant error message, rather than attempting to charge and failing in a fashion that costs action points and puts Charge on cooldown.
  • Disguises are no longer generated for breathbeards and elder breathbeards.
  • Sheba Hagadias no longer generates as a breathbeard or elder breathbeard.
  • Fixed a bug causing the deathlands and the Spindle's parasang to have the wrong difficulty tiering.
  • Fixed a bug causing explosions to terminate early on an exception.
  • Fixed a bug causing single leather bracers to still be treated as plural.
  • Fixed a bug that made maghammers and leather whips ignore their wielders' relevant attribute bonuses when calculating the difficulty of saves to escape from being latched onto by them.
  • Fixed a bug that caused player companions to lose their faction memberships and other attitudinal tracking when left behind in a zone which was then returned to, with this then carrying on down the leadership chain where applicable.
  • Fixed a bug that disabled the action cost benefits of plastifer chem vests and medassist modules.
  • Fixed a bug causing wraith-knights to be friendly to more phylactery users than they should have been.
  • Fixed a bug that caused flamethrowers and swarm racks equipped on the back slot provided by an equipment rack implant fail to fire.
  • Fixed a bug that could cause exceptions interacting with chests using the trade screen.
  • Fixed a bug in tomb inscriptions describing sultans' forging of relics.
  • Fixed a typo in Agyra's dialogue.
  • [modding] GetEnergyCostEvent now has its Type field set properly.
  • [modding] added support for 'populaton' zone tags in worlds.xml

201.57

Released December 18, 2020.

  • Sparking baetyls now sometimes request items modded in some way; for example, "SIX JEWEL-ENCRUSTED ITEMS" or "THREE ITEMS FITTED WITH SUSPENSORS".
  • Vaporizing pools of water and acid now produce steam and acid gas, respectively, once more.
  • Lase has unlimited range again, and this is now reflected in the UI and by AI behavior.
  • You can no longer trade with creatures who are out of phase with you.
  • Resting and waiting no longer honor the "ignore enemies easier than" option.
  • Resting and multi-turn waiting now check for hostiles before starting, rather than using a turn then checking for hostiles.
  • Autoexplore now only attempts to open doors you are in phase with.
  • Interruption messages are now only displayed for autoget (messages about "gathering") if you have autogotten at least one item.
  • Being shot at with missile weapons now interrupts autoact under more circumstances.
  • Haggabah is now invisible when lit by penetrating radar and visible to psychic observation.
  • Temporal Fugue clones can no longer use Temporal Fugue.
  • There is now a pair of protectors of the Stilt inside it.
  • Improved the visibility of explosions, particularly near walls.
  • Campfires and ovens now heat themselves up.
  • Campfires are now extinguished if they freeze.
  • North-facing and south-facing industrial fans no longer need to be identified separately.
  • Yla Haj no longer generates as hated by the Fellowship of Wardens or the Farmers' Guild.
  • Anomaly extinguishers no longer have a message about compute power in their description.
  • The description of Staunch Wounds no longer mentions the decommissioned defect Hemophilia.
  • When a creature you have performed the water ritual with is cloned, the clone's description no longer incorrectly reports that you have performed the water ritual with it.
  • Wood floor and bridges made of brinestalk no longer render as if they were on top of non-flooring objects.
  • Walltraps no longer trigger on the world map, should they find themselves there in some way, such as by being animated using a nano-neuro animator or Spray-a-Brain, then being dominated by the player.
  • Reputation change messages now correctly report reputation levels influenced by Socially Repugnant and faction attitudes toward mutations.
  • Activating flight while swimming no longer temporarily leaves you in a state of both flying and swimming.
  • Procedural grammar composition now uses the article "an" with the word "heir" rather than "a".
  • Encounter tables for generating random items of armor no longer sometimes redirect to tables for generating non-armor-specific artifacts, meaning among other things that sparking baetyls promising A SPLENDID VESTMENT will no longer occasionally give people a cybernetics credit wedge.
  • Buying skills no longer bypasses the requirements for their basic powers (the 0 SP ones included with the skill).
  • While auto-exploring you will no longer notice hostiles outside your actual vision range, i.e. when myopic.
  • Fungal infections no longer print unequip messages when cured and instead specify what body part they were cured from.
  • Removed legacy torch sconces hidden in the walls of the Stilt ground floor.
  • Creatures and companions should now have a higher preference for using vibro weapons.
  • Puffing Klanq on items and creatures now works on items and creatures that are in the same square as you.
  • Summoning curios will now normally summon a creature of a faction that existed during the Sultanate of Qud.
  • Two-handed weapons no longer fail to be equipped to the thrown weapon slot, and multi-slot armor equipped to the thrown weapon slot or in a hand as a melee weapon no longer additionally occupies body parts related to its armor functionality unless the thrown weapon or hand slot is normally part of the armor's slot usage pattern.
  • Fixed a bug causing Swimming and Wading statuses to sometimes hang around longer than appropriate, especially with high move speed and/or quickness.
  • Fixed a bug causing displacer bracelets to be more common than intended.
  • Fixed a bug that made some forms of being stuck show you, when preventing actions, a failure message of "You are!" or "You are !" rather than "You are stuck!"
  • Fixed a bug causing NPCs to use Slam on themselves in some circumstances.
  • Fixed a bug that generated an inconsequential exception when unmatched piston presses Slammed things.
  • Fixed a typo and exception in the Spread Klanq mural text.
  • Fixed exception when waiting a number of turns.
  • Fixed the hollow tree playing music of the last visited zone.
  • Fixed some bugs causing errors when soup sludges attempted to spit liquid.
  • Fixed a bug causing chromelings affected by the chrome beacon to sometimes have two Overclocked effects active.
  • Fixed a bug that made disassembling an energy cell slotted in an item fail to immediately update carried weight.
  • [modding] Physics.ExplosionDamage() now passes its WhatExploded parameter to GameObject.TakeDamage() as its Source parameter, making it available in the TakeDamage event.
  • [modding] The Source parameter from the TakeDamage event is now available in the AttackerDealtDamage, BeforeTookDamage, TookDamage, and TookEnvironmentalDamage events.
  • [modding] XRL.UI.ConversationUI.HaveConversation() now has a default of null on its Speaker parameter, and an effort has been made to make sure it and its downstream dependencies can handle a conversation without a Speaker.

201.56

Released December 11, 2020.

