User:Illuminatiswag/Sandbox: Difference between revisions

nested lists! and we'll see if non-breaking space is okay
(more manual edits)
(nested lists! and we'll see if non-breaking space is okay)
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=== 203.33 ===
=== 203.33 ===
Released April 22, 2022.
Released on April 22, 2022.
* The Joppa Zealot is now much louder.
* The Joppa Zealot is now much louder.
* Improved the travel direction selection for the Joppa Zealot's particle effects.
* Improved the travel direction selection for the Joppa Zealot's particle effects.
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* Slynth no longer leave behind human corpses.
* Slynth no longer leave behind human corpses.
* Kaleidoslugs in the Yd Freehold now belong to the Yd Freehold faction.
* Kaleidoslugs in the Yd Freehold now belong to the Yd Freehold faction.
* You can no longer cross into [redacted] from outside the [redacted].
* You can no longer cross into�[redacted]�from outside the�[redacted].
* Made some clarifications in the help description of the Strength attribute.
* Made some clarifications in the help description of the Strength attribute.
* Containers that occupy multiple tiles will now be moved together, and break if forcefully separated.
* Containers that occupy multiple tiles will now be moved together, and break if forcefully separated.
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* Fixed a bug that increased world map lag.
* Fixed a bug that increased world map lag.
=== 203.32 ===
=== 203.32 ===
Released April 15, 2022.
Released on April 15, 2022.
* Owned containers are shown as owned in the trade UI. Items in the owned container that belong to you are labeled to show that.
* Owned containers are shown as owned in the trade UI. Items in the owned container that belong to you are labeled to show that.
* The item listing when opening a container now shows which container you are opening.
* The item listing when opening a container now shows which container you are opening.
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* Fixed a bug that allowed you to loot multiple sultan reliquaries if you interacted with them across zone borders.
* Fixed a bug that allowed you to loot multiple sultan reliquaries if you interacted with them across zone borders.
* Fixed a harmless exception when aborting out of Spray-a-Brain usage from the stage of selecting a target.
* Fixed a harmless exception when aborting out of Spray-a-Brain usage from the stage of selecting a target.
* MORE ABOUT THI
=== 203.29 ===
=== 203.29 ===
Released April 1, 2022.
Released on April 1, 2022.
* Villages are no longer occasionally colonized by multiple versions of the same legendary creature, which lead to various issues.
* Villages are no longer occasionally colonized by multiple versions of the same legendary creature, which lead to various issues.
* The quest 'Pax Klanq, I Presume?' now completes after you do the important step and talk to Barathrum about it, even if earlier quest steps are still active.
* The quest 'Pax Klanq, I Presume?' now completes after you do the important step and talk to Barathrum about it, even if earlier quest steps are still active.
* Events that would create an open pit in [redacted] now open space-time rifts instead.
* Events that would create an open pit in�[redacted]�now open space-time rifts instead.
* Meyehind and Liihart now aid Eskhind if you initiate a fight with her via dialogue.
* Meyehind and Liihart now aid Eskhind if you initiate a fight with her via dialogue.
* 'Do You Really Want to Die' prompts now function correctly in modes with checkpoints.
* 'Do You Really Want to Die' prompts now function correctly in modes with checkpoints.
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* [modding]Added anatomies for motes, mirrors, and octohedra.
* [modding]Added anatomies for motes, mirrors, and octohedra.
=== 203.28 ===
=== 203.28 ===
Released March 25, 2022.
Released on March 25, 2022.
* You can now use Sunder Mind on creatures who have been fully identified with Sense Psychic.
* You can now use Sunder Mind on creatures who have been fully identified with Sense Psychic.
* Pulsed field magnets now pull just one item from your inventory at a time.
* Pulsed field magnets now pull just one item from your inventory at a time.
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* Fixed a bug that caused the beguiled effect to persist after a creature had been proselytized.
* Fixed a bug that caused the beguiled effect to persist after a creature had been proselytized.
=== 203.27 ===
=== 203.27 ===
Released March 18, 2022.
Released on March 18, 2022.
* Most forms of pathfinding will now automatically dig through walls, if need be, if you have digging capability.
* Most forms of pathfinding will now automatically dig through walls, if need be, if you have digging capability.
* Autoact interruption by Heightened Hearing, Sense Psychic, and electromagnetic sensors now behaves in a fashion more consistent with other ways that autoact gets interrupted.
* Autoact interruption by Heightened Hearing, Sense Psychic, and electromagnetic sensors now behaves in a fashion more consistent with other ways that autoact gets interrupted.
* Terrain is no longer shown as "Undamaged" when looked at.
* Terrain is no longer shown as "Undamaged" when looked at.
* Added new default bindings to the prerelease input manager:
* Added new default bindings to the prerelease input manager:
* alt+dpad left => move to point of interest
** alt+dpad left => move to point of interest
* alt+dpad right => auto attack nearby
** alt+dpad right => auto attack nearby
* alt+dpad up => ascend
** alt+dpad up => ascend
* alt+dpad down => descend
** alt+dpad down => descend
* Added a new 'Adventure' keybinding category for legacy keybinds.
* Added a new 'Adventure' keybinding category for legacy keybinds.
* Hook and Drag and latch-on weapons no longer trigger a drag attempt, and potentially prevent movement/attacking, when attempting movement that would not actually perform a drag.
* Hook and Drag and latch-on weapons no longer trigger a drag attempt, and potentially prevent movement/attacking, when attempting movement that would not actually perform a drag.
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* Fixed a bug that that prevent some alternate move commands from being activated.
* Fixed a bug that that prevent some alternate move commands from being activated.
=== 203.25 ===
=== 203.25 ===
Released March 12, 2022.
Released on March 12, 2022.
* When you are flying, force attack and automatic attack commands now use swoop if it seems productive for them to do so.
* When you are flying, force attack and automatic attack commands now use swoop if it seems productive for them to do so.
* Damage from Sunder Mind, Syphon Vim, poison, bleeding, and various other appropriate sources can no longer be prevented by, and no longer triggers, teleportation-based defensive mechanisms.
* Damage from Sunder Mind, Syphon Vim, poison, bleeding, and various other appropriate sources can no longer be prevented by, and no longer triggers, teleportation-based defensive mechanisms.
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* Fixed a bug that made creatures fail to get out of the way of oncoming krakens.
* Fixed a bug that made creatures fail to get out of the way of oncoming krakens.
* Fixed a bug that caused the Cudgel Proficiency skill to apply its +2 hit bonus to short blades instead of cudgels.
* Fixed a bug that caused the Cudgel Proficiency skill to apply its +2 hit bonus to short blades instead of cudgels.
* [modding] The character sheet now uses the display name of your character's genotype and subtype.
* [modding]�The character sheet now uses the display name of your character's genotype and subtype.
=== 203.23 ===
=== 203.23 ===
Released March 4, 2022.
Released on March 4, 2022.
* Wings and functional flight equipment now provide their overland travel bonuses regardless of whether you enable flight (you are presumed to always be flying in overland travel if you are able to).
* Wings and functional flight equipment now provide their overland travel bonuses regardless of whether you enable flight (you are presumed to always be flying in overland travel if you are able to).
* Relics with the ability to dismember now decapitate independently of the wielder's Decapitate skill, similarly to serrated weapons, with twice the chance to do so that serrated weapons have.
* Relics with the ability to dismember now decapitate independently of the wielder's Decapitate skill, similarly to serrated weapons, with twice the chance to do so that serrated weapons have.
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* Fixed a snippet of dialog with Indrix that indicated the wrong direction to travel.
* Fixed a snippet of dialog with Indrix that indicated the wrong direction to travel.
* Fixed a bug that caused you to be unable to report Eskhind's death to Neelahind or Hindriarch Keh.
* Fixed a bug that caused you to be unable to report Eskhind's death to Neelahind or Hindriarch Keh.
* Fixed a bug that allowed you to loot multiple [redacted] if you managed to move them into the same zone.
* Fixed a bug that allowed you to loot multiple�[redacted]�if you managed to move them into the same zone.
* Fixed a bug that caused Trailblazer and Wilderness Lore to have twice the effect on travel speed they were meant to.
* Fixed a bug that caused Trailblazer and Wilderness Lore to have twice the effect on travel speed they were meant to.
* Fixed some cases where lots of furniture would end up stacked in a single cell.
* Fixed some cases where lots of furniture would end up stacked in a single cell.
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* Fixed an issue that caused a variety of rare strange behavior, such as swimming through dirt paths.
* Fixed an issue that caused a variety of rare strange behavior, such as swimming through dirt paths.
* Fixed an issue with double articles in the names of some historic sites generated in some terrains.
* Fixed an issue with double articles in the names of some historic sites generated in some terrains.
* [modding] GameObject.Explode() can now take an optional argument List<GameObject> Hit that will be used as the tracking list for what objects the explosion has affected.
* [modding]�GameObject.Explode() can now take an optional argument List<GameObject> Hit that will be used as the tracking list for what objects the explosion has affected.
* [modding] The 'placeobjecttest' wish is now more robust when wishing for invalid blueprints.
* [modding]�The 'placeobjecttest' wish is now more robust when wishing for invalid blueprints.
=== 203.21 ===
=== 203.21 ===
Released February 25, 2022.
Released on February 25, 2022.
* We made some improvements to saved games.
* We made some improvements to saved games.
*  
** Saved games are now less likely to break from patches or mod alterations.
* Saved games are now less likely to break from patches or mod alterations.
** Most mods can now be disabled in the middle of a saved game.
* Most mods can now be disabled in the middle of a saved game.
*
* You can now bask in the open areas of the rust wells.
* You can now bask in the open areas of the rust wells.
* You no longer get a popup message when your troll foal followers die.
* You no longer get a popup message when your troll foal followers die.
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* Fixed a bug that caused healing messages in the message log to have improper coloration.
* Fixed a bug that caused healing messages in the message log to have improper coloration.
* Fixed an exception when traveling to a new zone with followers in tow.
* Fixed an exception when traveling to a new zone with followers in tow.
* [debug] Added the "clearcorrupt" wish to clean up corrupted objects from loading a saved game.
* [debug]�Added the "clearcorrupt" wish to clean up corrupted objects from loading a saved game.
*
*
* Additionally, the following patch notes are from last week's Deep Jungle update.
*
* Items on the ground that were you marked as important now appear as points of interest whes use the 'Move to points of interest' command.
* Items on the ground that were you marked as important now appear as points of interest whes use the 'Move to points of interest' command.
* Reloading weapons and collecting liquids now require you to be able to move your extremities.
* Reloading weapons and collecting liquids now require you to be able to move your extremities.
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* Geomagnetic discs can no longer acquire the Masterwork item mod (which had no effect on them).
* Geomagnetic discs can no longer acquire the Masterwork item mod (which had no effect on them).
* Magazine-loaded relic missile weapons that fire extra shots now always have at least enough ammo capacity to fire a single set of shots.
* Magazine-loaded relic missile weapons that fire extra shots now always have at least enough ammo capacity to fire a single set of shots.
* You can no longer sell your knowledge of [redacted] to [redacted].
* You can no longer sell your knowledge of�[redacted]�to�[redacted].
* The hotkeys for selecting signature meals at ovens are now alphabetic rather than numeric (which caused accidental selection when trying to use the number pad to navigate).
* The hotkeys for selecting signature meals at ovens are now alphabetic rather than numeric (which caused accidental selection when trying to use the number pad to navigate).
* Stratum identifiers like "surface" and "surface level" no longer appear in the names of random-point and programmable recoilers.
* Stratum identifiers like "surface" and "surface level" no longer appear in the names of random-point and programmable recoilers.
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* Fixed a bug that made geomagnetic discs fail to target phased creatures while you were phased.
* Fixed a bug that made geomagnetic discs fail to target phased creatures while you were phased.
* Fixed a bug that made canvas walls at the Six Day Stilt show up as points of interest via Move to Point of Interest.
* Fixed a bug that made canvas walls at the Six Day Stilt show up as points of interest via Move to Point of Interest.
* Fixed a bug that caused starting village tinkers and apothecaries to have [human tinker] and [human apothecary] as names.
* Fixed a bug that caused starting village tinkers and apothecaries to have�[human tinker]�and�[human apothecary]�as names.
* Fixed a bug that caused historical sites to generate without a relic or cult leader.
* Fixed a bug that caused historical sites to generate without a relic or cult leader.
* Fixed a bug that let you sting with a dismembered stinger.
* Fixed a bug that let you sting with a dismembered stinger.
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* Fixed an appearance of second-person rather than third-person possessive pronouns in mural generation.
* Fixed an appearance of second-person rather than third-person possessive pronouns in mural generation.
* Fixed a bug that made transparent solid objects impossible to look at using the tooltip looker.
* Fixed a bug that made transparent solid objects impossible to look at using the tooltip looker.
* [modding] In a thrown weapon attack, if the Penetrations parameter is modified during the WeaponThrowHit or TakeDamage events, the modified value now appears in messaging. This is cosmetic and does not affect damage calculations.
* [modding]�In a thrown weapon attack, if the Penetrations parameter is modified during the WeaponThrowHit or TakeDamage events, the modified value now appears in messaging. This is cosmetic and does not affect damage calculations.
=== 203.14 - 'beta' branch ===
=== 203.14 - 'beta' branch ===
Released February 11, 2022.
Released on February 11, 2022.
* We made a bunch of changes to starting equipment.
* We made a bunch of changes to starting equipment.
* All castes and callings now start with at least 3-4 witchwood bark. Correspondingly, starting village apothecaries now stock only a token amount witchwood bark.
** All castes and callings now start with at least 3-4 witchwood bark. Correspondingly, starting village apothecaries now stock only a token amount witchwood bark.
* Reduced the number of starting torches to a more reasonable amount.
** Reduced the number of starting torches to a more reasonable amount.
* All starting food -- crusty loaf, food cube, Ekuemekiyyen greens, and salthopper chips -- can now be cooked with. Smoldered mushrooms still preserve into pickled mushrooms.
** All starting food -- crusty loaf, food cube, Ekuemekiyyen greens, and salthopper chips -- can now be cooked with. Smoldered mushrooms still preserve into pickled mushrooms.
* Made a bunch of tweaks to true kin starting gear. As a result, they now start with more tonics than they had been in the beta, but not as many as they were capable of starting with on mainline.
** Made a bunch of tweaks to true kin starting gear. As a result, they now start with more tonics than they had been in the beta, but not as many as they were capable of starting with on mainline.
* Scholars now have a chance to start with a couple books.
** Scholars now have a chance to start with a couple books.
* Pilgrims now start with at least one book and a wineskin.
** Pilgrims now start with at least one book and a wineskin.
* Apostles now start with a honeyskin.
** Apostles now start with a honeyskin.
* Consuls now start with a wineskin.
** Consuls now start with a wineskin.
* Watervine farmers now start with some random ingredients and a cookbook.
** Watervine farmers now start with some random ingredients and a cookbook.
* Arconauts now start with some canned Have-It-All instead of mystery meat.
** Arconauts now start with some canned Have-It-All instead of mystery meat.
* Fuming God Child's ash-stained robes now grant +1 AV.
** Fuming God Child's ash-stained robes now grant +1 AV.
* Greybeards now start with furs and a short bow.
** Greybeards now start with furs and a short bow.
* Horticulturists and Priests of All Suns now start with a short bow.
** Horticulturists and Priests of All Suns now start with a short bow.
* Priests of All Moons now start with a compound bow.
** Priests of All Moons now start with a compound bow.
* Castes and callings that start with missile weapons now have more ammo.
** Castes and callings that start with missile weapons now have more ammo.
*
* Witchwood bark now heals a slightly reduced amount.
* Witchwood bark now heals a slightly reduced amount.
* Witchwood bark now heals over three turns in descending amounts (12-14 on turn 1, 6-7 on turn 2, 3 on turn 3).
* Witchwood bark now heals over three turns in descending amounts (12-14 on turn 1, 6-7 on turn 2, 3 on turn 3).
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* Fixed a bug that caused a FlyingWhitelistArea object to appear in the nearby objects window.
* Fixed a bug that caused a FlyingWhitelistArea object to appear in the nearby objects window.
* Fixed a bug that caused hotkeys to not work in the classic conversation UI.
* Fixed a bug that caused hotkeys to not work in the classic conversation UI.
* Fixed a bug that prevented you from getting the [redacted]'s journal secret after speaking with them.
* Fixed a bug that prevented you from getting the�[redacted]'s journal secret after speaking with them.
* Fixed a bug that allowed you to swipe and lunge on the world map using a long sword.
* Fixed a bug that allowed you to swipe and lunge on the world map using a long sword.
* Fixed a bug that caused the text for buying additional tinkering recipes in the water ritual to not update until revisited.
* Fixed a bug that caused the text for buying additional tinkering recipes in the water ritual to not update until revisited.
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* Fixed a bug that caused one of the four children of the Tomb to occasionally not spawn.
