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added more patchez oh my gosh I'm only half done
m (→‎July 10, 2018: repaired one list)
(added more patchez oh my gosh I'm only half done)
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* Fixed an issue where slotted cells occasionally appeared duplicated in your inventory.
* Fixed an issue where slotted cells occasionally appeared duplicated in your inventory.
* [modding] The ReloadSound tag now works with items that use energy cells. The sound plays when the cell is reloaded.
* [modding] The ReloadSound tag now works with items that use energy cells. The sound plays when the cell is reloaded.
===December 8, 2017===
Preview of the [[Version history#December 22, 2017|December 22]] patch.
===December 1, 2017===
* We did a bunch more work on the cooking framework and design. We plan to put a version up on the beta branch, probably next week.
* Saved games are now output to a temp file until the save is complete. This means that save files are much less likely to get corrupted if there's a crash while saving.
* You can no longer perform the water ritual with an NPC via telepathy or any other means that allows you to talk to them from a non-adjacent space.
* Auto-explore and walk now stop for fungus puffers.
* Fixed the Ego penalty on items displaying as "--X".
* Fixed soup sludges not tracking their state across saves properly.
* Fixed an issue causing some effects not to get properly removed.
* Fixed an issue causing hidden effects to be counted on the character sheet.
* Fixed an issue that caused you to spend a turn when you were pushed around by an explosion.
* Fixed an issue causing molting basilisk's poison to be permanent.
===November 21, 2017===
* Added an Active Effects screen for viewing the details of your active status effects or the effects of other creatures or objects.
** Renamed 'Status' screen to the more appropriate 'Character Sheet'.
** To access your active effects, either navigate to 'active effects' on your Character Sheet, or bind the 'Open Active Effects' command in the Keybindings menu.
** To access the active effects of another creature or object, hit 'e' while looking at it.
** Added descriptions for all 100+ status effects.
** Changed the name of the 'spectacles' effect to 'corrected vision'.
** Changed the name of the poison gas effect to 'poisoned by gas'.
** Changed the name of the stun gas effect to 'stunned by gas'.
* We made some changes to the turn costs of managing your inventory.
** Equipping an item in your thrown slot no longer costs a turn.
** Automatically unequipping an item when you equip another item no longer costs an extra turn.
** Splitting a stack of items into multiple stacks no longer costs a turn.
* Removed snailmothers from the list of possible fungal infection cure ingredients.
* Added an entry for Mumble Mouth to the Corpus Choliys.
* Installed cybernetic implants that occupy an equipment slot no longer add to your encumbrance.
* Molting basilisks now properly inject a stony poison when they bite.
* The full message log viewer now uses the much better book UI.
* Energy cells can now be recharged directly from the cell's action menu.
* Baetyls no longer ask for objects you can't pick up.
* When you uninstall the optical bioscanner, optical technoscanner, or huge hands implants, you no longer retain their effects.
* You no longer attack yourself when you try to sleep in a bedroll that's in the same space as you are.
* Fixed a bug that caused slender and willowy nylon backpacks not to have their weights reduced.
* Fixed an issue that caused the player to gain reputation when an NPC equipped an item with a reputation-granting item mod.
* Fixed autoexplore attempting to pick up objects embedded in walls.
* Fixed an issue that caused various bonuses to be improperly applied twice during character creation when replaying your last character. These improper characters would also generate invalid character codes.
* Fixed an issue that caused certain subtype attributes, like increased heat resistance, to not be applied to characters created via the build library.
* Fixed an issue causing outdated true kin character codes to crash the game.
* Fixed an issue that caused a clone of Otho to be created when it shouldn't have been.
* Fixed an issue with achievements that prevented books from being read.
* NPCs with multiple cybernetic implants installed now only have their names modified with the 'implanted' adjective once.
* Fixed an issue that caused all merchants to improperly be able to recharge cells, instead of only those with the ability to.
* Fixed a rare exception that occurred when objects with energy cell sockets were generated.
* Fixed a rare issue that caused a 'too many heap sections' error while building jungle maps.
* Fixed an issue causing zones to stay active in memory longer than intended.
* Fixed an issue causing ocassional heap allocation errors during game saves.
* Rusted Archway no longer incorrectly fills a full 3x3 world map title.
* Lowered the amount of memory that must be in use before an out-of-memory warning is displayed.
* [modding] Made the 'Dormant' class public.
* [modding] Fixed an issue where .RPM files that weren't mods to existing RPM files would fail to load.
===November 3, 2017===
* We added seven new achievements.
** Mutagenic Mastery
*** Advance a mutation to level 15.
** Biographer
*** Learn the complete history of a single sultan.
** Cubic and Wisest Human
*** Activate a time cube.
** Go on. Do it.
*** Wield the amaranthine prism.
** Tongue in Cheek
*** ???
** Footloose
*** ???
** Oathbreaker
*** ???
* Fixed a bug that caused merchant advertisements to occasionally be blank.
===October 27, 2017===
* Added a new fungal infection: mumble mouth.
** "The mouths on your skin begin to mumble coherently, revealing the wisdom of a trillion microbes."
* Added a new type of fungus puffer: brooding jadepuff.
* Brooding jadepuffs now appear in fungal biomes and the Rainbow Wood.
* Added a new type of book: advertisement flyers for legendary merchants.