  • Turbows now allow Strength bonuses to apply to arrow penetration.
  • Autoexplore and autowalk now open doors as a separate action before moving into the doorway.
  • Attack-nearest can no longer target adjacent enemies that you cannot see.
  • Auto-attack will now be interrupted if you cannot see your target.
  • Auto-attack and attack-nearest can no longer be used while confused.
  • Auto-attack and attack-nearest now produce movement/attacking in random directions if used while furious.
  • Smart use on an active force projector now deactivates it rather than prompting for a new deployment pattern.
  • Holographic plants no longer produce sap when attacked.
  • Rifle and pistol relics can now be part of sultans' histories.
  • You can no longer sacrifice biotech-based artifacts at the Sacred Well.
  • Lasing with Light Manipulation no longer has infinite range.
  • Mental Mirror will now properly reflect and terminate Sunder Mind on a failed penetration.
  • Sunder Mind damage now ignores phase.
  • Improved the composition of biome zone names in forgotten ruins.
  • Improved the road layout in Bey Lah.
  • Tattooing now uses the names rather than the descriptions of body parts.
  • Tinkers now properly repair certain rusted, broken, or damaged items, such as scrap.
  • Assigned tier values to various tonics, crystals of Eve, and arsplice seeds, fixing several related issues including sparking baetyls asking for them will no longer tend so much provide rewards dramatically out of keeping with their difficulty of obtainment.
  • Fixed a but where it was possible for curing glotrot to not work if you drank the Flaming Ick on the very last turn before you would have transitioned from having a sore throat to having full-on glotrot.
  • Fixed a typo in Herododicus's dialogue.
  • Fixed a typo in Frivolous Lives, Vol. I.
  • Fixed a pronoun in tomb inscriptions.
  • Fixed a bug making puffing Klanq on objects sporadically fail.
  • Fixed a bug that made resupplying clonelings with cloning draught only work if you did not have any cloning draught.
  • Fixed a bug causing color bleeding in some hero names.
  • Fixed a bug where the bonus MA of Mental Mirror was not being applied.
  • Fixed a bug causing Psionic Migraines not to unequip items on your head.
  • Fixed an exception when resisting Sunder Mind damage.
  • Fixed an exception when a creature was attempting to reload while wielding a geomagnetic disc.
  • Added "zonebuilders" wish to display the builders of the current zone & their parameters.
  • [modding] PopulationTables.xml now supports merging. <population> elements with Load="Merge" attributes now support basic merge semantics, and <group> elements now have Name attributes that can be used to either replace or, with Load="Merge", merge with the group of the same name in the base XML file.
  • [modding] The TinkerItem part no longer supports the field CanRepair; repairability is now simply a matter of the object being in a state that can be repaired.

201.55

Released December 4, 2020.

  • There is a new autoget option, autoget special items, which currently causes you to autoget relics, extradimensional items, and quest items. It defaults to on.
  • Autoexplore now collects items from tables.
  • Stunning Force's target picker now better matches its area of effect.
  • Stairs now have a high render priority in the alt display.
  • Seekers of the Sightless Way are now rare instead of uncommon encounters.
  • Added an 'abandon' prompt when quitting the game using the quit keybind.
  • Penetrating Radar now reveals its entire radius again, not just the top left.
  • Giving books to Sheba Hagadias no longer makes two XP messages appear in the message log.
  • Fixed a bug that made the nocturnal apex's Prowl effect only provide its agility and move speed benefits if you were cloned during the duration of the effect.
  • Fixed bugs causing some liquid transfers to not affect containers properly or otherwise fail to cause intended effects.
  • Fixed a bug causing the entire second story of villages to immediately plummet to the ground below as soon as the player entered them.
  • Fixed Sheba Hagadias spawning as an uplifted hero creature.
  • Fixed unicomputers from the Crematory being placed in villages.
  • Fixed some grammar in the missing body parts description.
  • Fixed sparking baetyls repeating themselves.

201.53/202.11

Released November 27, 2020.

  • Tonic injectors now have an interaction command available for applying them to others.
  • The fitted with filters mod now protects from critical failures on gas saves, the same as gas masks and vinewood sap masks.
  • You can no longer force-feed creatures luminous hoarshrooms by attacking them while wielding one.
  • Droid scramblers are now more reliable.
  • Several NPCs have returned to Kyakukya.
  • Various stat drain effects now cause the defender to get angry at the attacker.
  • Infiltrate can no longer be used on the world map.
  • The description of mechanical wings now refers to "corroded bronze", not "rusted bronze".
  • Improved a variety of object placement mechanisms to better account for placement hints and object types.
  • Timecubes are now colored so that they look like cubes rather than discs.
  • Added a new skill wish: "skill:name/id", e.g. "skill:Hobble", "skill:strapping shoulders", "skill:Dual_Wield_Fussilade".
  • Aquatic monsters will no longer prefer to spawn on a closed liquid volume like a waterskin.
  • Maps are now more similar when generated in the same world seed (though still not identical in all cases)
  • Fixed some minor map errors in Bey Lah, Barathrum's Study and Tomb.
  • Fixed Stinger tail remaining even were you to lose the mutation.
  • Fixed a bug causing roads and rivers to not properly remove terrain.
  • Fixed some bugs causing relic chests not to be placed.
  • Fixed some issues causing excessive memory use.
  • Fixed "you are stopped by ..." message spam.
  • Fixed some minor typos.
  • [modding] The 'options' node name in options.xml is no longer case sensitive
  • [modding] Updated the default Mods.csproj created from the mod toolkit.
  • [modding] New AddToPopulation function in PopulationManager to merge in new entries adjacent to a sibling.

201.51

Released November 20, 2020.