* Fixed a bug that caused one of the four children of the Tomb to occasionally not spawn.
* Fixed a bug that caused the 'A' hotkey for the old ASCII editor to crash the game if pressed on the main menu.
* Fixed a bug that caused the 'A' hotkey for the old ASCII editor to crash the game if pressed on the main menu.
* [modding] Added the IfTime , IfLedBy , and IfZoneName  conversation predicates.
* [modding]�Added the�IfTime
,�IfLedBy
, and�IfZoneName
�conversation predicates.
=== 203.12 - 'beta' branch ===
=== 203.12 - 'beta' branch ===
Released February 4, 2022.
Released on February 4, 2022.
* We gave Red Rock a big makeover. It's now much more cavern-like, includes unique encounters, and is home to a snapjaw settlement.
* We gave Red Rock a big makeover. It's now much more cavern-like, includes unique encounters, and is home to a snapjaw settlement.
* We added a rare chance for power grid, hydraulic, and mechanical infrastructure to appear in various sites.
* We added a rare chance for power grid, hydraulic, and mechanical infrastructure to appear in various sites.
*  
** Possible sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle or deep jungle, Bethesda Susa, and some villages.
* Possible sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle or deep jungle, Bethesda Susa, and some villages.
** Infrastructure and the equipment it powers will be found in various states of disrepair.
* Infrastructure and the equipment it powers will be found in various states of disrepair.
** Infrastructure equipment may or may not have a use.
* Infrastructure equipment may or may not have a use.
** Added -- or made dynamically generatable -- some new furniture of varying technological sophistication.
* Added -- or made dynamically generatable -- some new furniture of varying technological sophistication.
** Removed metal and plastic hydraulic pipes.
* Removed metal and plastic hydraulic pipes.
*
* If you have Tinker I, you can now deploy wire.
* If you have Tinker I, you can now deploy wire.
*  
** 1" of wire extends across one tile.
* 1" of wire extends across one tile.
** You can deploy up to 10' at a time.
* You can deploy up to 10' at a time.
** Deployed wire can be used to connect components across a working power grid.
* Deployed wire can be used to connect components across a working power grid.
** Wire objects now merge into a single coil that weight 1lb per 25'.
* Wire objects now merge into a single coil that weight 1lb per 25'.
*
* We revamped ruin generation and population in several sites.
* We revamped ruin generation and population in several sites.
*  
** Sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle of deep jungle, and some named ruins.
* Sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle of deep jungle, and some named ruins.
** Revamped ruined structures tend to be a little more complex than they were previously.
* Revamped ruined structures tend to be a little more complex than they were previously.
** Ruin creature and loot population is much improved.
* Ruin creature and loot population is much improved.
** Baroque ruins now use a consistent wall type across the parasang and down the ruin column.
* Baroque ruins now use a consistent wall type across the parasang and down the ruin column.
*
* Made a bunch of population adjustments to the deep jungle.
* Made a bunch of population adjustments to the deep jungle.
* Adjusted the tier of Bethesda Susa and Asphalt Mines subterranean levels.
* Adjusted the tier of Bethesda Susa and Asphalt Mines subterranean levels.
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* Shale that is adjacent to large pools of water now has its tile detail color altered to indicate vine growth.
* Shale that is adjacent to large pools of water now has its tile detail color altered to indicate vine growth.
* Changed dreadroot's tile color.
* Changed dreadroot's tile color.
* [debug] Added a new debug option, ""Draw zone semantics", that indicates the inside/outside areas of zones using the newest ruins builder.
* [debug]�Added a new debug option, ""Draw zone semantics", that indicates the inside/outside areas of zones using the newest ruins builder.
* [modding] We revamped the conversation system to be much more dynamic and moddable.
* [modding]�We revamped the conversation system to be much more dynamic and moddable.
*  
** See the
* See the wiki for full details.
** Conversations now merge their contents together by default.
* Conversations now merge their contents together by default.
** Conversations and elements can now inherit their properties from one or multiple elements.
* Conversations and elements can now inherit their properties from one or multiple elements.
** Conversations and elements can now have custom logic defined with C# parts.
* Conversations and elements can now have custom logic defined with C# parts.
** Custom predicates and actions like�IfHaveQuest
* Custom predicates and actions like IfHaveQuest  or GiveItem  can be added for use in XML.
�or�GiveItem
* Elements can now be distributed to other elements. For example, a choice can be distributed to every start node within the conversation.
�can be added for use in XML.
* Nodes and choices can now have multiple text elements.
** Elements can now be distributed to other elements. For example, a choice can be distributed to every start node within the conversation.
* Any element can now have predicates, including individual text elements.
** Nodes and choices can now have multiple text elements.
* The logic for the water ritual and dialogue-heavy quests such as "Landing Pads" has moved into Conversations.xml.
** Any element can now have predicates, including individual text elements.
*
** The logic for the water ritual and dialogue-heavy quests such as "Landing Pads" has moved into Conversations.xml.
* [modding] Added extensive semantic tagging to several objects for power grid, hydraulic, and mechanical infrastructure.
* [modding]�Added extensive semantic tagging to several objects for power grid, hydraulic, and mechanical infrastructure.
=== 203.9 - 'beta' branch ===
=== 203.9 - 'beta' branch ===
Released January 28, 2022.
Released on January 28, 2022.
* Added a new UI for the Continue screen and removed the stand-in overlay one.
* Added a new UI for the Continue screen and removed the stand-in overlay one.
* Mouse input is now enabled by default.
* Mouse input is now enabled by default.
* On Roleplay and Wandor modes, Gyl is now a checkpoint location.
* On Roleplay and Wandor modes, Gyl is now a checkpoint location.
* Creatures no longer spawn inside the [redacted] at Gyl.
* Creatures no longer spawn inside the�[redacted]�at Gyl.
* Reduced the chance for low tier creatures to have high tier items like zetachrome.
* Reduced the chance for low tier creatures to have high tier items like zetachrome.
* Fixed a bug that caused the game to occasionally crash when you accessed a book.
* Fixed a bug that caused the game to occasionally crash when you accessed a book.
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* Fixed a bug that caused artifacts providing additional carry capacity to function when improperly equipped.
* Fixed a bug that caused artifacts providing additional carry capacity to function when improperly equipped.
* Fixed a bug that caused the hooks from Hooks for Feet to be placed in your inventory when buying new mutations.
* Fixed a bug that caused the hooks from Hooks for Feet to be placed in your inventory when buying new mutations.
* Fixed a bug that caused popups about extradimensional psychic hunters to continue appearing after you left [redacted].
* Fixed a bug that caused popups about extradimensional psychic hunters to continue appearing after you left�[redacted].
=== 203.7 - 'beta' branch ===
=== 203.7 - 'beta' branch ===
Released January 21, 2022.
Released on January 21, 2022.
* Added a new music track to deep caves.
* Added a new music track to deep caves.
* Sleeping waydroids in the Grit Gate enclave are now friendly to Barathrumites.
* Sleeping waydroids in the Grit Gate enclave are now friendly to Barathrumites.
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* Fixed a bug that caused high explosives (including sowers seeds) to ocassionally explode forever.
* Fixed a bug that caused high explosives (including sowers seeds) to ocassionally explode forever.
* Fixed some cooking effects not serializing properly (this will unfortunately break some small % of saved games)
* Fixed some cooking effects not serializing properly (this will unfortunately break some small % of saved games)
* MORE ABOUT THIS GAME
=== 203.6 - 'beta' branch ===
=== 203.6 - 'beta' branch ===
Released January 14, 2022.
Released on January 14, 2022.
* Added a new music track to [redacted].
* Added a new music track to�[redacted].
* You now fall in love with statues and figurines depicting creatures you would normally fall in love with.
* You now fall in love with statues and figurines depicting creatures you would normally fall in love with.
* Renamed "desert rifle"" to "Isaachar rifle"".
* Renamed "desert rifle"" to "Isaachar rifle"".
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* Fixed a bug that caused the shimmering screen effect from consuming Eater's flesh to persist when dominating another creature.
* Fixed a bug that caused the shimmering screen effect from consuming Eater's flesh to persist when dominating another creature.
=== 203.4 - 'beta' branch ===
=== 203.4 - 'beta' branch ===
Released January 7, 2022.
Released on January 7, 2022.
* Added new items: ogre fur hat, ogre fur gloves, and ogre fur cloak.
* Added new items: ogre fur hat, ogre fur gloves, and ogre fur cloak.
* You can now butcher ape fur hats and ape fur gloves from albino ape corpses. The descriptions of these items were changed to make this more sensible.
* You can now butcher ape fur hats and ape fur gloves from albino ape corpses. The descriptions of these items were changed to make this more sensible.
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* Fixed a bug that caused the razed goatfolk village to fail to build.
* Fixed a bug that caused the razed goatfolk village to fail to build.
* Fixed a bug that caused read books to count multiple times for achievements.
* Fixed a bug that caused read books to count multiple times for achievements.
* [debug] Added an option to disable achievement progress (Debug > disable achievements).
* [debug]�Added an option to disable achievement progress (Debug > disable achievements).
=== 202.102 ===
=== 202.102 ===
Released December 17, 2021.
Released on December 17, 2021.
* Equipment with power switches, such as ontological anchors, night-vision goggles, and ninefold boots, now grasts you an activated ability for toggling their power.
* Equipment with power switches, such as ontological anchors, night-vision goggles, and ninefold boots, now grasts you an activated ability for toggling their power.
* Creatures that are immune to being damaged are now also immune to being dismembered.
* Creatures that are immune to being damaged are now also immune to being dismembered.
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* Regen tanks now properly regenerate tongues even when they're the only body part you lost.
* Regen tanks now properly regenerate tongues even when they're the only body part you lost.
* Creatures no longer attempt to use Disintegration against enemies they are out of phase with.
* Creatures no longer attempt to use Disintegration against enemies they are out of phase with.
* Gave the [redacted] sapient plant properties.
* Gave the�[redacted]�sapient plant properties.
* You can no longer [redacted] before starting the Tomb of the Eaters quest.
* You can no longer�[redacted]�before starting the Tomb of the Eaters quest.
* Added the arcology names back to the true kin caste selection screen.
* Added the arcology names back to the true kin caste selection screen.
* Cooking effects that identify all artifacts on the local map now identify implanted cybernetics.
* Cooking effects that identify all artifacts on the local map now identify implanted cybernetics.
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* Fixed an issue that occasionally caused invalid text to be generated after leaving a zone with an object you were lovesick for.
* Fixed an issue that occasionally caused invalid text to be generated after leaving a zone with an object you were lovesick for.
* Fixed a bug with temporal fugue clones and other temporary objects that prevented zones from unloading, degrading performance.
* Fixed a bug with temporal fugue clones and other temporary objects that prevented zones from unloading, degrading performance.
* Fixed an issue that occasionally caused out-of-date copies of your body or your followers to return from [redacted].
* Fixed an issue that occasionally caused out-of-date copies of your body or your followers to return from�[redacted].
* Made the text color consistent across hyperbiotic object names.
* Made the text color consistent across hyperbiotic object names.
* Fixed a wrong identation in Corpus Choliys.
* Fixed a wrong identation in Corpus Choliys.
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* Fixed a pluralization issue in dynamic quest text.
* Fixed a pluralization issue in dynamic quest text.
* Fixed a rare bug that caused saves to fail to load.
* Fixed a rare bug that caused saves to fail to load.
* Fixed a bug that caused your [redacted] to fail to generate properly.
* Fixed a bug that caused your�[redacted]�to fail to generate properly.
* [modding] Made the 'sheeter' wish more robust.
* [modding]�Made the 'sheeter' wish more robust.
* MORE ABOUT THIS GAME
=== 202.101 ===
=== 202.101 ===
Released December 10, 2021.
Released on December 10, 2021.
* Robots and mutated plants can now be stunned.
* Robots and mutated plants can now be stunned.
* Baetyl, hermit, and mysterious stranger cherubim now belong to the correct factions.
* Baetyl, hermit, and mysterious stranger cherubim now belong to the correct factions.
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* Fixed a typo in arc winder's description.
* Fixed a typo in arc winder's description.
=== 202.100 ===
=== 202.100 ===
Released December 3, 2021.
Released on December 3, 2021.
* Regen tanks no longer generate with drained capacitors.
* Regen tanks no longer generate with drained capacitors.
* Mechanical cherubim no longer spawn as psychic thralls.
* Mechanical cherubim no longer spawn as psychic thralls.
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* Kraken hired as guards no longer swallow things whole on the job. This change applies broadly to a whole range of disruptive creature behaviors.
* Kraken hired as guards no longer swallow things whole on the job. This change applies broadly to a whole range of disruptive creature behaviors.
* Grit Gate doors that somehow failed to unlock when they should have now unlock at the beginning of A Call To Arms.
* Grit Gate doors that somehow failed to unlock when they should have now unlock at the beginning of A Call To Arms.
* The wielder of [redacted] now wields it more reliably.
* The wielder of�[redacted]�now wields it more reliably.
* Statues now render on top of doors.
* Statues now render on top of doors.
* Fixed a bug that caused you to never stop being inspired to cook after cooking in the inspired state.
* Fixed a bug that caused you to never stop being inspired to cook after cooking in the inspired state.
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* Fixed some inconsistent spellings of Kasaphescence.
* Fixed some inconsistent spellings of Kasaphescence.
* Fixed a typo in unfinished sculpture.
* Fixed a typo in unfinished sculpture.
* [modding] Item mods added to Mods.xml now merge by part name.
* [modding]�Item mods added to Mods.xml now merge by part name.
=== 202.98 ===
=== 202.98 ===
Released November 28, 2021.
Released on November 28, 2021.
* Added hotkeys to the campfire menu.
* Added hotkeys to the campfire menu.
* Neutronic sludges no longer spit neutronic liquid mixtures. Their melee attacks still cause neutronic explosions, though.
* Neutronic sludges no longer spit neutronic liquid mixtures. Their melee attacks still cause neutronic explosions, though.
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* Fixed Thah being referred to with a definite article.
* Fixed Thah being referred to with a definite article.
* Fixed an invalid "Enigna Cap" blueprint reference.
* Fixed an invalid "Enigna Cap" blueprint reference.
* [modding] The campfire now emits a GetCookingActionsEvent on itself and the player to collect options for the cooking menu.
* [modding]�The campfire now emits a GetCookingActionsEvent on itself and the player to collect options for the cooking menu.
=== 202.97 ===
=== 202.97 ===
Released November 19, 2021.
Released on November 19, 2021.
* Made some tweaks to the price of identifying artifacts, particularly around the exponential explosion at the high end.
* Made some tweaks to the price of identifying artifacts, particularly around the exponential explosion at the high end.
* The Tinker I Recharge ability now allows you to choose how many bits to use.
* The Tinker I Recharge ability now allows you to choose how many bits to use.
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* Fixed various grammar issues in some messages, particularly when dismembering your own limbs.
* Fixed various grammar issues in some messages, particularly when dismembering your own limbs.
=== 202.95 ===
=== 202.95 ===
Released November 12, 2021.
Released on November 12, 2021.
* Fonts are now much crisper on the main gameplay screen.
* Fonts are now much crisper on the main gameplay screen.
* Hyperbiotic beds no longer regenerate limbs.
* Hyperbiotic beds no longer regenerate limbs.
* Regeneration tanks now rejuvenate health and regenerate limbs.
* Regeneration tanks now rejuvenate health and regenerate limbs.
*  
** The tank must be filled with at least 100 drams of pure convalessence or homogenized convalessence to heal hitpoints.
* The tank must be filled with at least 100 drams of pure convalessence or homogenized convalessence to heal hitpoints.
** Additionally, the tank must be filled with at least 1 dram of cloning draught to regenerate limbs. If it is, all lost limbs are regenerated, and 1 dram of cloning draught is consumed. Excess cloning draught is not consumed.
* Additionally, the tank must be filled with at least 1 dram of cloning draught to regenerate limbs. If it is, all lost limbs are regenerated, and 1 dram of cloning draught is consumed. Excess cloning draught is not consumed.
** Added useful information about these rejuvenation/regeneration mechanics to regeneration tank's description, including a live operational status based on its liquid contents.
* Added useful information about these rejuvenation/regeneration mechanics to regeneration tank's description, including a live operational status based on its liquid contents.
** Reduced the chance of hurting yourself while getting into or out of a regeneration tank.
* Reduced the chance of hurting yourself while getting into or out of a regeneration tank.
** Added an option to flush a regen tank's liquid contents down a drain.
* Added an option to flush a regen tank's liquid contents down a drain.
** Adjusted the starting liquid contents of regen tanks to occasionally include homogenized convalessence. More adjustments are likely to come.
* Adjusted the starting liquid contents of regen tanks to occasionally include homogenized convalessence. More adjustments are likely to come.