* Mayor Nuntu now starts with an advertisement flyer for a random legendary merchant.
* The locations of legendary merchants are now properly included among the possibilities for secrets shared during the water ritual.
* Added a new tile for starapple trees.
* Historic relics that bestow Clairvoyance now work properly.
* Fixed a zone build crash that occasionally occurred during the Raising Indrix quest.
* Added much more behind-the-scenes support for the upcoming cooking system. Soon, soon...
===October 20, 2017===
* We added our first batch of achievements, 30 in total. Expect many more as development continues.
** The Laws of Physics Are Mere Suggestions, Vol. 1
*** Violate the Pauli exclusion principle.
** Eat an Entire Bear
*** Kill a bear and eat it. Just eat an entire bear.
** To Thine Own Self Be True
*** Wear your own severed face on your face.
** Friend to Fungi
*** Host three different fungal infections at once.
** Goat Simulator
*** Project your mind into a goat's body.
** The Spirit of Vengeance
*** Recover the Ruin of House Isner.
** Knight Conical
*** Recover Stopsvalinn.
** Love at First Sign
*** Fall in love with a sign.
** Pyramid Scheme
*** Kill a chrome pyramid.
** Dark Tidings
*** Foresee your own death.
** Love Thyself
*** Fall in love with yourself.
** A Bond Knit with Trust
*** Become loved by a faction.
** The Woe of Joppa
*** Become hated by the villagers of Joppa.
** Peekaboo
*** Become loved by newly sentient beings.
** Jawsnapper
*** Kill 100 snapjaws.
** Starry Demise
*** Be crushed under the weight of a thousand suns.
** Quiet This Metal
*** Speak to the alchemist.
** Your Thirst Is Mine, My Water Is Yours
*** Perform the introductory water ritual 100 times.
** Proteus
*** Have 10 mutations.
** Welcome to Qud
*** ???
** On the Rocks
*** ???
** Your Better Half
*** ???
** You Are Becoming
*** ???
** You Became
*** ???
** Say No More
*** ???
** Metal Pedal
*** ???
** You Are What You Eat
*** ???
** Shoot.
*** ???
** Litteratus
*** ???
** So Powerful is the Charm of Words
*** ???
* If you helped us test the achievements, you can wish for "clearach!!!" to clear your achievement progress.
* You can fall in love with signs again.
* Moved userprefs.json from the game data directory to the save directory.
===October 13, 2017===
* Added a new sultan domain: Travel.
* Updated the history generator to incorporate travel-minded sultans.
* Added new effects for travel-based historic relics.
* Added new sultan professions: explorer and nomad.
* You can no longer wear a glowsphere on your body. How did that even work? Did you just jump inside the glowsphere? We don't know.
* Photosynthetic Skin now correctly gives you bonus reputation with trees, vines, and roots, in addition to the Consortium of Phyta.
* Photosynthetic Skin now correctly gives you 200 bonus reputation with the Consortium of Phyta instead of 300.
* You can no longer tinker ruin recoilers.
* Rewrote the base item descriptions for historic relics from the late-fourth period sultanate. They now better convey what life was like for this mid-to-late generation of Eaters.
* Fixed an issue with sultan histories not being deterministic for a given world seed.
* Reduced saved game size and improved compatibility between versions.
* Fixed an uncommon issue when loading saved games.
* [modding] The 'sticky' and 'stuck' effects are now public instead of internal.
* [modding] Added support for CarryBonusPercent and CarryBonusFlat game object int properties.
===October 6, 2017===
* Unseen creatures are now more active on the map. This means more dynamic behavior: creatures will often fight and kill each other before you find them.
* Added a new artifact: spiral borer.
* Added a new type of artifact: recoilers bound to one of the procedurally generated ruins or historic sites.
* A bug introduced around the time of the water ritual update caused Oboroqoru's lair to fail to generate. We fixed the bug. The ape god is a myth no longer.
* Added a new type of relic curio (for use when you are very angry at a faction).
* Added a new effect for jewel-based historic weapons.
* Added a new effect for glass-based historic armors and shields.
* Rewrote the base item descriptions for historic relics from the fifth period sultanate. They now better convey what life was like for this late generation of Eaters.
* Might-based historic relics now appropriately grant bonus strength.
===September 29, 2017===
* A new design starts to brew... mmmm.
* Added a new cybernetic implant: fullerite hand bones.
* Changed the tile color of the carbide hand bones implant.
* Sultans now marry spouses from the cultures they're trying to curry favor with. For example, when a sultan cements her friendship with crabs via matrimony, she'll appropriately marry a crab now instead of, say, a robot.
* The names of historic relics are now much more varied.
* The names of historic relics now have procedurally-colored ANSI text.
* The Charge target picker no longer locks onto objects that can't be charged (like dreadroot).
* Named creatures now have a slightly higher render priority than their non-named counterparts.
* [modding] Added a blueprint browser to the Modding Utilities menu. This'll let you more easily view the object blueprint hierarchy.
==September 22, 2017==
* Added an overlay UI screen for cybernetics selection during character creation.
* Removed the guaranteed credit wedge from Mafeo's inventory; we meant to remove this wedge when we gave Q Girl one, but we never did.
* Autoequip no longer equips multiple torches.