  • Added tiles for arrows, lead slugs, shotgun shells, missiles, and Schrodinger pages.
  • Bats now have wings.
  • Feral lah pods now respect phase.
  • Forced drinking can no longer make you vomit indefinitely and lose an infinite number of turns.
  • Autoexplore no longer requires you to leave a square with a painted or engraved item in it before looking at it.
  • Sound will now propagate through non-occuluding walls such as forcefields or fences.
  • The turn count of Long Blade's En Garde! is now cardinal as opposed to ordinal.
  • The wishes godown and goto no longer toggle calm.
  • Removed orphaned markup from crysteel arrows' description.
  • The Trolls faction is now described as being interested in the locations of "storied items" rather than "artifacts".
  • Learning a secret via non-water-ritual dialogue with a creature of a visible faction now records that faction as the secret's source.
  • Learning a secret via water ritual with a creature of a non-visible faction no longer records that faction as the secret's source.
  • Fixed a bug causing hostiles to be inappropriately ignored during autoexplore.
  • Fixed a bug that caused it to sometimes be possible to sell a secret back to someone you bought it from in the water ritual.
  • Fixed a bug that caused throwing with an accuracy bonus to consistently throw items one square further than targeted.
  • Fixed a bug causing excess stairs to generate in Grit Gate.
  • Fixed a bug causing some historic sites to have no passable area.
  • Fixed a bug causing the starting village not to be revealed on the world map due to an unfortunately placed house.
  • Fixed a bug where village mayors would sometimes not teach you their signature skill.
  • Fixed a bug causing some sultan murals to be improperly initialized.
  • Fixed a bug causing historic event corruption in murals and shrines.
  • Fixed a bug causing [redacted] to yell "DONE!" too early.
  • Fixed a bug causing feral lah pod explosions to display when off-screen.
  • Fixed a bug causing teleport effects to display when off-screen.
  • Fixed a bug causing some biome-altered tiles to not be properly colored.
  • [modding] A registration-based event ObjectExtracted is now called on objects that are harvested or butchered from other objects, with parameters of Object (the object extracted), Source (the object from which it was extracted), Actor (the object performing the harvestry or butchery), and Action ("Harvest" or "Butcher").
  • [modding] The QudHistoryFactory class is now public.
  • [modding] Improved the logging for invalid blueprints in map files and invalid terrains on the world map.

201.50

Released November 13, 2020.

  • Segmented mirthworms, knollworms, plated knollworms, worms of the earth, and leeches now leave corpses more often.
  • Butchering knollworm corpses now produces knollworm skulls less often.
  • Tweaks the stats, trade value, tile colors, and descriptions of the new arrow ranks.
  • Wristcomps are now wrist calcs and have a new description.
  • Permadeath-related options now appear at top of the debug options list.
  • Entering Grit Gate via alternative routes such as recoilers/tunneling will now track for A Canticle for Barathrum/A Signal in the Noise.
  • Recoilers now give better feedback for various failure conditions when they are non-functional.
  • Elevator platforms are now more resistant to elemental damage and do not catch fire or vaporize readily.
  • Being stuck because of being grabbed by a mimic now goes away when the mimic does.
  • The word "chitin", should pluralization be applied to it even though it is a mass noun rather than a singular noun, no longer pluralizes as "chitins".
  • The previously announced new mod, fitted with filters, now actually appears in the game.
  • All build codes are now uppercase.
  • Added an annotation to the prerelease content option to clarify that it requires a restart.
  • Added a journal entry for the discovery of the flattened remains.
  • You can now compliment Sparafucile on his masterwork carbine while wielding it.
  • Increased the maximum player name length.
  • Removed the display of trader trade drams remaining.
  • Feral lah pods now respect the "calm" wish.
  • Your throwing aim can no longer be overcorrected by your Agility bonus.
  • Vomiting now has an action cost.
  • Items that are on fire, covered in lava, or being dissolved by acid can no longer be traded.
  • Fixed some bugs that resulted in inexplicably being held responsible for companions' deaths.
  • Fixed a bug causing turrets to attack autoexploring players without a chirp warning.
  • Fixed a bug causing multiple sessile creatures (ex. lurking beth) to stack in a single square.
  • Fixed a bug causing multiple pieces of furniture to stack in a single square.
  • Fixed a bug causing relic chests to spawn on top of other furniture and statues.
  • Fixed a bug causing too many crematory levels to be generated when urn dusters are active.
  • Fixed a bug causing some saves in [redacted] to fail to load
  • Fixed a bug causing conservators to attack one another.
  • Fixed a bug causing random cookbooks to be targets of Klanq's quest.
  • Fixed a crash when using Stopsvalinn on your own cell.
  • Fixed a bug causing some teleport vfx to play in non-active zones.
  • Fixed a bug causing some saves in [redacted] to fail to load.
  • Fixed a bug causing crashes in the Tomb of the Eaters.
  • Fixed a bug causing pets to disappear when wishing "rebuild".
  • Fixed a bug with cloneling clone names.
  • Fixed a bug causing an error when attacking creatures with brackets in their name.

201.49

Released November 7, 2020.

  • New items: wristcomp, turbow, a variety of arrows.
  • New implant: palladium electrodeposits.
  • New helmet and mask mod: fitted with filters.
  • NPCs no longer choose to use most tonic injectors as thrown weapons.
  • Many liquid vessels now leak if broken.
  • Waterbeds now break if someone with Quills sleeps in them.
  • Some biotechnological items and components are now identified or displayed via bioscanning rather than techscanning.
  • Stun gas stunning now appears in the message log.
  • Floating text for critical hits will now only be displayed if the hit results in damage or a special effect.
  • Lunging while in aggressive or dueling stances will now correctly trigger a Stinger strike.
  • Socially Repugnant no longer affects trade prices.
  • Compound bows now correctly enable Strength bonuses to penetration.
  • Kickback now respects phase and flight, and does not affect inanimate objects, sessile creatures, or creatures a kick would not affect such as holograms.
  • Baetyls no longer ask for portions of steel boots.
  • Point-defense drones now always return to your inventory when they become inoperative.
  • Sheba Hagadias is now able to provide you with directions if you are lost.
  • Charging no longer gives the player a warning when charging through liquid hazards.
  • Dismember can no longer be used when stuck or frozen.
  • Wrecking Charge can no longer be activated on the world map.
  • The Regeneration mutation can now regrow your tongue if you have drunk the Flaming Ick, but will not regenerate your tongue otherwise.
  • Using an ubernostrum tonic or other regenerative intervention while infected with an early stage of glotrot will no longer tell you your tongue regrew if you have not yet lost your tongue.
  • The [redacted] no longer spawns in every map surrounding [redacted].
  • The lair of Oboroquru no longer has odd dot-like tiles under some terrain features.
  • Trying to trade items with a creature that has no inventory now gives a message rather than failing silently.
  • Spinnerets no longer starts a cooldown when toggling the ability off.
  • Fixed an issue causing NPCs to improperly evaluate shields during auto-equip.
  • Fixed an issue causing textures to load from disabled mods.
  • Fixed an issue causing textures to not properly hotload when changing mod configuration.
  • Fixed a crash in the secret ascii editor.
  • Fixed an issue that made flaming and freezing ray fail to affect the most distant square of their range.
  • Fixed biodynamic power plant displaying debug internals information regardless of whether debug internals was on.
  • Fixed some bugs in Stunning Force, in particular an action cost being assessed when it pushed you against a solid object.
  • Fixed some issues with creatures being unable to act for several turns after spawning because they were assessed an action cost to equip their initial gear.
  • Fixed a typo in the manual.
  • Fixed an issue that would cause an error trying to continue a game after having deleted a different save file.
  • Fixed an issue where various walkways had a higher rendering priority than appropriate, which made some items get hidden by them and made the squares they were in not be considered "empty" for purposes such as companions joining you in a zone.
  • Fixed an issue that made it possible to give energy weapon relics the Jacked mod by deploying turrets using them.