** The regen tank in the Yd Freehold now starts with a homogenized convalessence mixture that includes two drams worth of cloning draught.
* The regen tank in the Yd Freehold now starts with a homogenized convalessence mixture that includes two drams worth of cloning draught.
*
* Considerably reduced plasma jelly's plasma damage.
* Considerably reduced plasma jelly's plasma damage.
* Fixed a bug that allowed you to select the starting location for daily runs.
* Fixed a bug that allowed you to select the starting location for daily runs.
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* Fixed a bug that caused the northwestern-most cell of the Palladium Reef to generate without contents.
* Fixed a bug that caused the northwestern-most cell of the Palladium Reef to generate without contents.
=== 202.94 ===
=== 202.94 ===
Released November 5, 2021.
Released on November 5, 2021.
* Disassembling a single item now has no action cost and no longer drops you out of the inventory. We may change this behavior again once we do more refinement to inventory action cost.
* Disassembling a single item now has no action cost and no longer drops you out of the inventory. We may change this behavior again once we do more refinement to inventory action cost.
* Added worldmap descriptions for Lake Hinnom, the Palladium Reef, and the Yd Freehold.
* Added worldmap descriptions for Lake Hinnom, the Palladium Reef, and the Yd Freehold.
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* Fixed a bug that caused you to occasionally be placed inside walls when you became lost.
* Fixed a bug that caused you to occasionally be placed inside walls when you became lost.
* Fixed rare grammar issues around the possessive case.
* Fixed rare grammar issues around the possessive case.
* [modding] Line numbers are now included in runtime error messages for mods if the "Write compiled mod assemblies to disk" option is enabled.
* [modding]�Line numbers are now included in runtime error messages for mods if the "Write compiled mod assemblies to disk" option is enabled.
* [modding] Like Subtypes, Genotypes can now define individual <extrainfo> elements instead of <chargeninfo>.
* [modding]�Like Subtypes, Genotypes can now define individual <extrainfo> elements instead of <chargeninfo>.
* [modding] Fixed invalid manifest IDs breaking certain mods.
* [modding]�Fixed invalid manifest IDs breaking certain mods.
=== 202.93 ===
=== 202.93 ===
Released October 29, 2021.
Released on October 29, 2021.
* Added a third completely transparent opacity setting to the minimap, nearby objects and message log opacity toggles.
* Added a third completely transparent opacity setting to the minimap, nearby objects and message log opacity toggles.
* Added a window position lock toggle which removes the position and size borders of the message log, minimap and nearby objects windows.
* Added a window position lock toggle which removes the position and size borders of the message log, minimap and nearby objects windows.
* Fixed a bug that prevented you from toggling certain toggleable abilities off before their cooldowns expired (including gas generation, Phasing, and Force Bubble).
* Fixed a bug that prevented you from toggling certain toggleable abilities off before their cooldowns expired (including gas generation, Phasing, and Force Bubble).
* Fixed a bug that caused ironshank to stop progressing if you reached over 200 move speed.
* Fixed a bug that caused ironshank to stop progressing if you reached over 200 move speed.
* Fixed [redacted] ignoring the combat animations option.
* Fixed�[redacted]�ignoring the combat animations option.
* Fixed a bug causing minimap and message log size persistance to not work correctly when the UI was not at 1.0x scale
* Fixed a bug causing minimap and message log size persistance to not work correctly when the UI was not at 1.0x scale
* Overloaded arc winder no longer appears as a blueprint on data disks.
* Overloaded arc winder no longer appears as a blueprint on data disks.
* [modding] Added preprocessing symbols for compiled mods to define optional behavior if another mod was loaded.
* [modding]�Added preprocessing symbols for compiled mods to define optional behavior if another mod was loaded.
* For example, #if MOD_BLUE_CTESIPHUS  will only compile what's within if the Blue Ctesiphus mod was loaded earlier.
* [modding]�Added�[HasOptionFlagUpdate]�and�[OptionFlagUpdate]�attributes that are invoked whenever an option is updated.
* [modding] Added [HasOptionFlagUpdate] and [OptionFlagUpdate] attributes that are invoked whenever an option is updated.
* [modding]�Added an option to write compiled mod assemblies to disk.
* [modding] Added an option to write compiled mod assemblies to disk.
* [modding]�Fixed a bug that caused character creation to freeze if you did not define a detail color for a genotype.
* [modding] Fixed a bug that caused character creation to freeze if you did not define a detail color for a genotype.
=== October 22, 2021 ===
=== 202.89 - 'beta' branch ===
Released October 22, 2021.
* Added a new book: In Maqqom Yd.
* Added a new book: In Maqqom Yd.
* Added new descriptions for the following creatures: Mak, Goek, and Bep.
* Added new descriptions for the following creatures: Mak, Goek, and Bep.
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* Fixed a bug that confused Joppa and the ruins of Joppa in certain contexts.
* Fixed a bug that confused Joppa and the ruins of Joppa in certain contexts.
* Fixed a tile color bug with semi-automatic pistol.
* Fixed a tile color bug with semi-automatic pistol.
* [modding] AllowedMutationCategories defined in Genotypes.xml now supports a comma separated list of included/excluded categories. E.g., "Physical,Morphotypes" = only physical and morphotypes; "*,-Mental" = everything but mental.
* [modding]�AllowedMutationCategories defined in Genotypes.xml now supports a comma separated list of included/excluded categories. E.g., "Physical,Morphotypes" = only physical and morphotypes; "*,-Mental" = everything but mental.
* [modding] Added a context menu to objects in the map editor for adding a part without the need of a new blueprint.
* [modding]�Added a context menu to objects in the map editor for adding a part without the need of a new blueprint.
* [modding] Fixed a boot crash when defining duplicate conversation nodes.
* [modding]�Fixed a boot crash when defining duplicate conversation nodes.
=== 202.88 - 'beta' branch ===
=== 202.88 - 'beta' branch ===
Released October 16, 201.
Released on October 16, 201.
* Added new descriptions for the following objects: starmchair, sofa, multicabinet, chalkboard, marble steps, glass hydraulic pipes in the Yd Freehold, and fulcrete with square wave.
* Added new descriptions for the following objects: starmchair, sofa, multicabinet, chalkboard, marble steps, glass hydraulic pipes in the Yd Freehold, and fulcrete with square wave.
* Thermo casks are now considered artifacts.
* Thermo casks are now considered artifacts.
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* Fixed a typo in Mental Mirror's description.
* Fixed a typo in Mental Mirror's description.
* Fixed a typo in trining lamprey's description.
* Fixed a typo in trining lamprey's description.
* Fixed a rare crash when transitioning to [redacted].
* Fixed a rare crash when transitioning to�[redacted].
=== 202.85 - 'beta' branch ===
=== 202.85 - 'beta' branch ===
Released October 9, 2021.
Released on October 9, 2021.
* The new quest Landing Pads is now fully implemented start to finish.
* The new quest Landing Pads is now fully implemented start to finish.
* Added a new music track for Rainbow Wood, Lake Hinnom, and Palladium Reef.
* Added a new music track for Rainbow Wood, Lake Hinnom, and Palladium Reef.
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* Baetyls no longer request nanon-modded items.
* Baetyls no longer request nanon-modded items.
=== 203.83 - 'beta' branch ===
=== 203.83 - 'beta' branch ===
Released October 1, 2021.
Released on October 1, 2021.
* Added all new tiles for most missile weapons.
* Added all new tiles for most missile weapons.
* Added new items: kaleidocera cape, kaleidocera muffs, kaleidocera krakows, enigma cone, and enigma cap.
* Added new items: kaleidocera cape, kaleidocera muffs, kaleidocera krakows, enigma cone, and enigma cap.
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* Farmed bop sponges are no longer always ripe.
* Farmed bop sponges are no longer always ripe.
* Generated villages now have accurate descriptions on the world map.
* Generated villages now have accurate descriptions on the world map.
* Night-sight interpolators now work like other kinds of night vision for the purpose of perceiving [redacted].
* Night-sight interpolators now work like other kinds of night vision for the purpose of perceiving�[redacted].
* Using the sit interaction on a chair that's in your inventory now places the chair on the ground and sits on it, rather than silently failing.
* Using the sit interaction on a chair that's in your inventory now places the chair on the ground and sits on it, rather than silently failing.
* Recycling suits can no longer (uselessly) get the recycling mod.
* Recycling suits can no longer (uselessly) get the recycling mod.
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* Fixed conversation choices getting resorting when you revisited a node.
* Fixed conversation choices getting resorting when you revisited a node.
* Fixed a bug that caused Golgotha and Bethesda Susa to not build properly.
* Fixed a bug that caused Golgotha and Bethesda Susa to not build properly.
* [pets] Fixed a bug that caused You, but Mechanical not to inherit your anatomy.
* [pets]�Fixed a bug that caused You, but Mechanical not to inherit your anatomy.
=== 202.82 - 'beta' branch ===
=== 202.82 - 'beta' branch ===
Released September 24, 2021.
Released on September 24, 2021.
* Flawless crysteel gear is now a bit rarer.
* Flawless crysteel gear is now a bit rarer.
* Zetachrome gear is now much rarer.
* Zetachrome gear is now much rarer.
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* Fixed the pluralization of pneumatic pistons, anchor spikes, palladium electrodeposits, and tibular hydrojets.
* Fixed the pluralization of pneumatic pistons, anchor spikes, palladium electrodeposits, and tibular hydrojets.
=== 202.80 ===
=== 202.80 ===
Released September 17, 2021.
Released on September 17, 2021.
* Added a new kind of fauna: bop sponge.
* Added a new kind of fauna: bop sponge.
* Added new butcherable and harvestable consumables: bop cheek and tongue twist.
* Added new butcherable and harvestable consumables: bop cheek and tongue twist.
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* [modding] Fixed populations being replaced instead of merged.
* [modding] Fixed populations being replaced instead of merged.
=== 2.0.202.79 ===
=== 2.0.202.79 ===
Released September 10, 2021.
Released on September 10, 2021.
* Added a new wayfaring skill, Wilderness Lore: Rivers and Lakes.
* Added a new wayfaring skill, Wilderness Lore: Rivers and Lakes.
* Renamed Wilderness Lore: Mountains to Wilderness Lore: Hills and Mountains.
* Renamed Wilderness Lore: Mountains to Wilderness Lore: Hills and Mountains.
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* Urns in the Yd Freehold now have appropriate names.
* Urns in the Yd Freehold now have appropriate names.
* Changed the names and added descriptions for finger coral and tunnel sponge.
* Changed the names and added descriptions for finger coral and tunnel sponge.
* Increased the number of times you can drink [redacted] for a positive effect.
* Increased the number of times you can drink�[redacted]�for a positive effect.
* Meditation no longer occasionally cures gamma moth mutation.
* Meditation no longer occasionally cures gamma moth mutation.
* Damage reflected by equipment is now attributed to the equipment's wearer.
* Damage reflected by equipment is now attributed to the equipment's wearer.
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* Fixed a bug that caused up-stairs to generate on the surface level of the Palladium Reef.
* Fixed a bug that caused up-stairs to generate on the surface level of the Palladium Reef.
* Fixed a bug that cauased identified artifacts to keep their unidentified color.
* Fixed a bug that cauased identified artifacts to keep their unidentified color.
* Fixed a bug that caused [redacted] to fail to render correctcly if entered with penetrating radar enabled.
* Fixed a bug that caused�[redacted]�to fail to render correctcly if entered with penetrating radar enabled.
* Fixed a bug that caused an exception when a [redacted] is targeting during a serialization cycle
* Fixed a bug that caused an exception when a�[redacted]�is targeting during a serialization cycle
* More [redacted].
* More�[redacted].
* [modding] Fixed the player's body object not being sourced from Genotype/Subtype.
* [modding]�Fixed the player's body object not being sourced from Genotype/Subtype.
* Additionally, here are the notes for some additional changes that were included in the last few alpha and beta patches.
* Our official, community-mananged wiki has a new home: https://wiki.cavesofqud.com. We updated the link in the Modding Utilities.
* You can now jump through squares that contain creatures who are out of phase or flight with you.
* You can no longer manipulate the results of cooking with nectar by using Precognition.
* The carrying capacity bonus from Multiple Legs now reflects its description.
* You can no longer talk to your original body while dominating another creature. (This led to bad things.)
* Ctrl+Space once again looks at items on the equipment screen.
* Most things that interrupt autoact now provide a visual indicator of what caused the interruption, if it's something external.
* Psionic weapons no longer affect inanimate objects.
* Night-vision goggles are now overloadable.
* Creatures are now a little better at escaping environmental damage.
* Creatures no longer use Force Bubble if an ally is adjacent. This prevents rare Force Bubble + Temporal Fugue crashes.
* Nulling weapons now apply astral burdening for a short time after they hit, rather than only instantaneously as they hit.
* Looking at objects in force fields and stasis fields now gives info on the object instead of the field.
* Rephrased messages about additional body parts needed to equip items in more abstract, inclusive terms.
* Slightly decreased the traversal speed of most projectiles.
* A visible rhinox getting ready to charge now interrupts autoact.
* Temporal fugue clones are now placed a little more intelligently with respect to natural movement modes (e.g., aquatic creature clones will prefer spawning in swim-depth water).
* Fixed a bug that caused autoexplore to dig around boulders and rubble instead of through them.
* Fixed a bug that caused Temporal Fugue clones to always spawn northwest of you.
* Fixed a bug that caused jewelers to occasionally have double-jewel-encrusted items.
* Fixed a bug that caused you to occasionally get stuck inside walls when using Space-Time Vortex.
* Fixed a bug that caused creatures to sometimes generate inside walls.
* Fixed a rare crash in Grit Gate.
* The "you" pronoun is no longer incorrectly used when creatures collect liquids.
* [modding] Added some new predicates to conversations: IfTrueKin, IfNotTrueKin, IfGenotype, IfNotGenotype, IfSubtype, and IfNotSubtype.
* [modding] Unity impostors now support X and Y offsets.
=== 201.114/202.74 ===
=== 201.114/202.74 ===
Released July 24, 2021.
Released on July 24, 2021.
* If you already have Burrowing Claws, taking a skulk tonic now boosts its level.
* If you already have Burrowing Claws, taking a skulk tonic now boosts its level.
* Creatures who feel victimized by inanimate objects no longer become retributively angry, usually.
* Creatures who feel victimized by inanimate objects no longer become retributively angry, usually.
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* Fixed an exception when cancelling aggression.
* Fixed an exception when cancelling aggression.
=== 201.113/202.73 ===
=== 201.113/202.73 ===
Released July 16, 2021.
Released on July 16, 2021.
* Digging tools now work on rubble and boulders.
* Digging tools now work on rubble and boulders.
* You can no longer clean things while frozen.
* You can no longer clean things while frozen.
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* Fixed the Bey Lah zone name appearing as "flower fields" instead of Bey Lah.
* Fixed the Bey Lah zone name appearing as "flower fields" instead of Bey Lah.
* Fixed a bug in how electrical discharges are attributed.
* Fixed a bug in how electrical discharges are attributed.
* Fixed a bug that caused the interact menu of [redacted] to persist through after you [redacted].
* Fixed a bug that caused the interact menu of�[redacted]�to persist through after you�[redacted].
* Fixed some text coloration issues when noting a location in your journal.
* Fixed some text coloration issues when noting a location in your journal.
* Fixed a bug that caused action queue inconsistences at the start of a new game.
* Fixed a bug that caused action queue inconsistences at the start of a new game.
* [modding] You can now use placement hints for zone and party objects in faction encounters.
* [modding]�You can now use placement hints for zone and party objects in faction encounters.
=== 201.110/202.70 ===
=== 201.110/202.70 ===
Released July 9, 2021.
Released on July 9, 2021.
* Added a new item mod, overloaded, that can be tinkered or found on a variety of electronics, including most energy weapons. Overloaded items have increased performance but draw extra charge, generate heat when used, and have a chance to break relative to their charge draw.
* Added a new item mod, overloaded, that can be tinkered or found on a variety of electronics, including most energy weapons. Overloaded items have increased performance but draw extra charge, generate heat when used, and have a chance to break relative to their charge draw.
* Overloaded laser pistols are now normal laser pistols with the overloaded mod applied.
* Overloaded laser pistols are now normal laser pistols with the overloaded mod applied.
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* Fixed some missing spaces in preacher sermons and generated book text.
* Fixed some missing spaces in preacher sermons and generated book text.
=== 201.109/202.69 ===
=== 201.109/202.69 ===
Released July 3, 2021.
Released on July 3, 2021.
* Moving via the Walk command now displaces neutral creatures the same way manual movement does.
* Moving via the Walk command now displaces neutral creatures the same way manual movement does.
* Added a new Automation option: "Show finding items while scavenging through trash as message log entries instead of popups." Defaults to off.
* Added a new Automation option: "Show finding items while scavenging through trash as message log entries instead of popups." Defaults to off.