* Fixed an issue where fungal infections would knock cybernetic implants out of their equipment slots.
* Fixed NPC templars not being recognized as True Kin by becoming nooks.
* You can no longer install cybernetic implants on non-natural body parts, like the additional face slot created by two-faced helmets.
* You no longer ocassionally start the game with multiple torches equipped.
* Fixed an issue serializing objects with butcherable cybernetic implants.
* Fixed an issue causing autoget to not pick up closed containers of fresh water.
* Fixed some issues causing autoget to cycle through fresh water puddles forever if the player didn't have room to carry more water in their inventory.
* Fixed some issues causing 'w'alk and autoexplore to differ in their decisions about what hostiles they stopped for.
* Fixed some issues causing autoexplore to swap with enemies, particularly turrets.
* Fixed some issues causing autoexplore to not recognize hostile turrets as hostile.
===September 15, 2017===
* Putus Templar now occasionally spawn with cybernetic implants. When one does, they have the "implanted" moniker, their detail color is change, and their implants are listed in the equipment section of their description.
* With Masterful Butchery, you can now butcher cybernetic implants from corpses and limbs. You usually succeed, but occasionally you rip them apart in the process.
* Added human corpses.
* Skillful Butchery is now a prerequisite for Masterful Butchery.
* Skillful Harvestry is now a prerequisite for Masterful Harvestry.
* Fixed a bug that was introduced when we changed Willpower to affect all cooldowns: Mass Mind now properly refreshes mental cooldowns instead of reducing them to 20%.
* Previously, when you equipped (not installed) a cybernetic implant that took up an equipment slot when installed, you couldn't unequip it. Now you can.
* Cybernetic implants no longer appear grey on the equipment screen when you simply equip them.
* Fixed a bug that caused a dig power to remain in your ability list after the skulk tonic's effect wore off, if you had prerelease content enabled.
* Fixed some issues with certain world seeds causing crashes.
* Fixed some cases of the new cybernetics UI screens not responding to Enter or prerelease input manager mappings.
* [modding] Added a new part for augmenting a creature with cybernetic implants: Cybernetics2HasRandomImplants. Its properties are ImplantChance, ImplantTable, and LicensesAtLeast. ImplantChance specifies the percentage chance the creature spawns with implants. ImplantTable specifies the population table to roll the implants from. LicensesAtLeast specifies the minimum number of license points worth of implants the creature will be generated with. Ex: <part Name="Cybernetics2HasRandomImplants" ImplantChance="25" ImplantTable="Cybernetics4" LicensesAtLeast="6"></part>
===September 8, 2017===
* We made a few enhancements and fixed a few issues with cybernetics.
** Added a new implant: force modulator.
** As a true kin, you can now choose to start without cybernetics and license tier 0 in exchange for +1 Toughness. 
** Randomly generated true kin now occasionally start with no cybernetics.
** Reduced the movespeed bonus from motorized treads from +100 to +50. The new bonus means you'll move twice as quickly as you do with 100 movespeed (each point above 100 reduces the energy cost of moving by 1%). This was the intended behavior all along.
** You no longer prefer to attack with an equipped hand over your fist if you've cybernetically upgraded your fists.
** You can no longer pick up becoming nooks and cybernetics racks.
** Implants are no longer improperly installed when you cancel out of the installation menu.
** Fixed an issue during implant installation that caused the implant to be installed on the first body part listed regardless of which body part was selected.
** You now properly automatically ID artifacts when you have optical technoscanner installed.
** Matter recompositer now properly teleports you to explored tiles only.
** You should no longer get "the way is blocked" messages when using matter recompositer.
** You no longer get a blank popup when you share secrets with Putus Templar.
** Unidentified implants should no longer have "[implant]" in their names.
** Fixed an issue building the new Cybernetics Ward in Bethesda Susa.
** Fixed an issue causing some maps to fail to build on OS X and Linux.
===September 1, 2017===
* We replaced the old cybernetics system with a newer, much more elaborate one.
** Cybernetics are still only available to true kin.
** We added dozens of new cybernetic implants.
** Implants are installed onto body parts at cybernetic terminals called 'becoming nooks'. Potential body parts include: head, face, body, back, arm, hands and feet. Unlike old implants, these new implants do not occupy equipment slots.
** A few implants actually do occupy equipment slots.
** You can view your installed implants on the new Cybernetics tab of the Equipment screen. The tab doesn't appear if you have no implants installed.
** Implants must be identified before you can install them.
** Only one implant can be installed per body part.
** Some implants can be installed on one of several body parts.
** Each implant has a license point cost associated with it. The total number of license points across all your installed implants can't exceed your license tier.
** True kin start with a license tier of 2. You can upgrade your license tier at a becoming nook by spending cybernetic credits.
** You can install and uninstall implants freely at a nook, as long as you remain at or below your license tier.
** Uninstalled implants go into your inventory. Some implants are destroyed when uninstalled, however. Other implants can't be uninstalled. All this info is in the implant's description.
** When installing implants at a becoming nook, the implants must either be in your inventory or the nook's rack.
** There are some preset becoming nooks in the game. They also have the chance to appear in certain types of procedurally-generated ruins. Becoming nooks usually have implants in their nook racks.