201.48

Released October 30, 2020.

  • The "Prerelease Stage Screen" option was renamed "Enable modern UI elements." and moved to the top of the Overlay options. It's now enabled by default.
  • The options for prerelease stage scale and overlay UI scale were merged.
  • Extradimensional items are no longer excslusively unmoddable.
  • Sitting in chairs now respects phase and flight.
  • Item naming events are now more likely to appear in the [redacted] made about your [redacted].
  • NPCs no longer use quest item tonic injectors.
  • Updated the love tonic success logic.
  • Killing a jilted lover now ends any Stuck effects caused by it.
  • Becoming out of phase with a jilted lover that's grabbing you now releases you.
  • You can now throw tonic injectors at creatures to inject them.
  • Made improvised thrown weapons perform slightly better.
  • The depth limit at which radio-powered energy cells can receive satellite power is once again functional.
  • Smart use on a sleeping NPC now brings you to their interaction menu instead of attempting to initiate a conversation with them.
  • NPCs now terminate Sunder Mind if they become allied toward the creature whose mind they are sundering.
  • When trading with Sheba Hagadias, non-book items no longer have a non-functional Read action available.
  • Thirst thistles can no longer impose an unlimited degree of negative hydration on you.
  • Gyrocopter backpacks now repel nearby gases while engaged, similar to wrist fans.
  • Only one corrected vision effect is now visible on a given creature regardless of how many vision-corrective devices they are wearing.
  • Angry baetyls no longer explode at will. They do still explode after taking enough damage.
  • Stairs now have ascend/descend interaction commands that tell you to use < and > if you haven't remapped them, as a new player UI discovery backstop.
  • Improved some techscanning-viewable item component names in Stopsvalinn and anti-gravity boots.
  • Damage taken by a clone made of your original body while using Domination no longer breaks your Domination.
  • Domination is now interrupted by any negative effect on your original body, no longer excluding "minor" effects.
  • Being Phased now ends immediately upon moving to the world map.
  • Phasing can no longer be activated on the world map.
  • Phasing in within a solid object on the world map no longer has any effect.
  • When a tonic injector is applied to a creature involuntarily, it's no longer described as if the creature applied it voluntarily.
  • When an equipped tonic injector is applied, you no longer get a message about it being unequipped.
  • Cooking effects and shade oil tonic used by mutants no longer randomly phase you while you're on the world map.
  • The "auto-collect liquid" interaction command is now displayed as "stop auto-collecting liquid" when you are currently auto-collecting and using the command to turn it off.
  • Pressing "o" in the trade screen with no items selected to trade now displays "Nothing to trade." rather than "Trade complete!"
  • Trash is now highlighted in the alt display if you have Scavenger or Trash Divining.
  • You no longer have to unequip and reequip equipment that grants flight after you identify it in order to use its flying ability.
  • You can now start and stop flying with flight-granting equipment by using the appropriate activate interaction command.
  • Improved the language used when baetyls demand quantities of items described using mass nouns.
  • Tweaked internal conveyor logic to reduce unneccessary zone construction.
  • Fixed a bug that caused aquatic creatures to sometimes spawn on bridges.
  • Fixed a stat change bug with temporary stat modifiers that resulted in ever increasing HP.
  • Fixed thrown weapon damage appearing twice in the message log.
  • Fixed a bug that occasionally crashed the game on some zone loads in the Tomb of the Eaters.
  • Fixed a bug caused some tar pool zones to generate without their zone name.
  • Fixed a bug that caused some lair zone names to include their "surface" designation twice.
  • Fixed a bug that caused liquid-covered and liquid-stained items to lose track of the liquids covering them after a save/load.
  • Fixed some scenarios where your original body could begin acting under AI control while using Domination.
  • Fixed a bug that could make the equipment screen inaccessible under certain circumstances.
  • Fixed a bug that caused Amnesia to try and fail to forget unforgettable events.
  • Fixed several issues with clones and mutation-granting equipment.
  • Fixed some scattered prerelease UI scaling issues.
  • Fixed stinger printing unequip messages when its mutation rank changed.
  • Fixed minor bug in Agyra's dialog.
  • Fixed a typo in Vivira's conversation.
  • Fixed a village history typo.
  • Fixed a typo in low wall description.
  • Fixed cannibal cherub's display name.
  • Fixed the color of frog cherub.
  • Fixed a typo in shade oil tonic's effect description for true kin.
  • Fixed a misconfiguration that caused mashed lag and sun-dried banana to be treated as grammatically plural.
  • Fixed some message formatting issues when equipped items are lost to dismemberment.
  • [modding] Fixed an exception in character creation when the player's body blueprint had the Genotype property set.

201.47

Released October 16, 2020.