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* [modding] Fixed a bug causing the map editor to not register keyboard input.
* [modding] Fixed a bug causing the map editor to not register keyboard input.
=== 201.107/202.67 ===
=== 201.107/202.67 ===
Released June 25, 2021.
Released on June 25, 2021.
* Tweaked madpole frenzy behavior. Now when they sense blood in their tile, they enter a frenzied state for 10 rounds that gives them +10 Quickness and makes them prefer bleeding targets. They also go berserk for 5 rounds, per usual.
* Tweaked madpole frenzy behavior. Now when they sense blood in their tile, they enter a frenzied state for 10 rounds that gives them +10 Quickness and makes them prefer bleeding targets. They also go berserk for 5 rounds, per usual.
* Temporary mutations gained from items or cooking are now displayed on the character sheet.
* Temporary mutations gained from items or cooking are now displayed on the character sheet.
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* Fixed a bug that caused the hollow tree hideout to generate without ground tiles.
* Fixed a bug that caused the hollow tree hideout to generate without ground tiles.
=== 201.106/202.66 ===
=== 201.106/202.66 ===
Released June 12, 2021.
Released on June 12, 2021.
* You can now disassemble HE Missiles. The chance of recovering any given bit from dissassembly of a missile is very low, since multiple missiles are created per batch. (Note: This won't affect missiles already generated in saved games.)
* You can now disassemble HE Missiles. The chance of recovering any given bit from dissassembly of a missile is very low, since multiple missiles are created per batch. (Note: This won't affect missiles already generated in saved games.)
* Crocs are now good swimmers.
* Crocs are now good swimmers.
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* Fixed an issue causing some new-style popups to not properly respect key delay and repeat settings when keys were held down.
* Fixed an issue causing some new-style popups to not properly respect key delay and repeat settings when keys were held down.
* Fixed an issue that caused the hollow tree hideout in the flower fields to have encounters it shouldn't have.
* Fixed an issue that caused the hollow tree hideout in the flower fields to have encounters it shouldn't have.
* Fixed an issue causing item duplication on return from [redacted].
* Fixed an issue causing item duplication on return from�[redacted].
* Fixed a rare issue causing village build failures.
* Fixed a rare issue causing village build failures.
* Fixed a rare exception.
* Fixed a rare exception.
=== 201.105/202.65 ===
=== 201.105/202.65 ===
Released June 4, 2021.
Released on June 4, 2021.
* If you know Meditate, you automatically begin meditating when you rest for 10 or more rounds uninterrupted.
* If you know Meditate, you automatically begin meditating when you rest for 10 or more rounds uninterrupted.
* The effects of multiple items of serene visage on Meditate's cooldown now work properly.
* The effects of multiple items of serene visage on Meditate's cooldown now work properly.
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* Fixed some cases where creatures' cultures were not mapped properly for naming purposes.
* Fixed some cases where creatures' cultures were not mapped properly for naming purposes.
* Fixed a bug that caused cloned sludges to share component liquids.
* Fixed a bug that caused cloned sludges to share component liquids.
* [modding] The Chance property in population tables now supports "n/m" format to express "n chance in m". If no denominator is specified, 100 is assumed, per the current usage.
* [modding]�The Chance property in population tables now supports "n/m" format to express "n chance in m". If no denominator is specified, 100 is assumed, per the current usage.
=== 201.104/202.64 ===
=== 201.104/202.64 ===
Released May 28, 2021.
Released on May 28, 2021.
* Added new descriptions for books and crocs.
* Added new descriptions for books and crocs.
* Urchins now bleed ink.
* Urchins now bleed ink.
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* Tonic application no longer messages as if the entire stack of tonics had been applied.
* Tonic application no longer messages as if the entire stack of tonics had been applied.
* Made some refinements and corrections to the iteraction between Shield Slam and Charge.
* Made some refinements and corrections to the iteraction between Shield Slam and Charge.
* You now get a single Shield Slam per charge, not one per melee attack made.
** You now get a single Shield Slam per charge, not one per melee attack made.
* Your Shield Slam no longer depends on any other attack made during the charge successfully hitting.
** Your Shield Slam no longer depends on any other attack made during the charge successfully hitting.
* Shield Slamming at the end of a charge is now free of action cost rather than occasionally costing multiple additional turns.
** Shield Slamming at the end of a charge is now free of action cost rather than occasionally costing multiple additional turns.
* A number of powered items -- including bioscanning bracelets, telemetric visors, and powered exoskeletons -- no longer consume charge on the world map. (Unless they have the nav mod, which does consumes charge.)
* A number of powered items -- including bioscanning bracelets, telemetric visors, and powered exoskeletons -- no longer consume charge on the world map. (Unless they have the nav mod, which does consumes charge.)
* Techscanning now makes data disks show what they are for in the display name even if the player does not know Tinkering.
* Techscanning now makes data disks show what they are for in the display name even if the player does not know Tinkering.
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* Fixed a bug with dynamic tiles on some objects, like tombstones.
* Fixed a bug with dynamic tiles on some objects, like tombstones.
=== 201.103/202.63 ===
=== 201.103/202.63 ===
Released May 21, 2021.
Released on May 21, 2021.
* Added the ability to direct companions to engage with enemies aggressively or only engage defensively. When only engaging defensively, your companion will not look for hostile targets to attack on its own initiative, only attacking targets in reaction to aggression against itself or another party member.
* Added the ability to direct companions to engage with enemies aggressively or only engage defensively. When only engaging defensively, your companion will not look for hostile targets to attack on its own initiative, only attacking targets in reaction to aggression against itself or another party member.
* If you and your companion both have Trash Divining, you now receive any secrets they discover by rifling through trash.
* If you and your companion both have Trash Divining, you now receive any secrets they discover by rifling through trash.
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* Fixed a bug that caused [redacted] to be rendered inert when the player was blocked from entering.
* Fixed a bug that caused [redacted] to be rendered inert when the player was blocked from entering.
=== 201.102/202.62 ===
=== 201.102/202.62 ===
Released May 14, 2021.
Released on May 14, 2021.
* Added a new movement command: Move to Point of Interest (default mapping: backspace). The command prompts you with a list of points of interest that you've discovered on the local map, then it autowalks you to the one you choose.
* Added a new movement command: Move to Point of Interest (default mapping: backspace). The command prompts you with a list of points of interest that you've discovered on the local map, then it autowalks you to the one you choose.
* Your companions' tiles now face the same direction as you do.
* Your companions' tiles now face the same direction as you do.
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* Implants that are unidentified but installed on your body now have their real names displayed in becoming nook terminals.
* Implants that are unidentified but installed on your body now have their real names displayed in becoming nook terminals.
* Attempting to create a campfire when there's already a campfire nearby now prompts you to move to the existing one if you aren't already next to it.
* Attempting to create a campfire when there's already a campfire nearby now prompts you to move to the existing one if you aren't already next to it.
* Otho no longer has precognitive visions of the [redacted].
* Otho no longer has precognitive visions of the�[redacted].
* Changed the tile and ASCII character color of oilskins to light black.
* Changed the tile and ASCII character color of oilskins to light black.
* Items offered as quest rewards by Warden Indrix are now always identified.
* Items offered as quest rewards by Warden Indrix are now always identified.
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* Fixed a bug that generated error messages in some liquid behavior, mostly in Golgotha.
* Fixed a bug that generated error messages in some liquid behavior, mostly in Golgotha.
* Fixed a bug that made some uniquely named recoilers have odd names.
* Fixed a bug that made some uniquely named recoilers have odd names.
=== 201.99 ===
=== 202.59 'beta' branch ===
Released May 7, 2021.
Released on May 7, 2021.
* Added two new tracks for the [redacted].
* Added two new tracks for the�[redacted].
* Improved creatures AI for movement and use of activated abilities. As a result, Companions are now less prone to inexplicable states of inactivity.
* Improved creatures AI for movement and use of activated abilities. As a result, Companions are now less prone to inexplicable states of inactivity.
* When joining their party leader in a new zone, creatures now enter the zone closer to the party leader.
* When joining their party leader in a new zone, creatures now enter the zone closer to the party leader.
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* Fixed a bug that caused robots detected by an electromagnetic sensor implant to continue to be tracked after the implant was removed.
* Fixed a bug that caused robots detected by an electromagnetic sensor implant to continue to be tracked after the implant was removed.
* Fixed a bug that caused some uppercase 'E' letters to disappear from weirdified text.
* Fixed a bug that caused some uppercase 'E' letters to disappear from weirdified text.
* 202.59 'beta' branch
* We added new game modes.
* Classic
* This is the standard Qud experience with permadeath. Nothing has changed.
* Roleplay
* Checking pointing at settlements. When you die, you have the option to reload from the last checkpoint. Your checkpoint is automatically set whenever you enter or leave a settlement. You can also set your checkpoint manually while at a settlement by hitting Esc and then 'c'.
* Wander
* Checking pointing at settlements.
* Your reputation with every faction starts at 0 (or higher), meaning most creatures start neutral to you. Aggressive creatures of neutral factions will still attack you.
* You get no XP for kills.
* You get more XP for discoveries, completing quests, and performing the water ritual. This amount scales with your level.
* You can't change your game mode once you start a game.
* You can now check your game mode, turn counter, and world seed in game by hitting Esc and selecting Game Info.
* We reworded the debug options around disabling permadeath to make them clearer.
=== 201.98/202.58 ===
=== 201.98/202.58 ===
Released April 30, 2021.
Released on April 30, 2021.
* Villagers now indicate direction when guiding you toward quest givers in the village.
* Villagers now indicate direction when guiding you toward quest givers in the village.
* Carapaces and quills now appear in creature descriptions as physical features.
* Carapaces and quills now appear in creature descriptions as physical features.
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* Normality gas now damages highly entropic beings.
* Normality gas now damages highly entropic beings.
* You can no longer ask the mopango about the repulsive device before speaking to Lebah about it.
* You can no longer ask the mopango about the repulsive device before speaking to Lebah about it.
* Default [Scrap] objects no longer appear in the moango hideout.
* Default�[Scrap]�objects no longer appear in the moango hideout.
* For the Kith and Kin quest, you can no longer question Eskhind's sisters until you're deputized by Neelahind.
* For the Kith and Kin quest, you can no longer question Eskhind's sisters until you're deputized by Neelahind.
* The death of clones and duplicates of NPCs critical to the Kith and Kin quest no longer forces the quest to fail.
* The death of clones and duplicates of NPCs critical to the Kith and Kin quest no longer forces the quest to fail.
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* Improved the grammar in Berserk's remaining duration message.
* Improved the grammar in Berserk's remaining duration message.
* Improved some grammar in the assessment after A Call to Arms.
* Improved some grammar in the assessment after A Call to Arms.
* When you [redacted], you are now more consistently treated according to your reputation.
* When you�[redacted], you are now more consistently treated according to your reputation.
* The beginning of A Call to Arms now interrupts autoact.
* The beginning of A Call to Arms now interrupts autoact.
* Otho yelling for you now interrupts autoact.
* Otho yelling for you now interrupts autoact.
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* Fixed the capitalization of names that start with a single character followed by a hyphen.
* Fixed the capitalization of names that start with a single character followed by a hyphen.
* Fixed a bug that could occur under esoteric circumstances only known to be triggered by mods.
* Fixed a bug that could occur under esoteric circumstances only known to be triggered by mods.
* [modding] Legendary creature naming is now handled via Naming.xml.
* [modding]�Legendary creature naming is now handled via Naming.xml.
* [modding] Generation of gender names, person terms, immature person terms, formal address terms, offspring terms, sibling terms, and parent terms is now handled via name styles defined in Naming.xml, not via Genders.xml. Pronoun generation is still handled by Genders.xml.
* [modding]�Generation of gender names, person terms, immature person terms, formal address terms, offspring terms, sibling terms, and parent terms is now handled via name styles defined in Naming.xml, not via Genders.xml. Pronoun generation is still handled by Genders.xml.
=== 201.97/202.57 ===
=== 201.97/202.57 ===
Released April 23, 2021.
Released on April 23, 2021.
* Slugs now below to the mollusk faction.
* Slugs now below to the mollusk faction.
* If you are unable to use Take All because of a nearby hostile creature, you now get a popup message.
* If you are unable to use Take All because of a nearby hostile creature, you now get a popup message.
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* Fixed a typo in mural text.
* Fixed a typo in mural text.
* Fixed a bug that prevented successfully pouring liquids on non-flying things while you were flying.
* Fixed a bug that prevented successfully pouring liquids on non-flying things while you were flying.
* [modding] The general cultural naming patterns used in the game are now moddable via Naming.xml. (Most hero naming currently still runs via the tags in ObjectBlueprints.xml.)
* [modding]�The general cultural naming patterns used in the game are now moddable via Naming.xml. (Most hero naming currently still runs via the tags in ObjectBlueprints.xml.)
=== 201.89/202.49 ===
=== 201.89/202.49 ===
Released April 16, 2021.
Released on April 16, 2021.
* You can now talk to nests.
* You can now talk to nests.
* Holographic plants are no longer affected by defoliant.
* Holographic plants are no longer affected by defoliant.
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* [modding] ConsoleChar now has a SetDetail(Color color) method.
* [modding] ConsoleChar now has a SetDetail(Color color) method.
* [modding] We tuned mod compilation and loading.
* [modding] We tuned mod compilation and loading.
* Compilation now continues even if a mod fails.
** Compilation now continues even if a mod fails.
* Mods that failed to compile now display a failed status in the Mod Manager.
** Mods that failed to compile now display a failed status in the Mod Manager.
* Clicking on a failed mod now displays a truncated list of its errors and copys them to the clipboard.
** Clicking on a failed mod now displays a truncated list of its errors and copys them to the clipboard.
* Failed mods are now temporarily disabled and do not load their data, such as XML data, sounds, and textures.
** Failed mods are now temporarily disabled and do not load their data, such as XML data, sounds, and textures.
* All mods now get their own assembly and Harmony instance.
** All mods now get their own assembly and Harmony instance.
* The keys (ID, Title) in configuration files, such as manifest.json, workshop.json, etc, are no longer case-sensitive.
** The keys (ID, Title) in configuration files, such as manifest.json, workshop.json, etc, are no longer case-sensitive.
* Mods with duplicate IDs are no longer loaded. If there are duplicates, the mod in the local mod directory has preferred loading status.
** Mods with duplicate IDs are no longer loaded. If there are duplicates, the mod in the local mod directory has preferred loading status.
* Mod-enabled state and approval hashes are now persisted to ModSettings.json instead of separate modcheck-{ID}.json files, which could fail to write.
** Mod-enabled state and approval hashes are now persisted to ModSettings.json instead of separate modcheck-{ID}.json files, which could fail to write.
=== 201.88/202.48 ===
=== 201.88/202.48 ===
Released April 9, 2021.
Released on April 9, 2021.
* When furniture with integrated power transmission systems becomes animated, the resulting newly sentient being no longer breaks every time it moves.
* When furniture with integrated power transmission systems becomes animated, the resulting newly sentient being no longer breaks every time it moves.
* You can no longer do the following while confused: perform interactions related to note taking, mark things important or unimportant, or mod items with tinkering.
* You can no longer do the following while confused: perform interactions related to note taking, mark things important or unimportant, or mod items with tinkering.
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* Fixed a bug that caused some legendary glow-wights to generate extra copies of their entourages after you saved and loaded. This may happen one last time in existing saves.
* Fixed a bug that caused some legendary glow-wights to generate extra copies of their entourages after you saved and loaded. This may happen one last time in existing saves.
* Fixed a bug that caused options to occasionally get unintentionally cleared during a data hotload.
* Fixed a bug that caused options to occasionally get unintentionally cleared during a data hotload.
* Fixed [redacted] as it appears in On the Origins and Nature of the Dark Calculus.
* Fixed�[redacted]�as it appears in On the Origins and Nature of the Dark Calculus.
=== 201.85/202.45 ===
=== 201.85/202.45 ===
Released April 2, 2021.
Released on April 2, 2021.
* Added a new tile for mechanical wings.
* Added a new tile for mechanical wings.
* Aquatic creatures now dream in blub-ridden language.
* Aquatic creatures now dream in blub-ridden language.
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* Fixed a bug that made Hook and Drag not work.
* Fixed a bug that made Hook and Drag not work.
* Fixed a bug allowing legendary crafters to choose a newline character as a craftmark, leading to odd name displays.
* Fixed a bug allowing legendary crafters to choose a newline character as a craftmark, leading to odd name displays.
* Fixed a bug that made display name modifiers like slimy or [flying] commute to your sultan murals.
* Fixed a bug that made display name modifiers like slimy or�[flying]�commute to your sultan murals.
* [modding] Conversations support some new attributes.
* [modding]�Conversations support some new attributes.