** Implants themselves can also appear as rare loot.
** Per the Eaters' architecturally tastes, becoming nooks are usually found along side statues of implanted Eaters.
** Most cybernetic credit wedges are now placed in preset locations throughout the world, but they also can appear as very rare loot.
** True kin can pick one implant from a subset of the implants to start with at character creation.
** The list of starting implants includes generic ones and a unique implant for each arcology only available to characters from that arcology.
** Added a new journal category: Ruins with Becoming Nooks.
** Some factions, but especially the Putus Templar, now share the locations of ruins with becoming nooks as secrets.
** Balanced the Templar's water ritual credit wedge gift for the new system.
** Added a whole bunch of minor stuff in support of this patch.
* Made the night-vision visual effect more playable.
* Fixed an issue with Sense Psychic and Heightened Hearing not properly showing identified object tiles.
===August 25, 2017===
* Added more support for upcoming Cybernetics patch: coming very soon!
* You can now take notes on the world map. If you recently left a particular map from the worldmap tile you're standing on, the note is added to that map. Otherwise, the note is added to the worldmap tile's center map.
* Added a control for saved game management to the new UI.
* Added an autoget option for books.
* Reduced rocket turrets' quickness from 100 to 50.
* Oil and sap-covered items can now be washed off.
* Items inside containers carried by fugue clones now properly disappear eventually.
* The names of items created by Psychometry-generated data disks no longer contain improper prefixes and suffixes.
* Fixed an issue causing the "your skin itches" message to appear in the player's message log when NPCs were infected with spores.
* Fixed an issue in the character build library UI that caused character builds to overlap with the Back button.
* Fixed an issue in the character build library UI that caused builds selected via keyboard navigation to not always be scrolled into view.
* Fixed an issue where the "Continue" option was displayed even when no saved games were present.
===August 11, 2017===
* Added a new item: phase-shift grenade. It shifts the dimensional phase of everything in its area of effect.
* Added a new geological transition in very deep caverns.
* Added a UI option to display a message in the message log whenever you're in combat and your turn starts.
* Added a debug option to disable the limit of one defect per character.
* Missile weapon descriptions now display additional statistics, including weapon skill type, number of projectiles per shot, ammo use, and accuracy rating.
* Added a new debug wish: curefungus. It removes all fungal infections.
* Fixed an issue that prevented non-phased creatures from passing through phased walls.
* Fixed an issue that caused your character's color not to properly change based on HP and status when the new message log was enabled.
* Fixed an issue with Mark Target's cooldown.
* Fixed an issue causing monsters to fail to properly melee attack across map boundaries.
* Fixed an issue that caused baseline neutral monsters not to attack you after you've provoked them.
* Helping Hands no longer adds additional arms when you equip it to the thrown weapon slot.
* Fixed some engraved items still not depicting a historical event.
* You can now avoid steam damage by phasing or flying over it.
* Changed the default rendering API to DX9 on Windows, which should fix some issues with low-spec machines reporting DX11 support but crashing on launch because they didn't fully support it.
===August 4, 2017===
* We're trying out a change to how Willpower works. It now modifies the cooldowns of all activated abilities, not just mental mutations. Each point of Willpower above 16 decreases cooldowns by 5%, down to a minimum 20% of the original cooldown or a minimum 5 rounds. Likewise, each point of Willpower below 16 increases cooldowns by 5%.
* We reduced the power level of Freezing Hands and (to a lesser degree) Flaming Hands.
** Freezing Hands: reduced the magnitude of the temperature decrease and reduced damage from (level)d4 to (level)d3+1.
** Flaming Hands: slightly reduced the magnitude of the temperature increase and reduced damage from (level)d6 to (level)d4+1.
* New liquid: sap.
* Added sap to the list of potential cure ingredients for diseases and fungal infections.
* Creatures now bleed appropriate blood types.
** Robots now bleed oil.
** Plants now bleed sap.
** Oozes now bleed slime.
* Fixed an issue that caused shields to not apply their AV bonuses when you blocked an attack.
* Made the Berate messages more sensible.
* Fixed the reputation formatting on the Reputation screen for factions that love you.
* Fixed engraved and painted items occasionally spawning with no historical events depicted.
* You no longer get "x pours out all over you" messages when other creatures get liquids poured on them.
* Fixed an issue causing cloned liquid volumes to share the source volume's liquid mixture.
* [modding]Added the following tags to specify what blood type a creature uses.
** BleedLiquid, ex: <code><tag Name="BleedLiquid" Value="sap-1000"></tag></code>
** BleedColor, ex: <code><tag Name="BleedColor" Value="&amp;W"></tag></code>
** BleedPrefix, ex: <code><tag Name="BleedPrefix" Value="&amp;Wsappy"></tag></code>
===July 28, 2017===
* Added framework for new cybernetics system (coming soon).
* Equippable painted and engraved items now grant bonus reputation with the cult that worships the depicted sultan.
* Added a prototype trade screen to the new UI that's mouseable/touchable.
* Switch the tiles for tanglewood tree and swarmshade tree.
* Added a new tile for humble pie.
* Added new descriptions for the following plants.
** urberry
** brinestalk
** tanglewood tree
** swarmshade tree
* Removed Pax Klanq from dynamic encounters.
* You can no longer absorb the psyches of clones.
* Negative reputation values now always display as negative numbers on the Reputation screen.