  • Rejoinder is now toggleable.
  • Fixed some cases where stack counts could appear in item repair messages.
  • Made chest inventory generation, and village generation that depends on it, more resilient.
  • Improved the composition of possessive markers onto nouns when those nouns have color formatting attached.
  • Your perception of madpoles becoming frenzied by the scent of blood now depends on those madpoles' visibility.
  • Point-defense lasers can no longer be salvaged from normality bots.
  • Madpole detection of the scent of blood is now more reliable; for example, it will not be triggered by an item that merely has the word "blood" in its name, nor will it fail to detect blood covering a historical relic.
  • The Spread Klanq quest will no longer ever ask you to puff Klanq onto an abstract concept of a projectile.
  • Fixed a bug that prevented chimerae from performing the water ritual with Seeker heroes.
  • Fixed an issue that caused companions' cause of death to be misidentified.
  • Made some improvements to the identification of companions' cause of death when the player is responsible.
  • Teleportation and being moved by an external force no longer loosen your carapace.
  • Sunder Mind now prefers to target hostile creatures when there are multiple possible targets in a square.
  • Creatures without faces now are not described as having nosebleeds in more circumstances.
  • Fixed an issue causing the last serving of canned-have-it-all to not be properly consumed when cooking from a recipe
  • Sprinting now directly modifies your movespeed. For example, with 100 movespeed and the default 2X sprint effect, your movespeed is 200 and will be displayed as such.
  • Combat animations and floating text are now properly cancelled when you move to a different zone.
  • Gas masks and vinewood sap masks now protect you from critical failures on your gas saves.
  • Being confused now makes you immune to confusion.
  • Arconauts now refrain from picking up items that would overburden them.
  • Autoact is now interrupted when your night-vision goggles cease to operate.
  • When your autoact is interrupted, certain actions that were incorrectly described as "gathering" are no longer described that way.
  • There's now a limit to how many troll foals will bud from a troll in a single zone.
  • Pits in the ground no longer spawn in the same tile as stairs.
  • The rainboweave cloak description now mentions its light refraction behavior. This won't apply to cloaks generated before this patch.
  • Aquatic creatures can no longer cross bridges.
  • Rhinoxen now have a face on each of their heads.
  • Urchin belchers are now immune to sleep gas and confusion gas.
  • Addling urchins are now only immune to confusion gas rather than all sources of confusion.
  • Drowing urchins are now immune to sleep gas rather than being unable to sleep.
  • Added detail colors for the following: smoldering mushroom, lover's blossom, portable beehive and taco suprema.
  • Energy cell selection now sorts in descending order by available charge.
  • Energy cell selection no longer assigns hotkeys outside the alphabet.
  • Fixed a bug that caused you to fail to disarm your target when your duelist swipe attack killed them.
  • Fixed a rare bug where the underground entrance to the Tomb of the Eaters wasn't fully connected to the rest of the Tomb.
  • Fixed a bug with the crematory level builder that caused multiple machine arms and pits to generate in a single tile.
  • Fixed a bug that caused the cybernetics terminal to sometimes lock up during implant installation.
  • Fixed a bug that turned some descriptions into System.String[]s.
  • Fixed a bug that caused the first mouse input to be ignored on Linux.
  • Fixed a bug that caused a CPU core to run in an unbounded way when background music was disabled on Linux.

201.46

Released October 9, 2020.

  • Clonelings' cloning ability now respects phase and flight.
  • Magnetized items are now disabled by EMP.
  • Magnetized containers can now carry a maximum of 25 lbs before they are too heavy to float.
  • When you miss or fail to penetrate with a weapon, the weapon name now appears in the message log message.
  • Glowcrust now causes you to grow an icy outcrop instead of a fungal outcrop.
  • Fungal infections now prefer to colonize fungal outcrops grown on your body (such as via chimera limb growth).
  • NPCs no longer automatically use Eater's nectar injectors. (This change won't apply to injectors in current saved games.)
  • Removed the rubber tree.
  • Excluded a base sultan wall object from dynamic encounters.
  • Updated the credits.
  • Fixed a bug where talking to NPCs who had glotrot altered your conversation options as if you had glotrot.
  • Fixed some bugs that caused inconsistent faction attitudes when your reputation was exactly at an attitude boundary.
  • Fixed an issue that made uniquely named stat saps lose their names.
  • Fixed some cases where duplicate messages appeared in the message log for XP awarded via quest steps.
  • Fixed a bug that caused odd behavior and occasional game freezes on the Skills and Powers screen.
  • Fixed a bug that caused you to _always_ be left-handed.
  • Fixed a bug that caused signature dish names to not have certain text variables replaced with real text.
  • Fixed a bug with the prerelease input manager not accepting enter in text-entry fields.
  • Made some memory use improvements in the renderer.

201.45

Released October 2nd, 2020.

  • Village quests no longer have the chance to ask you to find a location "with a parasang" of another location. Instead, they may ask you to find a location "next to" another location, in which case the two locations will be in adjacent maps.
  • Two-Headed no longer wakes you up from voluntary sleep.
  • You no longer see troll budding messages when you cannot see the troll.
  • Nerve Poppy is no longer called Numb on the character sheet.
  • Creatures without faces no longer get bloody noses.
  • Relic and extradimensional books now provide skill training on read.
  • While performing the water ritual, you're no longer offered to learn a skill's introductory power without being offered to learn the skill itself.
  • We made some changes to clonelings and clones.
    • Clonelings now have a cap on how many creatures they can clone. If you're friendly with a cloneling, you can refresh their cloning capability by supplying a dram of cloning draught.
    • Clonelings can now clone you.
    • If a cloneling is in your party, you can now direct them to clone creatures.
    • Clonelings in your party no longer wander around randomly.
    • Clones created by clonelings are now worth half the base creature's XP rather than no XP.
    • Clonelings now rarely cloning draught on death.
    • Freshly grown clones are now uninjured.
  • We added new support to the prerelease input manager and fixed some bugs.
    • Added a wait command.
    • Accept now interacts with the selected object in the looker.
    • Fixed interact nearby not working.
    • Vendor actions in trade now work properly.
    • Accept now interacts with the selected object in the looker
    • Added Take All and Store Items keybinds for containers
  • Armor AV/DV averaging across body parts now rounds down.
  • Leather bracers have been singularized into a 1 AV single-arm slot "leather bracer".
  • Autoexplore now interacts with interesting objects before taking them. Example: you'll now read engraved items before taking them.
  • The attack nearest enemy command now counts enemies that are currently engulfing you.
  • The item picker dialog for spray bottles now shows any context for the listed items, like the body part they're equipped on, for example.
  • Lit torch tiles now display color variation in their flame part instead of their wood part.
  • Kindled flames and luminous motes now have tiles.
  • Reduced the number of novices of the sightless way that appear in various regions.
  • Panhumors now use their own correct tile instead of using the gelatinous frustrum tile.
  • Changed the appearance of putrescence to be distinguishable from slime.
  • Made some improvements to the behavior of pathfinding around potentially damaging gases.
  • Pathfinding now strenuously avoids aloe pyra and aloe volta.
  • You can no longer get unlimited data disks by repeatedly installing and uninstalling SkillSoft Tinker implants.
  • Made plurally gendered players correctly addressed in the second person in a number of contexts.
  • Made the popup to confirm switching a hotkey to a new ability show the old ability's display name, not its internal command name.
  • Improved ganglionic teleprojector's messaging when used on a square with no robots in it.
  • Fixed a bug that prevented Two-Headed's chance to remove negative mental status effects from working.
  • Fixed a bug where evil twins arrived without a popup message.
  • Fixed a bug that caused unpowered items with boot sequences to have their operational status treated as "booting" rather than unpowered.
  • Fixed a bug that disabled the floating text that appears when an item rusts.
  • Fixed some color formatting errors.
  • Fixed a formatting issue in the level descriptions of Sleep Gas Generation and Corrosive Gas Generation.
  • Fixed some typos in Sleep Gas Generation and Spontaneous Combustion.
  • Fixed a rare exception during world generation.