* SetStringState="name,value" sets the global string state labeled 'name' to 'value' (if 'value' is empty, it unsets the state)
** SetStringState="name,value" sets the global string state labeled 'name' to 'value' (if 'value' is empty, it unsets the state)
* SetIntState="name,value" sets the global integer state labeled 'name' to 'value' (if 'value' is empty, it unsets the state)
** SetIntState="name,value" sets the global integer state labeled 'name' to 'value' (if 'value' is empty, it unsets the state)
* AddIntState="name,value" adds 'value' to the global integer state labeled 'name'
** AddIntState="name,value" adds 'value' to the global integer state labeled 'name'
* SetBooleanState="name,value" sets the global boolean state labeled 'name' to 'value', which should be true or false (if 'value' is empty, it unsets the state)
** SetBooleanState="name,value" sets the global boolean state labeled 'name' to 'value', which should be true or false (if 'value' is empty, it unsets the state)
* ToggleBooleanState="name" toggles the global boolean state labeled 'name'
** ToggleBooleanState="name" toggles the global boolean state labeled 'name'
* IfTestState="test" makes the conversation element conditional on a test of game state (see https://cavesofqud.fandom.com/wiki/Modding:Conversation for details)
** IfTestState="test" makes the conversation element conditional on a test of game state (see
* [debug] Enabling "Show debug information on object and system internals" now lets you interact with flooring objects that you otherwise couldn't interact with.
* [debug]�Enabling "Show debug information on object and system internals" now lets you interact with flooring objects that you otherwise couldn't interact with.
=== 201.81/202.40 ===
=== 201.81/202.40 ===
Released March 26, 201.
Released on March 26, 201.
* You can now disassemble unidentified artifacts.
* You can now disassemble unidentified artifacts.
* Willpower now affects the recharge rate of Light Manipulation.
* Willpower now affects the recharge rate of Light Manipulation.
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* Thick Fur now appears in creatures' descriptions as a physical feature rather than a separate descriptive sentence.
* Thick Fur now appears in creatures' descriptions as a physical feature rather than a separate descriptive sentence.
* It is now possible for players who have intrinsic AV to have that AV reduced by Cleave.
* It is now possible for players who have intrinsic AV to have that AV reduced by Cleave.
* The [redacted] masks can no longer be replicated with metamorphic polygel.
* The�[redacted]�masks can no longer be replicated with metamorphic polygel.
* Made some pain-related messaging inaccessible to you if you cannot feel pain.
* Made some pain-related messaging inaccessible to you if you cannot feel pain.
* Added variant death messaging for dying of illusory damage.
* Added variant death messaging for dying of illusory damage.
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* Fixed a bug that prevented kills caused by the damage from freezing and flaming mods from being attributed to the attacker.
* Fixed a bug that prevented kills caused by the damage from freezing and flaming mods from being attributed to the attacker.
* Fixed a bug that made pouring cloning draught not work for cloning purposes.
* Fixed a bug that made pouring cloning draught not work for cloning purposes.
* [debug] The testhero wish now adds the creature to the action queue if they have a brain.
* [debug]�The testhero wish now adds the creature to the action queue if they have a brain.
* [modding] There is now a method UpdateStatShifts() on the Armor part that can be used to resynchronize armor's effects on stats after any updates made while it is worn. CarryBonus on Armor also now updates the armor's wearer immediately upon being changed.
* [modding]�There is now a method UpdateStatShifts() on the Armor part that can be used to resynchronize armor's effects on stats after any updates made while it is worn. CarryBonus on Armor also now updates the armor's wearer immediately upon being changed.
=== 201.77/202.36 ===
=== 201.77/202.36 ===
Released March 19, 2021.
Released on March 19, 2021.
* Magazine-loaded heavy weapons can now be drum-loaded.
* Magazine-loaded heavy weapons can now be drum-loaded.
* Force fields, stasis fields, and normality fields can no longer be frozen.
* Force fields, stasis fields, and normality fields can no longer be frozen.
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* Fixed the coloration of the right angle brackets in the keybind indicators on the Manage Abilities screen.
* Fixed the coloration of the right angle brackets in the keybind indicators on the Manage Abilities screen.
* Fixed some cases where the hotkey for an interaction was highlighted on an insignificant word.
* Fixed some cases where the hotkey for an interaction was highlighted on an insignificant word.
* [debug] The "Show debug information on object and system internals" option now adds an action to the classic UI 'look' interface that displays the navigation weight of the square you're looking at.
* [debug]�The "Show debug information on object and system internals" option now adds an action to the classic UI 'look' interface that displays the navigation weight of the square you're looking at.
=== 201.74/202.33 ===
=== 201.74/202.33 ===
Released March 12, 2021.
Released on March 12, 2021.
* We changed how robots and mutations interact.
* We changed how robots and mutations interact.
* Robots now have modules rather than mutations.
** Robots now have modules rather than mutations.
* Robots no longer receive mutation points nor do they rapidly mutate.
** Robots no longer receive mutation points nor do they rapidly mutate.
* Robots can no longer buy mutations.
** Robots can no longer buy mutations.
* You can now mark items in your inventory as important.
* You can now mark items in your inventory as important.
* You no longer automatically butcher, harvest, or disassemble important items.
** You no longer automatically butcher, harvest, or disassemble important items.
* You're now asked for confirmation before manually butchering, harvesting, or disassembling important items.
** You're now asked for confirmation before manually butchering, harvesting, or disassembling important items.
* You're now asked for confirmation before applying important tonics.
** You're now asked for confirmation before applying important tonics.
* Important tonics and applicators now have a low priority for apply being their default interaction.
** Important tonics and applicators now have a low priority for apply being their default interaction.
* While cooking, the "Preserve your fresh foods" option ignores important items and "Preserve your exotic foods" asks for confirmation on important items.
** While cooking, the "Preserve your fresh foods" option ignores important items and "Preserve your exotic foods" asks for confirmation on important items.
* While trading, you're asked for confirmation when you select important items, and important items are ignored when you select all.
** While trading, you're asked for confirmation when you select important items, and important items are ignored when you select all.
* Quest items are important by default.
** Quest items are important by default.
* If you have Disassemble, you can now choose to treat a type of item as scrap. If you do, it'll be considered scrap for the purposes of autoget and autodisassemble.
* If you have Disassemble, you can now choose to treat a type of item as scrap. If you do, it'll be considered scrap for the purposes of autoget and autodisassemble.
* Disassembling items things now puts a message in the message log.
* Disassembling items things now puts a message in the message log.
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* Fixed a bug that made electrical arcs and some other visual effects sometimes display strange floating Unicode characters instead of the desired effect.
* Fixed a bug that made electrical arcs and some other visual effects sometimes display strange floating Unicode characters instead of the desired effect.
=== 201.73/202.32 ===
=== 201.73/202.32 ===
Released March 5, 2021.
Released on March 5, 2021.
* Tweaked the layout of the Tinkering screen.
* Tweaked the layout of the Tinkering screen.
* Improved the display of very large numbers of bits on the Tinkering screen.
* Improved the display of very large numbers of bits on the Tinkering screen.
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* Fixed a bug that caused some cherubim to appear as weird artifacts.
* Fixed a bug that caused some cherubim to appear as weird artifacts.
* Fixed a bug in missile weapons' PV values.
* Fixed a bug in missile weapons' PV values.
* Fixed a bug that caused mental mutations gained from cooking effects to not count toward [redacted].
* Fixed a bug that caused mental mutations gained from cooking effects to not count toward�[redacted].
* Fixed a bug that caused the overburdened status effect to occasionally fail to apply or be removed.
* Fixed a bug that caused the overburdened status effect to occasionally fail to apply or be removed.
* Fixed a bug that occasionally caused missile firing sounds and "Your shot goes wild!" messages to trigger even if the weapon was out of ammo.
* Fixed a bug that occasionally caused missile firing sounds and "Your shot goes wild!" messages to trigger even if the weapon was out of ammo.
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* Fixed a bug that made the performance characteristics of fork-horned helms fail to persist across save/load.
* Fixed a bug that made the performance characteristics of fork-horned helms fail to persist across save/load.
* Fixed a bug that prevented gelatinous frustrums from wandering while they have a creature engulfed.
* Fixed a bug that prevented gelatinous frustrums from wandering while they have a creature engulfed.
* [modding] Mods' Steam Workshop names no longer dictate their internal IDs and thus won't prevent approval if they contain invalid characters.
* [modding]�Mods' Steam Workshop names no longer dictate their internal IDs and thus won't prevent approval if they contain invalid characters.
* [modding] Genotypes now have an IsTrueKin flag, separate from IsMutant. GameObject.IsTrueKin() now looks for this flag being true on the creature's property-defined genotype, with creatures with no genotype presumed to not be true kin. GameObject.IsMutant() now looks for IsMutant being true on the creature's property-defined genotype, with creature with no genotype presumed to be mutants.
* [modding]�Genotypes now have an IsTrueKin flag, separate from IsMutant. GameObject.IsTrueKin() now looks for this flag being true on the creature's property-defined genotype, with creatures with no genotype presumed to not be true kin. GameObject.IsMutant() now looks for IsMutant being true on the creature's property-defined genotype, with creature with no genotype presumed to be mutants.
=== 201.71/202.30 ===
=== 201.71/202.30 ===
Released February 26, 2021.
Released on February 26, 2021.
* Renamed miasmatic ash to osseous ash.
* Renamed miasmatic ash to osseous ash.
* Added a new gas type: miasma.
* Added a new gas type: miasma.
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* Fixed a typo in the description of Psionic Migraines.
* Fixed a typo in the description of Psionic Migraines.
* Fixed some capitalization inconsistency with 'Sightless Way'.
* Fixed some capitalization inconsistency with 'Sightless Way'.
* [beta] Fixed a bug that caused Sheba Hagadias to always spawn as a breathbeard.
* [beta]�Fixed a bug that caused Sheba Hagadias to always spawn as a breathbeard.
=== 201.70/202.29 ===
=== 201.70/202.29 ===
Released February 19, 2021.
Released on February 19, 2021.
* Added all new tiles for melee weapons, over 50 in total.
* Added all new tiles for melee weapons, over 50 in total.
* Added basic mouse support to field placement for force wall, force projectors, and portable walls.
* Added basic mouse support to field placement for force wall, force projectors, and portable walls.
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* Fixed a bug that added extra caste descriptions to the ornately filigreed walls in the Tomb of the Eaters crypts.
* Fixed a bug that added extra caste descriptions to the ornately filigreed walls in the Tomb of the Eaters crypts.
* Fixed verb conjugation in the description of phylactery squire.
* Fixed verb conjugation in the description of phylactery squire.
* [debug] Added a new wish, "allskills", that gives you every skill.
* [debug]�Added a new wish, "allskills", that gives you every skill.
=== 201.69/202.28 ===
=== 201.69/202.28 ===
Released February 12, 2021.
Released on February 12, 2021.
* Gave agolflies wings.
* Gave agolflies wings.
* Euclid now wanders around Barathrum's study but no longer attacks the mushrooms there.
* Euclid now wanders around Barathrum's study but no longer attacks the mushrooms there.
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* The following actions now have energy costs and exit menu interfaces: eating, drinking, and opening & closing doors you aren't moving through.
* The following actions now have energy costs and exit menu interfaces: eating, drinking, and opening & closing doors you aren't moving through.
* We moved some Autoget options around.
* We moved some Autoget options around.
* Moved "Maximum auto-move squares/sec and auto-attack actions/sec" from Autoget to Automation.
** Moved "Maximum auto-move squares/sec and auto-attack actions/sec" from Autoget to Automation.
* Moved "Ignore enemies less than <difficulty>" from Autoget to Automation.
** Moved "Ignore enemies less than <difficulty>" from Autoget to Automation.
* Moved "Ignore enemies farther away than <tile number>" from Autoget to Automation.
** Moved "Ignore enemies farther away than <tile number>" from Autoget to Automation.
* Moved "Take corpses when using Tab to take all" from Autoget to User Interface.
** Moved "Take corpses when using Tab to take all" from Autoget to User Interface.
* Removed Q Girl's plastifer jerkin.
* Removed Q Girl's plastifer jerkin.
* Jump no longer snaps to your current target.
* Jump no longer snaps to your current target.
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* Fixed the tile color of zetachrome warhammer.
* Fixed the tile color of zetachrome warhammer.
* Fixed elastyne skin suit appearing in certain encounter tables twice.
* Fixed elastyne skin suit appearing in certain encounter tables twice.
* [modding] Several messages pertaining to curable fungal infections now emit & conjugate properly for NPCs.
* [modding]�Several messages pertaining to curable fungal infections now emit & conjugate properly for NPCs.
=== 201.68/202.27 ===
=== 201.68/202.27 ===
Released February 5, 2021.
Released on February 5, 2021.
* Cans of Spray-a-Brain and nano-neuro animators now let you animate more types of inanimate objects (anything with the animatable tag) instead of just walls, doors, and tables.
* Cans of Spray-a-Brain and nano-neuro animators now let you animate more types of inanimate objects (anything with the animatable tag) instead of just walls, doors, and tables.
* Added more variety to relic names.
* Added more variety to relic names.
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* Changed the name of exit teleporter to "stairwell teleporter".
* Changed the name of exit teleporter to "stairwell teleporter".
* Fixed some issues with The Earl of Omonporch quest.
* Fixed some issues with The Earl of Omonporch quest.
* The Council is no longer convened if you don't have the required reputation with four factions.
** The Council is no longer convened if you don't have the required reputation with four factions.
* The delegates that show up now better match the factions they're supposed to represent.
** The delegates that show up now better match the factions they're supposed to represent.
* Faction delegates now disperse once you complete the quest.
** Faction delegates now disperse once you complete the quest.
* The Spiked item mod can now be applied to gauntlets.
* The Spiked item mod can now be applied to gauntlets.
* The old item "spiked gauntlets" is now a pair of steel gauntlets with the Spiked mod added. Spiked gauntlets already generated in existing saved games are unaffected.
* The old item "spiked gauntlets" is now a pair of steel gauntlets with the Spiked mod added. Spiked gauntlets already generated in existing saved games are unaffected.
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* Autoact is now interrupted when an enemy initiates Syphon Vim on you on a visible or audible.
* Autoact is now interrupted when an enemy initiates Syphon Vim on you on a visible or audible.
* You can now cancel the life drain effect of Syphon Vim via the interaction menu on its target, including at a distance via look + interact.
* You can now cancel the life drain effect of Syphon Vim via the interaction menu on its target, including at a distance via look + interact.
* Dynamic quest items names no longer include qualifiers like [empty].
* Dynamic quest items names no longer include qualifiers like�[empty].
* Refined some of the edge case uses of domination.
* Refined some of the edge case uses of domination.
* Fixed a bug with biological clones inheriting their progenitor's cybernetic implants.
* Fixed a bug with biological clones inheriting their progenitor's cybernetic implants.
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* Fixed a typo in the error log.
* Fixed a typo in the error log.
=== 201.67/202.26 ===
=== 201.67/202.26 ===
Released January 29, 2021.
Released on January 29, 2021.
* Fear is now implemented as a status effect called Terrified. This means it now appears in creatures' descriptions, can be removed by phenomena that remove status effects, counts as a debuff for Shank's purposes, and interrupts Sunder Mind.
* Fear is now implemented as a status effect called Terrified. This means it now appears in creatures' descriptions, can be removed by phenomena that remove status effects, counts as a debuff for Shank's purposes, and interrupts Sunder Mind.
* The energy cost of a move action now uses the move speed you had at the start of the action. This fixes a bug where if you went prone while wading through water, enemies would get dozens of free attacks on you.
* The energy cost of a move action now uses the move speed you had at the start of the action. This fixes a bug where if you went prone while wading through water, enemies would get dozens of free attacks on you.
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* Fixed some grammar errors with relic boots.
* Fixed some grammar errors with relic boots.
=== 201.62/202.22 ===
=== 201.62/202.22 ===
Released January 22, 2021.
Released on January 22, 2021.
* Warden Ualraig no longer carries glowspheres.
* Warden Ualraig no longer carries glowspheres.
* Glowspheres are now more expensive.
* Glowspheres are now more expensive.
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* Fixed plurality issues in some dynamic quest text.
* Fixed plurality issues in some dynamic quest text.
* [Patreon] Fixed a bug in E-Ros's speech patterns.
* [Patreon] Fixed a bug in E-Ros's speech patterns.
=== 201.61 ===
=== 202.20 - 'beta' branch ===
Released January 15, 2021.
Released on January 15, 2021.
* Added ink, sap, and wax weeps.
* Added ink, sap, and wax weeps.
* Made ink a little more common across the world.
* Made ink a little more common across the world.
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* Made gaslight weapons light sources when powered.
* Made gaslight weapons light sources when powered.
* Names of legendary creatures you've slain now appear magenta in the chronology.
* Names of legendary creatures you've slain now appear magenta in the chronology.
* Added a description for the crackling effect.