* Fixed several issues that caused item-granted reputation bonuses to remain after the items were unequipped.
* Fixed some grammar issues with the worldmap tiles.
* Fixed an issue where system objects would gain status effects (e.g., "CanyonMarker falls asleep").
* Fixed an issue that caused forced secondary attack to not occur when you used abilities like Flurry.
* Creature AI now responds better when friendly creatures are blocking its path.
* Fixed mod uploader popups being blank.
* [modding] .cs files are now loaded from subdirectories in the mod folder in addition to the root folder.
* [modding] Added "TemporalFugueCopied" event hook.
* [modding] Added "GetPsychicGlimmer" event hook.
===July 21, 2017===
* Extradimensional items now have a very small chance to appear anywhere.
* Changed faction encounters with the Seekers of the Sightless Way. Instead of traveling in mind-melting esper packs, legendary seekers now travel with various kinds of psychic thralls.
* Added new book: Disquisition on the Malady of the Mimic.
* Added a new note on a sheet of paper, lost to its owner, gathering dust somewhere in Qud.
* You can now properly learn mental mutations during certain water ritual encounters if you're an esper.
* You can no longer learn mental mutations during water ritual encounters if you're a chimera.
* You can no longer equip a light torch from the ground into your thrown weapon slot and have it remain lit.
* Tinkering directly from a data disk now properly uses any required ingredients
* Staircases and pathways between maps are now more common in cave systems.
* Changed the value of the bloodstained goatskin parchment sheaf and excluded it from dynamic encounters.
* Fixed some issues caused by gaining a new mutation that had already been granted to you by a relic.
* Bookshelves will now be auto-looted during auto-explore.
* Added a new user option to enable or disable auto-loot of bookshelves.
* [modding] Added a new part, HasThralls, that can be added to a creature to give them psychic thralls of around their level.
* [modding] Added a new part, UniqueWithAlternative. An object with this part only spawns once. If it would spawn again, instead another object spawns in its place. You can define the alternative object in the part property named "Alternative".
* [modding] Added a new JukedObject and WasJuked events, which are fired on the juker and the jukee when juke is used to swap with combat objects.
* [modding] Added a new ChargedTarget and WasCharged events, which are fired on the charger and the target
===July 14, 2017===
* Espers are now being watched.
** [redacted]
** [redacted]
** [redacted]
** [redacted]
** [redacted]
** New item mod that shows up in very particular circumstances: extradimensional.
** [redacted]
** [redacted]
** [redacted]
** [redacted]
** You can choose to watch the psyches of your enemies radiate into nothingness.
** [redacted]
** [redacted]
** [redacted]
* [redacted]
* [redacted]
* [redacted]
* [redacted]
* New food item: humble pie. Why be full of yourself when you can just be full?
* Get-item dialogs now display your total weight.
* Fixed some issues while displaying some non-standard ASCII characters in the new UI.
* Circuitry-obsessed sultans now wire things to other things instead of just wiring things to themselves.
* Fixed an occasional exception in combat.
===June 30, 2017===
* Two-point mutations are now included in the mutation choices when you buy a mutation or when your genome destabilizes.
* If an immobile creature gains flying, it can now move.
* If an aquatic creature gains flying, it can now move over land.
* Added new liquid weeps that produce much smaller puddles.
* The smaller weeps now inhabit fungal biomes instead of their larger cousins. The original weeps still inhabit the Rainbow Wood.
* Renamed the original weeps from "__ weep" to "giant __ weep" (for example: "giant acid weep").
* When you discover a weep in a fungal biome, you now log it as a secret in your journal.
* Added an overlay UI option to remove the new UI during fullscreen camera effects.
* Chests now render on top of corpses.
* Domination's cooldown timer now doesn't start counting until domination is broken.
* Fixed "SultanCult[n]" faction names appearing in the backstory descriptions of legendary creatures.
* Fixed some autoexplore issues where you'd repeatedly try to access objects that you don't own.
* Fixed a rare issue with mushroom growth.
* You can no longer trade temporally unstable objects.
* Added some architecture and design for longer-term feature arcs: [redacted], [redacted], and [redacted].
* Mid-week patch notes:
** You no longer fall in love with every sign you read.
===June 23, 2017===
* We made some tweaks and additions to tonics.
** Added a new tonic: love tonic.
** Currently, overdosing on a love tonic causes you to erupt into flames. This may change soon.
** Added platinum as an unidentified tonic color.
** You can now stab people with injectors during melee combat. You must penetrate their armor to successfully inject.
* Chronology entries logged while you're in love are now much sappier.
* Added a chronology entry for losing the lovesick status effect.
* Autoexplore now ignores freshwater if you don't have room to carry it.
* Natural missile weapons now require ammo once they're dismembered.
* If you go to the worldmap and immediately return to a noted location in the same worldmap tile, you now properly appear in that location.
* Fixed some severe memory usage issues during long-running games with thousands of items (mostly ammo stacks).
* Fixed Temporal Fugue lag issues in long-running games when there are thousands of items in your inventory (mostly ammo stacks).
* Fixed an issue when you canceled out of the pour dialog where you were still asked how many drams to pour.
* Fixed an issue preventing you from escaping out of string-entry dialogs (for example, entering the amount you want to pour out of a container).