200.97

Released September 18, 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.
  • Boxes of crayons now have their own tile.
  • 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 a bug that made armor that occupies more than one body part unable to receive the Jacked mod.
  • Corpses left by temporal fugue clones now disappear at the expiration of Temporal Fugue.
  • Cybernetics from temporal fugue clones can no longer be implanted.
  • Unlit torches no longer set things on fire.
  • 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.
  • The Billowing Conch of the Aji no longer produces non-functional blinding gas and stinking gas.
  • The player's torch burning out now interrupts autoact.
  • Baetyls now habitually reality-stabilize themselves.
  • Baetyls now get angry at 20% of their HP, not 80%.
  • Fixed a bug that made NPCs with Cleaved effects active repairable.
  • Fixed some color formatting in village quest giver referral messages.
  • 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.

200.95

Released September 11, 2020.

  • Spindle negotiation reward relics are no longer easily scummable with Precognition.
  • Millstones can now grind grave moss, compacted bone matter, and voider glands.
  • The language sparking baetyls use to request items now specifically indicates that the items should be placed on the ground before them.
  • You can no longer jump while flying.
  • Improved the death messages for dying via explosion.
  • Faction lists are now alphabetized in more contexts.
  • Obliteration relics now more precisely describe their scope.
  • You are now considered responsible for the deaths of creatures killed by obliteration relics you activate.
  • Critically failing at artifact examination now interrupts autoact.
  • You can no longer name zones from the world map.
  • Triggering a sound effect multiple times in quick succession is now volume-limited.
  • When receiving tinkering bits, the summary of your current bit locker is no longer shown.
  • Made fewer UI-based popups add their text to the message log.
  • 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.
  • The item info line in the trade UI now includes the weight of the item.
  • Falling under lithofex gaze now interrupts autoact and motivates NPCs to flee.
  • Artifact examination now has an action cost.
  • Fixed a bug that caused maps generated in the ruins to be filled in with ground tiles.
  • 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.
  • You no longer receive weight limit warnings when performing a take-all from a container you are carrying.
  • Fixed a bug that caused using Intimidate to spend an action for each creature intimidated.
  • Fixed a bug that caused players to get messages when NPCs acquired Ironshank.
  • Fixed a bug that disabled hostility between NPCs without leaders.
  • Fixed a bug causing music from previously visited zones to play when a saved game was loaded.
  • Fixed some issues with the names of lair zones (mostly repetitions of "surface").
  • Fixed some bugs that would break Spindle negotiation rewards.
  • Fixed some grammar issues with list composition in various contexts.
  • Fixed some display issues in the water ritual dialog.
  • Fixed a bug that made it possible to be wading while flying.
  • Fixed a bug that granted the Starry Demise achievement whenever the player exploded regardless of whether it was a neutron explosion.
  • Fixed an extra space in the display names of freeze rays.
  • [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.
  • [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.

200.91

Released September 5th, 2020.

  • Dying from a lithofex gaze now gives a better death message than "You die! (good job)".
  • Phasing in now triggers any appropriate gravitational effects.
  • 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.
  • Pathfinding now considers hostile creatures to be navigation obstacles and avoids the squares next to non-ignored ones depending on their difficulty.
  • Precognition reversion now interrupts autoact.
  • Being lost now carries through Domination, and removes itself from NPCs should it somehow wind up on them.
  • NPCs now intermittently display more interest in moving away from campfires they are standing on top of.
  • Fixed some bugs in the logic of when you can put out fires.
  • Fixed a bug that made grenades thrown by temporal fugue clones disappear before they could explode because they were grenades.
  • Fixed a bug that made some forms of electrical damage not be acknowledged by rubbergum tonic and cooking effects.
  • Fixed a bug that caused bleeding damage to fail to apply when out of phase.
  • Fixed a bug that made the overlay UI autoexplore button flicker.
  • Fixed a display bug in agate figurines.
  • Fixed a typo in the message when trying to automove through a hostile creature.
  • Fixed a bug that made Nocturnal Apex often usable during the day.

200.90

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.

200.89

Released August 21, 2020.

  • It's now possible to use a shield unskilled at a 25% block chance.
  • The section in the manual on the combat sequence now includes a description of shield blocking.
  • Attempting to move past the edge of the world now gives a message instead of failing silently.
  • 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.
  • NPCs are now able to attack inanimate objects they want to destroy.
  • Mutants with temporal fugue are now referred to as temporal fugitives in village histories.
  • Lase now ignores targets it cannot hit when selecting a target.
  • Dehydration notifications are no longer provided for companions who wouldn't generate a death notification.
  • You can no longer swap position with neutral or friendly puffer fungi.
  • Being involuntarily moved into a wall with burrowing claws or a drill equipped no longer forces you to attack the wall.
  • Being involuntarily moved can no longer swap you with a hostile creature.
  • Autoexplore can no longer swap you with an ignored hostile creature.
  • 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.
  • Village zones no longer fight with themselves over what music to play.
  • Grenades, mines, and bombs can now be detonated as an inventory action.
  • The classic UI key mapping screen now indicates that you can press delete to clear a command's bindings.
  • The selection hotkeys for donating a book to Sheba Hagadias no longer goes into non-alphabetic characters when you have a lot of books.
  • Projectile animations now become faster the longer the projectile's flight path is.
  • Lase's animation is now faster in general, and becomes faster the longer its path is.
  • Added variant death messages for being killed by electrical, acid, and disintegration damage.
  • Fixed a bug that made delete in the classic UI key mapping screen fail to trigger the bindings being saved.
  • Fixed a bug that caused temporary liquids (for example, acid pools produced by acid walltraps to become permanent through fluid dynamics processes.
  • Myopia's effect on visibility distance now works in more contexts.
  • Fixed a bug that degraded performance when creatures swam.
  • 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.
  • Fixed a two-character grammatical redundancy in torches' description.
  • Fixed the message given when you lay a mine or set a bomb.
  • Fixed various instances of situation-specific death messages being overwritten by the generic, "You were killed by so-and-so".
  • Fixed a bug that made agility contribute less to throwing accuracy than it was meant to.
  • Fixed a bug that broke telepathy.
  • [debug] Fixed a bug that caused the "Give 250000 XP" keybind to give the XP without leveling you.
  • [modding] Creatures now respect their NoTrade tag in conversations.
  • [modding] The Mods directory is now created on startup if it doesn't already exist.
  • [modding] The ID attribute of your quests can now be used in QuestsByID. If an ID doesn't exist, Name is used.
  • Proselytes and rebuked robots can now be dismissed from your service as an interaction command.
  • Party members now more consistently behave in a fashion consistent with their leader's attitudes.