* Changed Wilderness Lore: Salt Pans to Salt Dunes.
* Losing equipment to dismemberment no longer describes you as unequipping it.
* You can no longer spot notable objects while confused
* You can no longer spot notable objects while confused
* Lithofex's gaze ability is now correctly limited to line of sight
* Lithofex's gaze ability is now correctly limited to line of sight
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* Fixed a bug that caused flaming and freezing hands to sometimes have their modifier displayed twice.
* Fixed a bug that caused flaming and freezing hands to sometimes have their modifier displayed twice.
* Removed the unused acidHighTier cooking ingredient effect type.
* Removed the unused acidHighTier cooking ingredient effect type.
* Rephrased the description of Wings to make it clearer you get its speed boost only while traveling on the world map.
* Stray line breaks in the classic dialogue interface are now trimmed.
* Stray line breaks in the classic dialogue interface are now trimmed.
* Fixed a bug that made "Historic sites now reward a more appropriately tiered amount of cybernetic credits" from last week not work.
* Fixed a bug that made "Historic sites now reward a more appropriately tiered amount of cybernetic credits" from last week not work.
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* Fixed a bug causing quests to not properly give reputation awards after a save/load cycle
* Fixed a bug causing quests to not properly give reputation awards after a save/load cycle
* Fixed Lase passing through objects it failed to penetrate.
* Fixed Lase passing through objects it failed to penetrate.
* [modding] Fixed an exception in the 'makevillage' wish
* [modding]�Fixed an exception in the 'makevillage' wish
* 202.20 - 'beta' branch
* [modding] ConsoleChar underwent a large internal refactor to simplify its data structure and provide a more flexible framework for colors.
=== 201.60/202.19 ===
=== 201.60/202.19 ===
Released January 8, 2021.
Released on January 8, 2021.
* Creatures can now pathfind through force bubbles they are emitting.
* Creatures can now pathfind through force bubbles they are emitting.
* Creatures now care when you damage their force bubbles.
* Creatures now care when you damage their force bubbles.
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* The Mutating effect can now bestow multiple defects and properly mutates you after a save/load.
* The Mutating effect can now bestow multiple defects and properly mutates you after a save/load.
* Entourages of fort snapjaws are now excluded from dynamic encounters.
* Entourages of fort snapjaws are now excluded from dynamic encounters.
* Whipping up a meal in [redacted] now properly uses local ingredients.
* Whipping up a meal in�[redacted]�now properly uses local ingredients.
* Ovens no longer generate in liquid volumes.
* Ovens no longer generate in liquid volumes.
* Signs now appear on the alt overlay.
* Signs now appear on the alt overlay.
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* Fixed a bug that showed the player failure popups from NPCs' Syphon Vim usage.
* Fixed a bug that showed the player failure popups from NPCs' Syphon Vim usage.
* Fixed a bug that caused NPCs with Syphon Vim to lock up when they became hostile to non-creature targets.
* Fixed a bug that caused NPCs with Syphon Vim to lock up when they became hostile to non-creature targets.
* Fixed a bug that made ape pilgrims path to the Six Day Stilt instead of to [redacted].
* Fixed a bug that made ape pilgrims path to the Six Day Stilt instead of to�[redacted].
* Fixed the particle text color of dazed, stunned and bonded.
* Fixed the particle text color of dazed, stunned and bonded.
* Fixed a text color bug in Blood and Fear: On the Life Cycle of Lah.
* Fixed a text color bug in Blood and Fear: On the Life Cycle of Lah.
=== 201.59 ===
=== 202.18 - 'beta' branch ===
Released January 1, 2021.
Released on January 1, 2021.
* Added several new movement-related commands:
* Added several new movement-related commands:
* Move To Square (default mapping: ctrl-enter), which prompts you for a target square and attempts to pathfind to there.
** Move To Square (default mapping: ctrl-enter), which prompts you for a target square and attempts to pathfind to there.
* Move To Zone Edge (default mapping: shift-enter), which prompts you for a NSEW direction and attempts to pathfind to that edge of the screen, or as close to it as you can manage.
** Move To Zone Edge (default mapping: shift-enter), which prompts you for a NSEW direction and attempts to pathfind to that edge of the screen, or as close to it as you can manage.
* Force Attack Direction (default mapping: backslash), which prompts you for a direction and attacks in that direction.
** Force Attack Direction (default mapping: backslash), which prompts you for a direction and attacks in that direction.
* Force Attack Square (default mapping: shift-backslash), which prompts you for a target square adjacent to you and attacks there.
** Force Attack Square (default mapping: shift-backslash), which prompts you for a target square adjacent to you and attacks there.
* Creatures becoming dazed now appears in the message log and produces floating text.
* Creatures becoming dazed now appears in the message log and produces floating text.
* Creatures who are interested in occasionally going on shopping sprees at the Six Day Stilt no longer engage in this behavior when they have a party leader.
* Creatures who are interested in occasionally going on shopping sprees at the Six Day Stilt no longer engage in this behavior when they have a party leader.
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* Fixed color bleeds in cooking messages from congealed skulk, congealed love, and dried lah petals.
* Fixed color bleeds in cooking messages from congealed skulk, congealed love, and dried lah petals.
* Fixed a bug that made zero move speed exploits still possible when dominating sapient plants and fungi.
* Fixed a bug that made zero move speed exploits still possible when dominating sapient plants and fungi.
* [modding] Erroneous population tables should no longer prevent loading of tables from other mods.
* [modding]�Erroneous population tables should no longer prevent loading of tables from other mods.
* 202.18 - 'beta' branch
=== 202.16 ===
* The Wait N Turns dialog is now a number picker
Released on December 25, 2020.
* The default number of items to drop is now the size of the stack instead of 1
* Modern windows are now responsive to the player position in ASCII mode
* Added prerelease input manager keybindings for load game, save game and auto-attack-nearest
* Fixed an issue with liquid selection when modern ui elements were enabled
=== 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.
* 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.
* 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.
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* [modding] GetEnergyCostEvent now has its Type field set properly.
* [modding] GetEnergyCostEvent now has its Type field set properly.
* [modding] added support for 'populaton' zone tags in worlds.xml
* [modding] added support for 'populaton' zone tags in worlds.xml
* 202.16
=== 202.15 - 'beta' branch ===
* Fixed an issue with some dynamically typed NPCs appearing as generic "breathbeards"
Released on December 18, 2020.
* Fixed an issue with overal message log toggling via legacy keybinds
=== 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".
* 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.
* Vaporizing pools of water and acid now produce steam and acid gas, respectively, once more.
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* Fixed a bug causing chromelings affected by the chrome beacon to sometimes have two Overclocked effects active.
* 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.
* 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]�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]�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.
* [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.
* 202.15 - 'beta' branch
=== 202.14 - 'beta' branch ===
* Added prerelease keybind for toggling the message log visibility
Released on December 11, 2020.
* Fixed an issue causing the keybinding screen to be unescapeable if prerelase input was turned on but modern ui was disabled
* Fixed an issue causing a few non-alternate adventure keybinds to fire even when the alternate key was pressed
=== 201.56 ===
Released December 11, 2020.
* Turbows now allow Strength bonuses to apply to arrow penetration.
* 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.
* Autoexplore and autowalk now open doors as a separate action before moving into the doorway.
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* Fixed an exception when a creature was attempting to reload while wielding a geomagnetic disc.
* 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.
* 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]�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.
* [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.
* 202.14 - 'beta' branch
=== 202.13 ===
* Added a new number-picker popup that supports directional inputs
Released on December 4, 2020.
* Added prerelase input manager key bindings for journal screen management
=== 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.
* 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.
* Autoexplore now collects items from tables.
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* Fixed some grammar in the missing body parts description.
* Fixed some grammar in the missing body parts description.
* Fixed sparking baetyls repeating themselves.
* Fixed sparking baetyls repeating themselves.
* 202.13
* Added a visual indicator for the currently selected take-a-step direction when using prerelease input manager
* Added a text indicator for the currently selected ability (will be merged into the ability bar in the future)
* Added zoom in and zoom out bindngs to the prerelease input manager
* Cancel now properly exits the pick direction screen when prerelease input manager is enabled
=== 201.53/202.11 ===
=== 201.53/202.11 ===
Released November 27, 2020.
Released on November 27, 2020.
* Tonic injectors now have an interaction command available for applying them to others.
* 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.
* The fitted with filters mod now protects from critical failures on gas saves, the same as gas masks and vinewood sap masks.
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* Fixed "you are stopped by ..." message spam.
* Fixed "you are stopped by ..." message spam.
* Fixed some minor typos.
* Fixed some minor typos.
* [modding] The 'options' node name in options.xml is no longer case sensitive
* [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]�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.
* [modding]�New AddToPopulation function in PopulationManager to merge in new entries adjacent to a sibling.
=== 201.51 ===
=== 202.7 - 'beta' branch ===
Released November 20, 2020.
Released on November 20, 2020.
* Added tiles for arrows, lead slugs, shotgun shells, missiles, and Schrodinger pages.
* Added tiles for arrows, lead slugs, shotgun shells, missiles, and Schrodinger pages.
* Bats now have wings.
* Bats now have wings.
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* [modding] The QudHistoryFactory class is now public.
* [modding] The QudHistoryFactory class is now public.
* [modding] Improved the logging for invalid blueprints in map files and invalid terrains on the world map.
* [modding] Improved the logging for invalid blueprints in map files and invalid terrains on the world map.
* 202.7 - 'beta' branch
=== 202.6 - 'beta' branch ===
* Improved the modern UI tooltips
Released on November 13, 2020.
* Fixed a bug causing UI lockups with the modern UI enabled
* Fixed a bug causing excessive log spam
=== 201.50 ===
Released November 13, 2020.
* Segmented mirthworms, knollworms, plated knollworms, worms of the earth, and leeches now leave corpses more often.
* 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.
* Butchering knollworm corpses now produces knollworm skulls less often.
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* Fixed a bug causing relic chests to spawn on top of other furniture and statues.
* 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 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 some saves in�[redacted]�to fail to load
* Fixed a bug causing conservators to attack one another.
* Fixed a bug causing conservators to attack one another.
* Fixed a bug causing random cookbooks to be targets of Klanq's quest.
* 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 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 teleport vfx to play in non-active zones.
* 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 some saves in [redacted] to fail to load.
* Fixed a bug causing crashes in the Tomb of the Eaters.
* Fixed a bug causing crashes in the Tomb of the Eaters.
* Fixed a crash when using Stopsvalinn on your own cell.
* Fixed a bug causing pets to disappear when wishing "rebuild".
* Fixed a bug causing pets to disappear when wishing "rebuild".
* Fixed a bug with cloneling clone names.
* Fixed a bug with cloneling clone names.
* Fixed a bug causing an error when attacking creatures with brackets in their name.
* Fixed a bug causing an error when attacking creatures with brackets in their name.
* 202.6 - 'beta' branch
=== 202.5 - 'beta' branch ===
* Added the minimap to the modern ui
Released on November 7, 2020.
* Added the nearby items list to the modern ui
* Added tooltips to the modern ui
* Cooking with acid-based effects now grant the proper gas generation mutation.
=== 201.49 ===
Released November 7, 2020.
* New items: wristcomp, turbow, a variety of arrows.
* New items: wristcomp, turbow, a variety of arrows.
* New implant: palladium electrodeposits.
* New implant: palladium electrodeposits.
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* The Regeneration mutation can now regrow your tongue if you have drunk the Flaming Ick, but will not regenerate your tongue otherwise.
* 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.
* 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�[redacted]�no longer spawns in every map surrounding�[redacted].
* The lair of Oboroquru no longer has odd dot-like tiles under some terrain features.
* 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.
* Trying to trade items with a creature that has no inventory now gives a message rather than failing silently.
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* 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 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.
* Fixed an issue that made it possible to give energy weapon relics the Jacked mod by deploying turrets using them.
* 202.5 - 'beta' branch
=== 202.3 - 'beta' branch ===
* The modern message log window will now remember it's position and other settings
Released on October 30, 2020.
* The modern message log window will now be properly clamped to the screen area
* The modern message log window will now properly clear only the old messages when starting a new game with the message log hidden
* Collapsed categories in the inventory will now persist on save load & won't be forgotten when afflicted with confusion.
* [modding] On case-sensitive platforms, manifest.json is no longer required to be lower-case.
* [modding] Worlds.xml now supports self-closing tags.
=== 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 "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.
* The options for prerelease stage scale and overlay UI scale were merged.
* Extradimensional items are no longer excslusively unmoddable.
* Extradimensional items are no longer excslusively unmoddable.
* Sitting in chairs now respects phase and flight.
* Sitting in chairs now respects phase and flight.
* Item naming events are now more likely to appear in the [redacted] made about your [redacted].
* Item naming events are now more likely to appear in the�[redacted]�made about your�[redacted].
* NPCs no longer use quest item tonic injectors.
* NPCs no longer use quest item tonic injectors.
* Updated the love tonic success logic.
* Updated the love tonic success logic.
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* Fixed a misconfiguration that caused mashed lag and sun-dried banana to be treated as grammatically plural.
* 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.
* 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.
* [modding]�Fixed an exception in character creation when the player's body blueprint had the Genotype property set.
* 202.3 - 'beta' branch
=== 202.2 ===
* Collapsed categories in the inventory will now persist on save load & won't be forgotten when afflicted with confusion.
Released on October 16, 2020.
* [modding] On case-sensitive platforms, manifest.json is no longer required to be lower-case.
* [modding] Worlds.xml now supports self-closing tags.
=== 201.47 ===
Released October 16, 2020.
* Rejoinder is now toggleable.
* Rejoinder is now toggleable.
* Fixed some cases where stack counts could appear in item repair messages.
* Fixed some cases where stack counts could appear in item repair messages.
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* Teleportation and being moved by an external force no longer loosen your carapace.
* 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.
* 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
* 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.
* 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.
* Combat animations and floating text are now properly cancelled when you move to a different zone.
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* Fixed a bug that caused the first mouse input to be ignored on Linux.
* 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.
* Fixed a bug that caused a CPU core to run in an unbounded way when background music was disabled on Linux.
* 202.2
=== 202.1 - 'beta' branch ===
* Added a directional indicator for click-to-step direction in the bottom-left corner of the prerelease stage screen (used for controllers).
Released on October 9, 2020.
* We made some more enhancements to the prerelease input manager.
* Added a 'Highlight Important Objects' binding to the Adventure/AltAdventure categories that functions as the "Alt overlay". Defaults to left + right triggers.
* Added 'Take All' and 'Store Items' bindings to a new Container category. Defaults to right trigger and right shoulder, respectively.
* Added a 'Set Primary Limb' binding to the Character Sheet category. Defaults to right trigger.
=== 201.46 ===
Released October 9, 2020.
* Clonelings' cloning ability now respects phase and flight.
* Clonelings' cloning ability now respects phase and flight.
* Magnetized items are now disabled by EMP.
* Magnetized items are now disabled by EMP.
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* Fixed a bug with the prerelease input manager not accepting enter in text-entry fields.
* Fixed a bug with the prerelease input manager not accepting enter in text-entry fields.
* Made some memory use improvements in the renderer.
* Made some memory use improvements in the renderer.
* 202.1 - 'beta' branch
* We made some enhancements to the prerelease input manager and fixed some of its bugs.
* Actions that are performed when the 'Alternate' button is pressed are now bindable here: Options > Control Mapping > Categories > AltAdventure
* Fixed a bug that prevented the cancel button from being rebound.
=== 201.45 ===
=== 201.45 ===
Released October 2nd, 2020.
Released on 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.
* 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.
* Two-Headed no longer wakes you up from voluntary sleep.
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* 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.
* 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.
* 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 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.
** Clonelings can now clone you.
* If a cloneling is in your party, you can now direct them to clone creatures.
** If a cloneling is in your party, you can now direct them to clone creatures.
* Clonelings in your party no longer wander around randomly.
** 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.
** Clones created by clonelings are now worth half the base creature's XP rather than no XP.
* Clonelings now rarely cloning draught on death.
** Clonelings now rarely cloning draught on death.
* Freshly grown clones are now uninjured.
** Freshly grown clones are now uninjured.
* We added new support to the prerelease input manager and fixed some bugs.
* We added new support to the prerelease input manager and fixed some bugs.
* Added a wait command.
** Added a wait command.
* Accept now interacts with the selected object in the looker.
** Accept now interacts with the selected object in the looker.
* Fixed interact nearby not working.
** Fixed interact nearby not working.
* Vendor actions in trade now work properly.
** Vendor actions in trade now work properly.
* Accept now interacts with the selected object in the looker
** Accept now interacts with the selected object in the looker
* Added Take All and Store Items keybinds for containers
** Added Take All and Store Items keybinds for containers
* Armor AV/DV averaging across body parts now rounds down.
* Armor AV/DV averaging across body parts now rounds down.