* Fixed an issue causing buggy behavior in the new UI after certain direction selection dialogs.
* Fixed an issue where some screens didn't display controls if the new UI was enabled but the new inventory UI wasn't enabled.
* Fixed some bad interactions between zoom and panning popups in the old UI.
* Fixed an issue that prevented you from clicking on items in the nearby items list.
===June 16, 2017===
* Added new tiles for the following creatures and items.
** elastyne skin suit
** elastyne skull cap
** starapple
** apple farmer's daughter
* Added a chronology entry for falling in love.
* Shields can no longer be wooly.
* Light sources no longer give off light while equipped in the thrown weapon slot.
* Spring-loaded shoes now work properly when you mod them via tinkering.
* Villagers of Joppa are now properly interested in secrets about all salt marsh locations.
* Ironshank now has a maximum movespeed penalty of 80.
* Added some new descriptions.
** great saltback
** great saltback corpse
** honey skunk
** great magma crab
* Added some new functionality to the new inventory UI.
** Added item weight to inventory item lines and category tabs.
** Added an indicator for current weight and total carry capacity.
** Scroll positions now properly stick after manipulating an item.
** Ctrl+D now drops the currently selected inventory item.
** Ctrl+A now eats the currently selected inventory item.
** Ctrl+R now drinks the currently selected inventory item.
** Ctrl+P now applies the currently selected inventory item.
** Fixed the thrown weapon slot not being equippable by clicking.
** Added an icon for meds.
** Changed the icon for tools.
* [coming soon]If you drink deeply of the psychic well, beware what may find you at the bottom...
===June 9, 2017===
* Added a new music track for Golgotha.
* We incorporated the combat changes from the beta branch into this week's main-branch patch. Here's a summary of all the changes.
** Some penetration bonuses on weapons were bugged, such as the +1 and +2 bonuses axes and cudgels got, respectively. We fixed these bugs, but we removed the axe and cudgel bonuses since they're part of an older design. Instead, we replaced them with different critical hit behavior for each weapon class.
** Cudgels now get +1 penetration and daze on critical hits.
** Axes now get +1 penetration and cleave on critical hits.
** Long blades now get +3 penetration on critical hits.
** Daggers now get +1 penetration and cause bleeding on critical hits.
* We tweaked all melee weapon stats to account for these changes.
* Two-handed weapons now grant a flat +1 penetration bonus instead of having a higher strength mod cap. Their damage was also shifted up a tier.
* The sharp melee mod works again.
* Gaslight kris and gaslight flyssa work properly again.
* We also tweaked some of the melee weapon skills.
** Axe: The Cleave penalty is now capped at half your strength mod, rounded up.
** Short blade: Shank's cooldown is now 10 rounds if you shank from your primary hand. It's still 20 otherwise.
** Short Blade Proficiency now grants +1 to hit and you make primary-hand short blade attacks as if your quickness were 25% higher. This means you make five attacks for every four that your normal-speed opponents make. These faster primary-hand attacks can trigger offhand attacks.
** Long Blade: Reduced Improved Aggressive Stance's to-hit penality from -4 to -3.
* New weapon mod: masterwork. Masterwork weapons score critical hits twice as often.
* Added a new tile and flame animation for great magma crabs.
* Glowfish can effectively bite now.
* Chitinous puma can once again equip their natural claws.
* If you use psychometry while confused, identified artifacts are no longer named things like 'Uhummwuhwah'.
* While on the world map, you can now 'l'ook at the tile you're standing on.
* Fixed a bug that caused the critical hit target to change from 20 when you were charging.
* Fixed a bug that caused the critical hit target to sometimes change when using a missile weapon.
* Fixed some cases where NPCs' strength modifiers were used to determine the difficulty of dodging their projectiles.
* Fixed an issue where creature AI wouldn't get mad at you when you used a combat power and missed with it.
* Fixed the journal getting unbound when you reset to default keybindings.
* Fixed an issue that caused the system menu to pop up when you escaped the inventory screen in the new UI.
* Fixed some cases where abilities allowed you to attack phased creatures.
* [modding] Changed the event parameter names for PerformMeleeAttack to "Attacker" and "Defender".
* [modding] Refactored the 'PenHitBonus' parameter in Combat events to use the 'PenCapBonus' and 'HitBonus' parameters instead.
* [modding] Moved the chance to trigger Jab (the Short Blade power) into an attacker based event.
* [modding] The AttackerGetWeaponPenModifier event now allows modification of the attack's PenBonus and CapBonus.
* [modding] Refactored melee combat so that the chance to perform an offhand attack with robo-hands or the Multiple Arms mutation resides in the AttackerQueryWeaponSecondaryAttackChanceMultiplier event, allowing for similar behavior via mods.
===June 2, 2017===
* We tightened up the logic governing which bonuses you get from equipment that's equipped on secondary appendages, such as a second head or second pair of arms.
** You don't get AV or DV from equipment that's equipped on a secondary appendage, but you do get other bonuses, such as +resistances or +stats. This is the same logic as before, but it works more consistently now.
** Secondary appendages are now marked with a grey 'x' on the equipment screen in the original UI (but not yet the new UI).