200.86

Released August 14, 2020.

  • You can once again acquire fungal infections.
  • On the character screen, attributes that are modified above or below their base values now display as green or red, respectively. You can also now select an attribute on this screen to display its base level, which is used for meeting skill requirements.
  • You can now disassemble without the Tinkering skill as long as you have the Disassemble skill power.
  • Confusion now affects artifact examination.
  • The following objects are now tagged as being made of metal: HE missile, becoming nook, cybernetic rack, leering stalker's pneumatic piston, scrap shoveler's scrap saw, crypt sitter's chrome stilt, strip fly's mechanical pincers, Rodanis Y's tungsten carbide hammer-fist and axe-fist, and boosterbot's helping hand.
  • Tinkered items can no longer generate fitted with suspensors or liquid-cooled.
  • Baetyls can no longer be psychically attacked and are now subject to EMP.
  • Industrial fans now respect phase.
  • Steam no longer burns things to ash.
  • Steam now tracks who is responsible for creating it.
  • The Gas Generation mutations now produce gas in the same phase as the mutant producing it.
  • Quest item torches no longer lose their unique display names.
  • Using psychometry on a stack of items now results in better messaging.
  • Reading passcodes using psychometry is now subject to reality stabilization.
  • Loading a medassist module from the implant's interaction menu no longer loads an entire stack of tonics.
  • The Mutating effect is now considered negative.
  • Greater voider teleportation now respects normality but is powerful enough to contest it.
  • Thrown weapon reequipping now reequips a similar item from your inventory if an identical one is not available.
  • Autoexploring while wearing ninefold boots no longer teleports you between zones.
  • Disassemble all is no longer usable with hostile creatures nearby.
  • When you disessemble multiple items or use disessemble after performing another activity that has an action cost, you're now forced out of the interaction menu as you approach an action cost deficit that would place you in danger if hostile creatures arrived.
  • Mechanimist snailmother converts now spawn ickslugs with the same faction attitudes as their mothers.
  • Made item naming more reliably relevant to events that just occurred.
  • Relics and relic-like items are now consistently unmoddable.
  • Messages are no longer generated when creatures out of your line of sight use Shield Wall.
  • Being asleep now generates a message only if the last message you received was about something other than being asleep.
  • Popups are now used for messaging stat saps' permanent attribute drain.
  • Being blocked by an object no longer displays any weapon performance characteristics it may have.
  • Dominating someone you have performed the water ritual with and then looking at yourself no longer displays "You are water-bonded with you" in your description.
  • Fixed the conjugation of the verb "get" in the companion thirst notification message for companions of pseudo-plural gender.
  • Fixed a bug that disabled autoact rate limiting.
  • Fixed some bugs around tracking body parts added by equipment.
  • Fixed a bug that caused some liquid coverings, particularly acid-based ones, to not generate a clean action.
  • Fixed a bug that sometimes caused fire-based abilities to end early when they encountered mixed liquids.

200.82

Released August 7th, 2020.

  • Examining artifacts now requires being able to move your extremities.
  • Eating snacks now requires being able to move your extremities.
  • The "HP warning threshold" option now defaults to on at 40%.
  • Various powered items, such as VISAGEs and ninefold boots, now correctly drain the last dram of their slotted liquid-fueled energy cells rather than leaving behind one unusable dram. If you find more items that do this, please report them on the public bug tracker:
  • NPCs attempting to use broken and rusted tonics no longer cause messages popups for the player. NPCs also attempt to use broken and rusted tonics less often.
  • Creatures are more willing to enter gas clouds, especially if they are immune to the gas.
  • Stunning Force can no longer be used on the world map.
  • Slumberlings are no longer Wakeful when they emerge from their natural hibernation.
  • Item naming opportunities triggered by leveling up now occur after the level up message.
  • Nullbeards are now permanently astrally tethered rather than immune to astral tethering or burdening.
  • Puffer fungi once again take damage from damaging gases at the rate inanimate objects do.
  • Frozen energy cells slotted into equipment no longer stay frozen forever.
  • Implanting a cybernetic implant now makes it permanently understood. If it was only understood due to a techscanning ability, losing that ability no longer converts it to an implanted "weird artifact".
  • Strip flies now respect phase and flight.
  • Psionic weapons can no longer be disassembled.
  • Items are now automatically weightless when equipped in a Floating Nearby slot.
  • Autogetting from adjacent squares is now controlled by an option: "Autopickup from adjacent squares". It defaults to off and only covers non-autoexplore movement.
  • You're now interrupted in the middle of autogetting multiple items when a hostile creature nears you (rather than being slammed by multiple enemy actions afterward).
  • Whether you immediately pick up items butchered from corpses is now determined by your autoget settings, not by whether you were autoexploring.
  • Pathfinding now avoids mines laid and bombs set by non-hostile creatures, to varying degrees by munition type.
  • Added a new option, "Prerelease Stage Scale", in the Overlay UI section.
  • Fixed a bug that broke mod tinkering when certain items had high-powered magnets applied to them.
  • Fixed a bug caused the Wakeful effect to not work sometimes.
  • Fixed a bug that disabled measures to prevent inappropriate objects from spawning on top of each other.
  • Fixed a bug that made Flexiweaved sometimes give positive DV.
  • Fixed some bugs that caused equipping certain items to fail to trigger their state changes, such as quest completion and DV updates for defensive stance.
  • Fixed a bug that caused save modifiers provided by cybernetic implants to not work.
  • Fixed a bug that caused the liquid-cooled item mod to be unapplyable in some cases where it should have been applyable.
  • Fixed a bug that destroyed cybernetics when another implant was implanted directly in its slot.
  • Fixed a bug that caused the value of cybernetics credit wedges to not show up in the short version of their display names.
  • Fixed a color pattern typo in Ereshkigal's interface.
  • Fixed a typo in a journal accomplishment.
  • Fixed a stray color markup tag in save modifier rules text.
  • Fixed some grammar bugs in the descriptions of hostile clones.
  • [modding] Specifications for DefaultBehavior attributes in Bodies.xml part elements are now correctly respected.
  • [modding] Fixed a bug that made less information available in some movement-related events than should have been.