* Leather bracers have been singularized into a 1 AV single-arm slot "leather bracer".
* Leather bracers have been singularized into a 1 AV single-arm slot "leather bracer".
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* Fixed some typos in Sleep Gas Generation and Spontaneous Combustion.
* Fixed some typos in Sleep Gas Generation and Spontaneous Combustion.
* Fixed a rare exception during world generation.
* Fixed a rare exception during world generation.
=== 200.97 ===
=== 201.30 - 'beta' branch ===
Released September 18, 2020.
Released on September 18, 2020.
* You can no longer be flying and wading at the same time.
* 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.
* Lasers are no longer considered heat/fire damage or resisted by heat resistance.
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* Fixed some color formatting in village quest giver referral messages.
* 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.
* 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.
* 201.30 - 'beta' branch
=== 201.25 - beta branch ===
* Reduced the offhand attack chance for horns from 25% to 20%.
Released on September 11, 2020.
* Reduced the value of the Carnivorous defect from 3 points to 2 points.
* The Hands equipment slot is now Worn on Hands.
* Phase is now a toggleable ability.
* Sunder Mind is now correctly reflected by mental mirror.
* Reduced the memory load for several types of zone generation.
* The augmentation-based coloring of mutation ranks on the character screen is now more accurate.
* Mutations now show more information about their rank calculation when you select them on the character screen.
* With Chimera, you're now a little less likely to grow body parts that have few or no equippable items.
* Trade prices are now somewhat affected by your reputation with the trader's primary faction.
* Removed Pack Rat and Unstable Germination from the game.
* Tapping the Mass Mind now refreshes your Light Manipulation charges.
* Added a toggle to the prerelease stage message log that prevents it from automatically switching sides.
* Above-ground structures in village are now properly lit by daylight.
* You no longer receive a popup about discovering your starting village.
* You no longer bypass the random mutation-buy choice from Irritable Genome when buying a mutation due to a rapid mutation prompt.
* Irritable Genome can no longer level mutations above a base rank of 10.
* Gas mutaitons now always pump gas immediately on activation.
* The Force Bubble mutation now displays as a toggle and can be disabled before the duration runs out.
* Sunder Mind's mental connection now only reveals vision at radius 0 instead of 1.
* You can now escape from the mutation variant selection menu without making a selection.
* Popups from zoomed-out views no longer cause the background to zoom in to gameplay level.
* While confused the overlay UI no longer shows item icons.
* Dazed is now properly displayed in effect lists.
* Important objects are no longer improperly cleared during zone generation. These include stairs, relic containers, quest objects, quest NPCs, and more.
* When a temporary boosts to your Quills rank expires, the extra quills you gained are now properly removed.
* The Horns mutation no longer says "You unequip the horns" when you advance its rank.
* Removed the "Land" abilities from Wings and made "Fly" a toggle.
* The intermediary brain brine status effect is now invisible.
* Empty alchemist tables now appear correctly as alchemist tables.
* Added recipe name entries for canned Have-It-All.
* Yes/No and Yes/No/Cancel dialogs now allow you to click on the [Yes] [No] options in console UI.
* Updated the horn type for fork-horned gnus, horned chameleon, Warden Ualraig and hindren.
* Made the description of certain "no effect" cooking effects clearer, such as when you cook with slime while already having Slime Glands.
* Fixed several issues in stat-boosting mutations where the boosts would be improperly applied.
* Fixed a bug that caused prerelease UI elements to improperly display on top of cybernetics terminal windows.
* Fixed new UI elements not displaying properly when the option to remove full-screen effects from the UI was enabled.
* Fixed a bug with tooltip looker locations when the option to remove full-screen effects from the UI was enabled.
* Fixed the mutation description for Chimera and Esper not appearing on the overlay character creation screens.
* Fixed a bug that caused Beak to alter stats incorrectly during character generation.
* Fixed a bug that caused the Sunder Mind effect to stick around after it was supposed to have expired.
* Fixed a bug that caused Stinger equipment to not grow back properly after regeneration.
* Fixed a bug that caused Carapace equipment to not grow back properly after regeneration.
* Fixed a bug that caused flickering using the Looker while the prerelease UI was enabled.
* [modding] Added [XRL.HasCallAfterGameLoaded] and [XRL.CallAfterGameLoaded] attributes for registering static methods to be called after game loads.
* Fixed Lunge, Charge and Sting not appropriately applying poison 100% of the time when stinger was set as your primary.
* Fixed several issues with the selection of mutation variants when you mutate after character creation.
* Fixed some bugs where mutation ranks would not fully update when you advanced character level.
* Fixed an issue that prevented some natural equipment from not working as your primary weapon when the body part it was equipped on was selected as your preferred default.
* Fixed a bug with Metamorphosis.
* Fixed an issue that caused Blinking Tic to trigger outside of combat.
* Fixed a bug that caused some wait commands to improprely remove wait-based effects, like tightened carapace.
* [debug] Rapid mutation popups no longer occur when popups are suppressed.
=== 200.95 ===
Released September 11, 2020.
* Spindle negotiation reward relics are no longer easily scummable with Precognition.
* Spindle negotiation reward relics are no longer easily scummable with Precognition.
* Millstones can now grind grave moss, compacted bone matter, and voider glands.
* Millstones can now grind grave moss, compacted bone matter, and voider glands.
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* Fixed some display issues in the water ritual dialog.
* 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 made it possible to be wading while flying.
* Fixed some issues with the names of lair zones (mostly repetitions of "surface").
* Fixed a bug that granted the Starry Demise achievement whenever the player exploded regardless of whether it was a neutron explosion.
* 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.
* 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]�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.
* [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.
* 201.25 - beta branch
=== 201.19 - beta branch ===
* We revamped Chimera.
Released on September 5th, 2020.
* Chimera still restricts the mutations you can acquire to physical only.
* Whenever you buy a new mutation or mutate with Unstable Genome, one of the mutation options (chosen randomly) indicates that you if you pick it, you'll also grow a new body part.
* The body part is chosen randomly from among all organic body parts.
* The body part grows out of one of your existing body parts, weighted toward your body but any non-abstract body part is possible.
* If you have Irritable Genome and Chimera, when you buy a mutation, there's a 1/3rd chance you'll grow the new body part. This is in place of the augmented selection, since you don't choose the mutation when buying one with Irritable Genome. You will get the augmented selections when Unstable Genome triggers, however.
* Icons for objects are now displayed in a bunch of different menus.
* Most natural equipment and mutation-based physical features now appear in a "Physical features" postfix at the end of a creature's description rather than in the "Equipped" postfix.
* Wings and Stingers are no longer mutually exclusive.
* Several issues with the return from [redacted] should now be fixed: saves not loading, unintended player clones, and action queue inconsistencies.
* The Love and Fear quest can now be completed.
* Alchemist tables no longer contain floating glowspheres.
* Due to scattering, creatures now only drop a fraction of their ammo when they die.
* The teleportation effect of eating a yondercane or voider gland is now imprecise, like the mutation.
* The "locked in psychic battle" status from Sunder Mind now properly ends once the battle is over.
* Carbide and fullerite hand bones now use the same tile for their fist objects as the implant objects.
* When choosing a mutation to rapidly advance, the base mutation ranks of your choices are now be displayed.
* Corrosive Gas Generation and Sleep Gas Generation now make you immune to acid gas and sleep gas, respectively. They do not make you immune to all forms of acid or involuntary sleep, however.
* Replaying your most recent character now recalls custom mutation variants.
* Quantum Jitters no longer trigger on the world map.
* Kills made via Sunder Mind head explosions and nose bleeds now award experience.
* Updated the default laptop keymappings with new binds for interact, auto-attack, and journal.
* Dystechnia and Quantum Jitters no longer share the same character build code.
* Fixed some bugs with the interactions between body-occupying mutations, rapid mutations, and the mutation level cap that occasionally caused those mutations to not refresh on time.
* Fixed a bug that caused your name to be displayed as the sunderer when you were targeted with Sunder Mind.
* Fixed Regeneration not applying its improved healing rate.
* Fixed a bug that caused the charging visual effect to display your non-disguised tile while you were disguised.
* Fixed deprecated commands sticking around when a default keymap was loaded.
* Fixed cookbooks showing the new recipe popup twice.
* Fixed a bug where some defects would display a rank.
* [modding] The Armor part now supports modifying MA via the MA field.
* [modding] Members on the WorldBuilder class are now public.
* [modding] The cell Inherits property in Worlds.xml now functions properly when merging into existing worlds.
=== 200.91 ===
Released September 5th, 2020.
* Dying from a lithofex gaze now gives a better death message than "You die! (good job)".
* Dying from a lithofex gaze now gives a better death message than "You die! (good job)".
* Phasing in now triggers any appropriate gravitational effects.
* Phasing in now triggers any appropriate gravitational effects.
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* Fixed a typo in the message when trying to automove through a hostile creature.
* 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.
* Fixed a bug that made Nocturnal Apex often usable during the day.
* 201.19 - beta branch
=== 201.18 - 'beta' branch ===
* We revamped more mutations.
Released on August 28, 2020.
* Electrical Generation
* We revamped Electrical Generation.
* EG now uses the same electrical charge units as energy cells and power systems.
* Maximum charge is 2000+mutationLevel*2000.
* Charge accrual rate is mutationLevel*100 per round, modulated by Willpower via a similar formula as cooldown modulation.
* You can discharge at a minimum of 1000 charge. Deals 1d4 damage per 1000 charge, with the possibility of arcing to adjacent targets at reduced damage (maximum 1 target per 1000 charge).
* Exposure to electromagnetic pulses always caused involuntary discharge; this is now documented and is now subject to a difficulty 18 Willpower save.
* Energy cells and capacitors now have a "drink charge" option that lets you drain their charge.
* You recharge 100 charge for each point of electrical damage taken.
* You can provide charge to equipped devices that have integrated power systems, such as Jacked equipment.
* Stinger
* Reduced Confusing Stinger cost from 4 to 3.
* We revamped the three Stinger mutations.
* You now get a tail with the stinger attached.
* Stinger penetration progression:
* Level 1: 3
* Level 2+: (mutationLevel-2)/3 + 4 (max 9)
* Stinger damage progression:
* Level 1: 1d6
* Level 4: 1d8
* Level 7: 1d10
* Level 10: 1d12
* Level 13: 2d6
* Level 16: 2d6+1
* Level 19+: 2d8
* You always sting when you charge or lunge.
* You can use the Sting activated ability (cooldown 25) to sting with autohit and autopen.
* Venom save: 14 + mutationLevel*2
* Paralyzation duration:
* Level 1-2: 2-4 rounds
* Level 3+: 1d3 + (mutationLevel)/3 + 1 rounds (max 1d3 + 7)
* Confusion duration:
* Level 1-2: 2d3 + 2 rounds
* Level 3+: 2d3 + (mutationLevel*2)/3 + 2 rounds (max 2d3 + 14)
* Poison duration: 8-12 rounds
* Poison increment: (mutationLevel)d2, stackable
* Sunder Mind
* We revamped Sunder Mind.
* For up to 10 rounds, you engage in psychic combat with an opponent, dealing damage each round.
* Taking any action other than passing the turn will break the connection.
* Each round, mental attack vs. MA. Damage increment:
* odd levels: 1d3+(mutationLevel/2)
* even levels: 1d4+(mutationLevel-1/2)
* On the tenth round, you deal damage equal to the total amount of damage you've done so far.
* Range: sight
* Cooldown: 80 rounds
* We revamped several defects.
* Removed Brittle Bones and Hemophilia.
* Amnesia
* Revamped. It now gives 2 points.
* Whenever you learn a new secret, there's a small chance you forget one.
* Whenever you return to a map you previously visited, there's a small chance you forget the layout.
* Analgesia
* Renamed Numb.
* Blinking Tic
* Tweaked occurrence chance.
* Changed so it only triggers during combat.
* Dystechnia (new)
* 2 points.
* You're much worse at examining artifacts.
* You can't have artifacts identified for you because you don't understand their explanations.
* When you break an artifact during examination failure, it explodes.
* Electromagnetic Impulse
* Tweaked occurrence chance.
* Changed so it only triggers during combat.
* Hooks for Feet
* Removed the -10 move speed penalty.
* Irritable Genome (new)
* 4 points.
* Whenever you spend a mutation point, the next mutation point you gain will be spent randomly.
* Whenever you buy a new mutation, you get a random one instead of a choice of three.
* Myopia
* Increased point value from 2 to 3.
* Made radius 10.
* Renamed Myopic.
* Narcolepsy
* Reduced point value from 4 to 3.
* Tweaked occurrence chance.
* Changed so it only triggers during combat.
* Psionic Migraines (new)
* 4 points.
* You cannot wear hats or helmets.
* Quantum Jitters (new)
* 3 points.
* Whenever you use an activated ability, there's a small chance your focus slips and you dent spacetime in the local region, causing 1-2 spacetime vortices to appear. This chance increases the longer you go without using an activated ability.
* Socially Repugnant
* Revamped. It now gives -50 reputation with every faction.
* Spontaneous Combustion
* Tweaked occurrence chance.
* Changed so it only triggers during combat.
* Tonic Allergy (new)
* 4 points.
* The chance your mutant physiology reacts adversely to a tonic is increased to 33%.
* If you react adversely this way to a salve or ubernostrum tonic, the adverse reaction effect is chosen randomly from among other tonic effects. You will still heal.
* We fixed some issues with mutation changes from last week.
* Teleportation - we kept the uncertainty radius but changed the target back from line of sight to any explored location (this was always the intention).
* Adrenal control no longer increases its own rank.
* Adrenal control no longer increases the ranks of mental mutations.
* Attributes gained via adrenal control no longer count toward skill prerequisites.
* Removed the Stinger / Wings exclusions.
* Fixed a bug that prevented Slime Glands from letting you walk over slime.
* You can now select a limb in the equipment menu to make it your primary limb. If you do so, your Right Hand (old primary) inherits the offhand attack percentage that the new primary limb had.
* Disguising items no longer change your tile when equipped in the thrown weapon slot.
* Rifling through trash with Scavenging and Trash Divining is now toggleable.
* There is now a classic UI option to indent body parts on the equipment screen, making their hierarchy more visible.
* Sleep Gas Generation and sleep gas breathing no longer prevent you from voluntarily going to sleep.
* NPCs immune to sleep gas no longer avoid it while pathfinding.
=== 200.90 ===
Released August 28, 2020.
* Fixed a bug that caused certain worldmap graphics to be improperly hidden.
* 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]�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.
* [modding]�Beak and Carnivorous are now public.
*
=== 201.15 - beta
* 201.18 - 'beta' branch
 
* [modding] Several new attributes have been added to Bodies.xml elements. bodyparttype and bodyparttypevariant now have:
This patch includes the first batch of changes for a wide-scale mutation balance. More to come! ===
* Appendage, a boolean flag for whether the body part type is an actual appendage (in addition to all previously existing requirements, this flag must be true for a body part to be dismemberable)
Released on August 21, 2020.
* UsuallyOn, which is used with appendages to designate the typical parent body part of this body part (for example, the UsuallyOn value for Face is Head, the UsuallyOn value for Hand is Arm)
* UsuallyOnVariant, which is used for body part type variants to designate a specific variant they're typically attached to (for example, the UsuallyOnVariant value for Sensor Array is Control Unit)
* ImpliedBy, which is used by body parts like Hands to designate that some number of another body part (in this case, Hand) implies their existence
* ImpliedPer, which works with ImpliedBy to specify how many of the implying parts are "satisfied" by the existence of this part
* Catching fire now interrupts autoact, as does a visible or audible companion catching fire.
* We revamped several more mutations.
* Adrenal Control
* We revamped it, again.
* Increased cost from 3 to 4.
* Reduced Quickness bonus from 38+(mutationLevel * 2) to 9+mutationLevel.
* Increased cooldown to 200.
* Made duration a flat 20.
* While active, other physical mutations get +(mutationLevel/3)+1 rank.
* Beak
* Beak is now a 1-point mutation instead of a defect.
* No longer occupies face slot.
* Added a +1 Ego bonus. (sightly beak)
* Updated description to reflect the correct amount of bonus bird reputation (+200).
* Beguiling
* Increased cost from 3 to 5.
* Simplified success roll to 1d8 + characterLevel + mutation Level (or Ego mod, whichever is higher) VS target's characterLevel + MA.
* Burgeoning
* Tumbling pods spawned by burgeoned feral lah no longer (dangerously) follow you around.
* Clairvoyance
* Increased the cooldown from 75 to 100.
* Reduced the visibility duration from 16 + mutationLevel * 2 to 19+mutationLevel.
* Upped the level at which the whole map is revealed to 15.
* Confusion
* Increased cost from 3 to 4.
* Confusion AOE is now a cone originating from the caster.
* Cone angle: 29+mutationLevel
* Cone length: 4+mutationLevel/3
* Increased cooldown from 40 to 75.