** Almost always, a secondary appendage corresponds to a second (or third, or fourth) copy of an existing appendage, denoted with '(2)' in the appendage name. The exception is if a creature with no arms, say, gets its first set of arms; those arms will be secondary.
** Hands (2) no longer appears before Hands in the new equipment screen UI.
* Updated the display names of animated walls, doors, and tables.
* Added the possibility of encountering legendary animated walls, doors, or tables.
* Gave legendary animated furniture appropriate proper names based on whether they're walls, doors, or tables.
* Newly sentient beings, such as animated walls, doors, and tables, can now remind you what it's like to be a child when you share water with them.
* Found and fixed a major contributor to late-game memory issues.
* If you somehow end up as a merchant, your inventory no longer restocks with merchant wares, obliterating the items in your existing inventory as a side effect.
* Removed the mod tier from the display names of flaming, freezing, and electrified mods.
* Clarified that flaming, freezing, and electrifying effects happen on hit, not penetration.
* We fixed some issues with melee combat.
** Charge now properly applies its penetration bonus.
** Horns now uses its mutation level to determine its to-hit bonus instead of your Agility modifier.
** When you have Helping Hands equipped and you attack with empty robo-fists, they use Helping Hands' flat Strength score of 23 instead of your own strength score.
** Fixed an issue where sprinting didn't properly apply melee to-hit penalties.
** Removed the vestigial HitDice property from melee weapons.
* Fixed some issues causing flickering between fullscreen and windowed mode when the in-game options and the launcher options didn't match.
* We made some additional changes to melee combat balance in a beta branch on Steam. If you'd like to help us test these changes, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. (Thanks!) The changes are listed below.
** Some penetration bonuses on weapons were bugged, such as the +1 and +2 bonuses axes and cudgels got, respectively. We fixed these bugs, but we removed the axe and cudgel bonuses since they're part of an older design. Instead, we replaced them with different critical hit behavior for each weapon class.
** Cudgels now get +1 penetration and daze on critical hits.
** Axes now get +1 penetration and cleave on critical hits.
** Long blades now get +3 penetration on critical hits.
** Daggers now get +1 penetration and cause bleeding on critical hits.
** We tweaked all melee weapon stats to account for these changes.
** The sharp melee mod works again.
** Gaslight kris and gaslight flyssa work properly again.
===May 26, 2017===
* You can interact with the world in a few new ways.
** You can sit on chairs.
** You can smoke from hookahs.
** You cat light fires at campfire remains.
** You can put out campfires.
** You can now sleep in bedrolls.
* Sultans now occasionally get married, cementing alliances with various factions and guilds.
* At sultan weddings, guests occasionally give gifts to the sultan.
* Depending on the course of a sultan's life, you now occasionally find their wedding gifts at historic sites.
* Stopsvalinn no longer shows up in dynamic encounters.
* Creatures (including you) now walk over non-damaging liquids, like slime, while auto-pathing.
* Creatures (including you) now try to avoid walking through acid while auto-pathing.
* You should now always be able to remove two-faced helmets.
* Helmets with terrifying or serene visage and gesticulating gauntlets no longer occupy multiple heads or hands slots, respectively.
* Improved baseline memory usage by an additional 20%.
* Fixed some rare exceptions with history text generation.
* Fixed an issue that sometimes caused too many zones to remain in memory.
* Fixed a rare exception when find an encounter from the world map.
===May 19, 2017===
* Gave Golgotha a small visual makeover when tiles are enabled.
** Added a tile for conveyor drive units.
** Added a tile for conveyor belts.
** Animated conveyor belt tiles.
* Added a tile and description for the Hook for Feet defect.
* Added a tile and description for the Beak defect.
* 'Pour' is now the default action for water containers in your inventory rather than 'drink', making it less likely to accidentally drink from canteens full of acid.
* Merchants no longer restock their inventories if they belong to your party.
* Removed the double chat popups from most creatures.
* Sultans no longer insist that cities be named after their regnal numbers (for example, 'III City').
* You may no longer trade with your Temporal Fugue clones.
* Items thrown by clones now immediately fade from existence in the player's dimension.
* You can now properly read books that you donate to Sheba Hagadias.
* Stairs should now always be properly linked between levels.
* Cave systems, watervine patches, desert canyons, and historic sites are now  more consistent when using the same world seed.
* Made some big memory improvements.
** Reduced baseline memory usage by about 25%.
** Fixed several memory leaks.
** Slightly reduced saved game file sizes.
* Fixed some incorrect pronouns in text generation.
* Fixed some rare infinite loops during history generation.
===May 12, 2017===
* Added and updated some sound effects.
** open and close wooden door
** open tech door
** hover over UI element
** acquire a fungal infection
* Added procedurally-generated names for starapple farms.
* Added procedurally-generated names for pig farms.
* Made some gossip more interesting and specific.
* Initiating the water ritual is no longer ever the default dialog option.
* Sleep immunity from Sleep Gas Generation no longer applies to Narcolepsy or exhaustion from Adrenal Control.
* Myopia is working as intended again.
* Smart use no longer interacts with party members.
* Fixed a typo in the option to initiate the water ritual.
* Fixed a few grammatical errors in the chronology.
* Removed Yempuris Phi from dynamic encounters.
* Graphical elements like the map note indicators no longer disappear after a textbox appears over them in look mode.
* You can no longer initiate the water ritual with clones.