200.81

Released July 31, 2020.

  • Trolls now know how to swim.
  • Clicking a tile with a hostile creature now attacks the creature instead of attempting to speak with it.
  • Gave rainboweave cloaks lower DV but a chance to refract light-based attacks.
  • Added a new status effect, Wakeful, that gets applied for 3-5 rounds after you wake up from involuntary sleep. While wakeful, you can't fall asleep.
  • Item naming now allows apostrophes.
  • Baetyls no longer request the Billowing Conch of the Aji.
  • Long blade stances now respect your restrictions on companion ability use.
  • En garde! now takes Lunge and Swipe off cooldown when it activates.
  • You no longer have the option to decline being moved by a factory arm into a deep shaft.
  • Penetrating radar now reveals hidden objects that can be discovered by searching.
  • Messages for spotting hidden objects now include directional information.
  • Missing skill prereqs now cause entries on the Skills screen to be grayed out, like they are for unmet attribute requirements.
  • Pathfinding now goes to much less effort to avoid many types of liquids and some types of gases.
  • Skills that require a weapon of a given type to be wielded in the primary hand now accept weapons wielded in the first hand if your primary limb is not a hand, such as for animals whose primary limb is often their face or foot.
  • Fixed a bug that caused hyper-elastic ankle tendons' behavior to be excluded from their description.
  • Fixed a bug with stacking that resulted in permanent MA / DV loss.
  • Fixed a bug that caused suspensors to not work properly on equipped items.
  • Fixed a bug that caused ceremonial vibrokhopeshes to repeatedly reboot while you travelled on the world map.
  • Fixed a bug that sometimes made it impossible to interact with companions.
  • Fixed some bugs that caused various types of cloned creatures to not be hostile when they should have been.
  • Fixed some bugs that disabled the escape teleportation used by some relics, extradimensional items, and chaotic cherubim.
  • Fixed a bug that caused books to be unreadable from the prerelease equipment screen.
  • Fixed a misattribution in Lase messaging.
  • Fixed a typo in sultan history.
  • Fixed a bug that made Saad Amus very lazy.
  • [modding] Liquids' ObjectEnteredCell method now receives the relevant ObjectEnteredCellEvent as its second argument. The version that receives the GameObject moving as its second argument is still called for compatibility.
  • [modding] WishCommands should now properly be loaded/unloaded with mod changes.

200.80

Released July 25, 2020.

200.29

Released May 2, 2020.

  • We added polish to the architecture of the Tomb.
    • Added a new exterior caryatid wall and extended it up and down through the Z-dimension as appropriate.
    • Added support pillars beneath the Tomb.
    • Added structural ribs.
    • Swapped the locations of the Life and Death Gates.
    • Redesigned the Grand Vestibule.
    • Added a lot more graffiti to the robbers' cut.
    • Cleaned up the maps around the Liminal Way.
    • Moved the up staircases in the Folk Catacombs.
    • Replaced the Lace Stairways to the crematory with access corridors.
  • The display format of some zone names has changed.
  • Inscribed funerary urns no longer report being empty.
  • You're no longer asked to drink from full urns as a quest step in dynamic quests.
  • 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.
  • Fixed a bug with acid gas that caused the game to hang.
  • Fixed a bug that caused items to retain more liquid than intended.
  • [modding] Added a new API, StatShifter, to Parts and Effects that helps track stat shifts. See
  • [debug] Added a new debug option: "Show debug text for stat shifts".
  • [debug] Added a new wish, "showstatshifts", that displays a list of items and effects shifting your stats.
  • [modding] 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.
  • [modding] Redesigned the "selected cells" region of the map editor. You can now delete, bulk replace, and set ownership on objects in the selected region.

200.21

Released April 3rd, 2020. Tomb-related notes

  • We added some polish to the [redacted] sequence that starts in Resheph's burial chamber.
    • Added some sound and visual effects.
    • Smoothed out some issues with engraving tomb murals.
    • Added ASCII versions of the tomb murals and other objects in the burial chamber.
    • Refreshed Herododicus's dialog.
    • Added descriptions for Herododicus, imperial sarcophagus, imperial reliquary, gilded marble from the sultanate of Resheph, mural median, and mural endcaps.
    • [very redacted]

General notes

  • We made some changes to liquid and liquid pool behavior.
    • Objects now become coated in liquid more easily, and they also lose their liquid coatings more easily.
    • Liquid coating now bestows additional weight onto items.
    • Some liquids now weigh more than others.
    • Creatures moving through big pools of liquid now track the liquid around.
    • Footwear now protects you from being affected by small pools of liquid.
    • Swimming is now a status effect that penalizes movespeed and prevents creatures from taking move-related actions that require footing.
    • Pools smaller than the swimming threshold (1,000 drams) now use a different tile set.
    • 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.)
    • Pathfinding now puts more weight toward pathing around large pools of liquids, even less deadly ones.
  • More autoexplore activities now respect the autoexplore options for ignoring easy and distant enemies.
  • Electromagnetic sensors and the following mutations now interrupt autoexplore and automove when you identify a hostile creature: Heightened Hearing, Heightened Smell, and Sense Psychic.
  • 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.
  • 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.
  • 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.
  • Stairs, pits, and similar objects that represent open space can no longer be sucked into space-time vortices.
  • 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.
  • 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.
  • 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] 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] Fixed a bug that caused the JoppaWorldBuilderExtension and WorldBuilderExtension attributes to be ignored.