* Clones of containers are now empty.
* Clones of items with ammos slots are now empty.
* Fixed some blank popup messages during merchant encounters.
* Fixed the default Journal keybinding when J is in use as a secondary keybind.
===May 5, 2017===
This week, we're introducing two new feature arcs that have been in development for a few months. The first is the Journal. As you play Caves of Qud, you accumulate a bounty of knowledge. We added a journal that tracks important locations you discover, gossip and lore you come across, historical snippets you learn about ancient sultans, and your character�s chronology. You can also add your own notes to the journal and keep track of interesting places on the world map.
The second is the Water Ritual. The reputation system lets you befriend any of Qud�s sixty plus factions by treating with or slaying faction leaders. We expanded the rewards for earning high reputation and gave more cultural texture to the process by adding the water ritual, a custom based on sharing precious fresh water with a faction leader to secure a bond with their kinfolk. When you engage in the water ritual with a faction leader, you can spend reputation to learn secrets that get logged in your journal, earn rewards specific to that faction, or recruit the leader to your party.
The details are below.
* We added the journal. By default, it's bound to 'Y'.
** The journal has five tabs.
*** Locations.
**** The locations tab lists locations you learn about in game, categorized by type.
**** When you learn a new location, it'll appear in this tab. You can learn locations by finding them yourself or by learning about them via another method, like the water ritual.
**** When you go to the world map, there's a marker on the worldmap tile that's home to the location. The description of the worldmap tile includes all the location notes it contains.
**** The alt display on the worldmap shows an alternate icon for locations with notes.
**** You can toggle off the worldmap markers for a category by hitting Tab on the Locations tab.
**** When you enter into a category, you see all the locations of that category and their distance in parasangs to the nearest landmark. 1 parasang = 1 worldmap tile.
**** You can hit Tab or Space on a specific location to track it on the worldmap. When a location is tracked, it appears green and flashing.
**** You can enter your own notes on the Locations tab by typing +. Your notes appear under the Miscellaneous category.
**** You can delete notes with -.
*** Gossip and Lore. Currently, this tab contains any gossip you learn through the course of the game. Gossip is a type of secret that you can learn during the water ritual. See notes on the water ritual below.
*** Sultan Histories. When you reveal a secret about a sultan, it appears in this tab categorized by the sultan's name. As you reveal more secrets, they'll appear in chronological order.
*** Chronology. This tab tracks the narrative of your character's life. This is the same chronology that appears in your death summary. You can add or deleted player-added entries by typing + or -.
*** General Notes. Use this tab to add any additional notes you'd like. Example: "I hate the crab."
** As part of the conversion of character knowledge to journal entries, we refactored world generation and the location discovery process. When you discover a special location, such as a ruined site, historic site, goatfolk village, lair, merchant, pig farm, super secret location, etc, it'll be added to your journal now.
** If you descend from the worldmap to a tile with a location note, you have the option to descend directly to that location.
** Added procedurally-generated names for goatfolk villages and ruined sites.
* We added the water ritual and removed the Offer Gift power.
** You begin the water ritual through conversation with a faction leader. You'll know faction leaders by the backstory relationships they have with other factions when you look at them.
** You start the ritual by sharing 1 dram of (usually) water with the faction leader. If you do, you gain 100 reputation with the leader's faction, and you gain or lose reputation with factions that like or dislike the leader, respectively.
** Once you're engaged in the water ritual, you have several options. Here are some of the common ones.
*** Share a secret.
**** Depending on the types of secrets this faction is interested in, you may be able to share a secret with the leader. Check out the right column of the Reputation screen to see what types of secrets each faction is interested in trading. Potentially sharable secrets include anything in the Locations, Gossip and Lore, or Sultan Histories tabs of your journal. If a leader is interested in your secrets, you'll get a choice of a few to share. If you share one, you get reputation with the faction leader. Each leader only has a certain amount of bonus reputation they can give you toward their faction.
**** You can only share each secret once. Once you do, it's out in the world.
**** You can't share a secret with the faction you learned it from. Who you learned each secret from and who you shared it with are listed in your journal.
*** Learn a secret. The leader shares a secret with you. The type of secret depends on the faction.
*** Share gossip. Factions tend to want to hear gossip about themselves. If you have some, they'll reward you with extra reputation.
*** Learn a skill. Faction leaders can teach certain skills in exchange for reputation.
*** Join the party. In exchange for a lot of rep, most leaders are willing to join your party.
*** Special (oooo). Some factions have special rewards.
** Added a new skill: Customs & Folklore.
*** Tactful (150 sp, 19 int): Whenever you start the water ritual with a new creature, you get an extra 25 reputation.
*** Trash Divining (150 sp, 21 int): Whenever you rifle through trash, there's a 5% chance you piece together clues and discover a random secret.
** Lowered starting reputation with the villagers of Joppa and Fellowship of Wardens.
* Some other notes:
** Changed the logic for finding directions. Now, only humanoid creatures can give you directions if you're lost.
** Fixed an issue with the new input manager not detecting gamepad stick x-axis movement properly.
** Fixed an OSX launch issue.
** Fixed a rare exception instantiating Sheba Hagadias.
* There are countless details; we're sure we're forgetting to mention a few. Play around and explore for yourself. Live and drink!

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