* Changed duration to 0.8*((mutationLevel/2)+10) to 1.2*((mutationLevel/2)+10).
* Fixed a bug that prevented Confusion's penalty to mental stats form being applied.
* Domination
* Increased cost from 4 to 5.
* Ego Projection
* Increased cost from 2 to 4.
* If this ability comes off cooldown before the duration has expired, you can no longer boost the same stat multiple times.
* Changed duration (which was broken) to: 16+(mutationLevel * 2) to 20+(mutationLevel * 2).
* Boosting a stat now has an action cost.
* Force Bubble
* Reduced cost from 5 to 4.
* Force Wall
* Changed cool from 108-(mutationLevel * 8) to a flat 100.
* Changed duration from 25 to 14+(mutationLevel * 2).
* Mass Mind
* Changed cooldown to 550-(mutationLevel * 50), minimum 100.
* Willpower no longer affects Mass Mind's cooldown.
* Each use attracts slightly more attention from psychic interlopers.
* Mental Mirror
* We revamped this mutation.
* We did away with the charges.
* If this mutation is off cooldown when you suffer a mental attack, you gain +3+mutationLevel MA against that attack (and the mirror goes on cooldown). If the attack then fails to penetrate your mental armor, it's reflected back at your attacker.
* Cooldown: 50.
* Regeneration
* Reduced cost from 5 to 4.
* We revamped this mutation.
* You regenerate hitpoints at your full rate in combat. (This was true previously but wasn't documented.)
* Regeneration bonus is now a percentage instead of a flat bonus: +10% + (mutationLevel*10)
* mutationLevel*10% chance per round to regrow a missing limb. If this chance exceeds 100%, you cannot be decapitated.
* 1% + mutationLevel/3 chance per round to remove a minor physical debuff at random. At mutationLevel = 5, this becomes any physical debuff (including glotrot, ironshank, sore thorat, and monochrome).
* Quills
* Changed AV progression.
* Level 1-2: 2
* Level 3+: mutationLevel/3 + 2
* Quill penetration now caps at 6.
* Changed the damage reflection for unarmed attacks.
* Now, when a creature uses an unarmed attack against you, roughly 1% of your quills break and you reflect 3% * numQuills damage back at your attacker.
* Quill regeneration is now affected by Willpower.
* Stingers (partial implementation)
* Stingers now give you a tail and are equipped on the tail instead of your back.
* More changes to come.
* Stunning Force
* Normalized damage increment to 1d3 + (mutationLevel-1) / 2.
* Teleportation
* We revamped this mutation.
* Teleportation is now imprecise. You teleport to a random square in the picker's area of effect (radius = 13-mutationLevel, minimum 2).
* If an occupied square is chosen, you're shunted to another, unoccupied square (th new square can be outside the AoE).
* Changed cooldown to 103-(3 * mutationLevel).
* Two-hearted
* Reduced cost from 4 to 3.
* Removed Quickness penalty.
* Removed synchronized heartbeat effect.
* Added a % bonus to sprint duration: 10% + 20*mutationLevel.
* We updated some of our revamps from last week.
* Increased Wings cost from 3 to 4.
* Reduced Sleep Gas Generation cost from 4 to 3.
* Changed Carnivorous cost from -1 to -3.
* Reduced Triple-jointed cost to 3 as stated.
* Actually implemented Photosynthetic Skin's changes.
* Fixed Horns bleed damage.
* Passing the turn while burning with a tightened carapace prefers to remain tightened now rather than beat out the flames.
* The resolution to Kith and Kin has been repaired and revamped.
* Added a new quest: Love and Fear.
* Fixed a bug that reverted the carbine/sparbine nerfs.
* Reduced the potency of Psychometry granted by bananas to +1-2 if you don't already have the mutation.
* Confused creatures now have some variety in their actions.
* Made seedsprout worm corpse drop at 100%.
* Changed clump of bone meal to just bone meal.
* The prerelease stage screen message log now has a background transparency toggle.
* Added new overlay/prelease conversation dialog boxes.
* Fungal infections now appear in their own, prioritized category when using the spray bottle.
* More prerelease stage popup can now be dismissed with Esc.
* Sheba's Give Book option now remembers where you were in the list when it re-opens.
* [modding] Added a new test Debug option, "Show Error Popup", that should be useful for modders.
=== 200.89 ===
Released August 21, 2020.
* It's now possible to use a shield unskilled at a 25% block chance.
* 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.
* The section in the manual on the combat sequence now includes a description of shield blocking.
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* Proselytes and rebuked robots can now be dismissed from your service as an interaction command.
* 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.
* Party members now more consistently behave in a fashion consistent with their leader's attitudes.
* 201.15 - beta
*
* This patch includes the first batch of changes for a wide-scale mutation balance. More to come!
* When you level up to level 5, and every 10 levels afterward, your genome enters an excited state and you can rapidly advance one of your physical mutations.
* Rapid advancement increases the mutation's rank by 3.
* These three ranks don't count toward the rank 10 limit.
* Rapidly advanced mutations are still subject to the mutation rank cap that's based on character level.
* If you have 4 mutation points after gaining a level, you'll have a chance to buy a new mutation before you choose a mutation to rapidly advance.
* If you have no physical mutations at this point, nothing happens.
* We revamped several physical mutations.
* Adrenal Control.
* Reduced cost from 4 MP to 3.
* We revamped this mutation.
* You now gain an activated ability, Release Adrenaline, that increases your quickness by mutationLevel*2+38 for mutationLevel+19 rounds.
* Cooldown: 100.
* Burrowing Claws
* Increased cost from 2 MP to 3.
* Claws no longer occupy hand slot.
* Your base fists are now replaced with claws that function as short blades and deal increased damage with mutation level.
* levels 1-3: 1d2
* levels 4-6: 1d3
* levels 7-9: 1d4
* levels 10-12: 1d6
* levels 13-15: 1d8
* levels 16-18: 1d10
* levels 19+: 1d12
* Carapace
* Reduced cost from 4 MP to 3.
* DV penalty is now a flat -2 across all mutation levels.
* You no longer have trouble getting up when knocked prone.
* Reduced the DV penalty for tightening your carapace from -10 to -2.
* Carnivorous
* Changed this into a defect that gives 1 MP.
* Removed the tasty bonuses from eating meat.
* Corrosive Gas Generation
* Removed mutual exclusion with Sleep Gas Generation.
* Increased the number of rounds you release gas for from mutationLevel/2 + 1 to mutationLevel+2.
* Increased the cooldown from 35 to 40.
* Corrosive gas no longer deals damage to items.
* (cosmetic) Renamed the activated ability name to "Release Corrosive Gas".
* Double-muscled
* Reduced cost from 4 MP to 3.
* Removed the movespeed penalty.
* Changed the chance to daze on a successful melee attack to 13% + mutationLevel*2 for 2-3 rounds.
* Electromagnetic Pulse
* (cosmetic) Renamed the activated ability to "Emit Pulse".
* Flaming Hands and Freezing Hands
* Renamed to Flaming Ray and Freezing Ray. You now have the option to customize these mutations and choose a limb for the ghostly flames/icy vapor to appear on (Hands, Feet, or Face).
* Now neither mutation occupies the Hands or any other body slot.
* If you get the limb you chose severed, you lose access to the mutation's powers.
* The temperature increase/decrease on melee attacks now applies to attacks made with any limb. We also added this behavior to the mutation description (it was previously undocumented).
* Added a temporary exclusion with Beak.
* Flaming Ray
* Reduced cost from 5 MP to 4.
* Freezing Ray
* Increased cooldown from 10 to 20.
* Heightened Quickness
* Reduced cost from 4 MP to 3.
* Removed the toughness penalty.
* Increased quickness buff to mutationLevel*2 + 13.
* Horns
* You can now choose a cosmetic option for horns (horns, horn, antlers, casque).
* Increased the chance for a horns attack from 20% to 25%.
* Increased AV progression to (mutationLevel-1)/3 + 1.
* Generalized damage to 2d[(mutationLevel/2)+3].
* Improved bleeding damage to the following.
* levels 1-3: 1
* level 4+: 1d2 + (mutationLevel-4)/3
* If you aren't wielding anything in your primary hand, you now attack with your horns as if they were your primary attack.
* Multiple Arms
* Increased the chance for extra attacks from 6% + mutationLevel * 2 to 7% + mutationLevel * 3.
* Multiple Legs
* Increased cost from 4 MP to 5.
* Changed move speed bonus from mutationLevel * 5 + 3 to mutationLevel * 20.
* Night Vision
* You can now see [redacted].
* Phasing
* You can now phase back in on demand.
* Photosynthetic Skin
* Increased the bonus regeneration rate from Basking or cooking with lignin from 20% + mutationLevel * 4 to 20% + mutationLevel * 10.
* Increased the bonus quickness from Basking or cooking with starch from 1 + Ceiling(mutationLevel/2) to 13 + mutationLevel*2.
* Generalized the servings of starch and lignen you can store to [(mutationLevel-1) * 4] + 1.
* Generalized the bonus duration of Basking's effect to [(mutationLevel-1) * 4] + 1.
* Sleep Gas Generation
* Increased cost from 3 MP to 4.
* Removed mutual exclusion with Corrosive Gas Generation.
* Increased the number of rounds you release gas for from mutationLevel/2 + 1 to mutationLevel+2.
* Increased the cooldown from 35 to 40.
* (cosmetic) Renamed the activated ability name to "Release Sleep Gas".
* Slime Glands
* You can walk now over slime without slipping.
* Spinnerets
* Activating Spin Webs no longer takes an action.
* Made web save difficulty scale at 2X mutation level instead of 1X.
* Increased arachnid reputation bonus from +200 to +300.
* Thick Fur
* Increased heat and cold resist bonus to +5
* +100 reputation with all of the following: apes, baboons, bears, and grazing hedonists
* Triple-jointed
* Reduced cost from 4 MP to 3.
* Removed the strength penalty.
* Removed the bonus chance to dodge.
* Added a 7% + mutationLevel * 3 chance that Agility-based skill powers don't go on cooldown after use
* Two-headed
* Increased cost from 2 MP to 3.
* Improved mental action cost reduction from 16% + mutationLevel * 4 to 15% + mutationLevel * 5.
* Improved chance to shake off a mental debuff from 5% + mutationLevel to 5% + mutationLevel * 2
* Wings
* Wings no longer take up the Worn on Back slot.
* (cosmetic) Your Worn on Back slot is renamed to Worn around Wings.
* +10% + (mutationLevel*10) move speed while sprinting.
* Jump range is increased by (mutationLevel/3) + 1.
* Charge range is increased by (mutationLevel/3) + 2.
* We nerfed the carbine and the sparbine.
* Reduced carbine's accuracy.
* The masterwork carbine quest reward now uses the same ammo as the standard carbine (lower damage).
* We made burning damage scale with temperature.
* 1-100 above flame point: 1 damage per round
* 101 - 300 above flame point: 1-2 damage per round
* 301 - 500 above flame point: 2-3 damage per round
* 501 - 700 above flame point: 3-4 damage per round
* 701 - 900 above flame point: 4-5 damage per round
* 901+ above flame point: 5-6 per turn
* Added a new clock to the main screen in the overlay UI.
* Added a new item: wrist fan.
* Added a new item mod: disguise.
* Dynamic villages can now generate with resident apothecaries.
* Elder Irudad now has some apothecary wares.
* Added a nice new overlay UI element for popup messages.
* The overlay UI now displays your drams of freshwater next to your weight.
* You can now access the mod manager from the main menu in the classic UI.
* You can now use Page Up, Page Down, +, and - to navigate the classic options & key mapping menus.
* You can now use Page Up and Page Down to navigate the tinker menu.
* The trade UI "don't have enough water containers" message no longer resets the trade window.
* Sprint now has a single active ability, "Sprint", which can be toggled.
* Stopsvalinn now has a better chance of spawning with a high-end energy cell, when it spawns with an energy cell.
* Spiral borers are now able to dig in reloaded zones.
* The Astral monster mutation can no longer be leveled
* Nonexistent journal entries can no longer be deleted.
* Fixed the switched cooking effect behavior on starch and lignin.
* Fixed a bug that caused the wrong XP value to be displayed in the Sheba Hagadias book turn-in dialog for stacks of books.
* [debug] The clearstatshifts wish no longer returns spent mutation, skill and attribute points.
* [modding] Most internal classes are now public.
* [modding] Colors, anatomies, options, conversations, and pronouns now reload properly when mod configuration changes.
* [modding] Fixed a bug that caused the detail color of subtypes to be merged onto the tile.
=== 200.86 ===
=== 200.86 ===
Released August 14, 2020.
Released on August 14, 2020.
* You can once again acquire fungal infections.
* 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.
* 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.
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* Fixed a bug that caused some liquid coverings, particularly acid-based ones, to not generate a clean action.
* 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.
* Fixed a bug that sometimes caused fire-based abilities to end early when they encountered mixed liquids.
=== 200.82 ===
=== 201.8 - beta ===
Released August 7th, 2020.
Released on August 7th, 2020.
* Examining artifacts now requires being able to move your extremities.
* Examining artifacts now requires being able to move your extremities.
* Eating snacks 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%.
* 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: https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues.
* 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.
* 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.
* Creatures are more willing to enter gas clouds, especially if they are immune to the gas.
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* Fixed a stray color markup tag in save modifier rules text.
* Fixed a stray color markup tag in save modifier rules text.
* Fixed some grammar bugs in the descriptions of hostile clones.
* 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]�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.
* [modding]�Fixed a bug that made less information available in some movement-related events than should have been.
* 201.8 - beta
=== 201.6 - beta ===
* Mechanical cherubim are now classified as robots.
Released on July 31, 2020.
* Villages and chef ovens should no longer let you cook game-breaking meals.
* The schematics choices for acquiring Tinker I, Tinker II, and Tinker III are now of the appropriate complexity for that tinker tier.
* Village immigrants' pronouns are now more consistent.
* Added a new option, "Prerelease Stage Scale", in the Overlay UI section.
* Fixed a typo in waveform worm's description.
* Fixed a bug with villager dialog color.
* [modding] We added a new in-progress overlay UI for the Mod Manager.
* [modding] Added a new "manifest.json" file to populate the extra fields shown in the Mod Manager. This file now subsumes config.json (you should convert any config.json files into manifest.json files). See https://cavesofqud.gamepedia.com/Modding:Manifest.json.
=== 200.81 ===
Released July 31, 2020.
* Trolls now know how to swim.
* Trolls now know how to swim.
* Clicking a tile with a hostile creature now attacks the creature instead of attempting to speak with it.
* Clicking a tile with a hostile creature now attacks the creature instead of attempting to speak with it.
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* Fixed a typo in sultan history.
* Fixed a typo in sultan history.
* Fixed a bug that made Saad Amus very lazy.
* 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]�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.
* [modding]�WishCommands should now properly be loaded/unloaded with mod changes.
* 201.6 - beta
* Creatures that try to keep their distance from you now may now decide to take other actions, such as defend themselves directly, when they fall below 50% HP.
* Evil twins now reconsider their equipped items when they spawn.
* Stage layouts wider than 1080p now letterbox correctly.
* The look dialog is now only dismissble via Space or Esc.
* Mouse movement now paths through non-hostiles if necessary to reach your destination.
* Rhinox charge now respects phase and flight.
* Fixed a bug that caused books to be unreadable from the prerelease equipment screen.
* Fixed a bug that caused books to continue to render in the background even after you exited out of the read book screen.
* Fixed a bug where hitting Esc from the Save Build prompt would save the build with no name rather than backing out of the menu.
* Fixed the "restore defaults" button on the prerelease control mapping screen improperly clearing all keybinds.
* [modding] Added native support for Harmony 2.0.2 patches in mods (https://github.com/pardeike/Harmony). harmony.PatchAll() is called after mod assembly compilation, applying all mod-defined harmony patches.
* [modding] Upgraded the C# compiler to Roslyn.
* [modding] Errors and warnings generated by the mod compiler now include the associated filename and line number.
* [modding] The "playerwho" wish now properly allows turns to tick.
=== 200.80 ===
=== 200.80 ===
Released July 25, 2020.
Released on July 25, 2020.
*
* Swarmers now only contribute their swarmer bonus if they are hostile to the target.
* Swarmers now only contribute their swarmer bonus if they are hostile to the target.
* The swarmer bonuses of swarmers in the same tile no longer stack.
* The swarmer bonuses of swarmers in the same tile no longer stack.
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* Fixed a bug that broke becoming unlost by returning to a familiar area.
* Fixed a bug that broke becoming unlost by returning to a familiar area.
* Fixed several issues with input in the overlay UI
* Fixed several issues with input in the overlay UI
*
* 201.2 - beta branch
* Conveyor belts are now immune to heat and acid.
* Conveyor belts are now immune to heat and acid.
* Added some utility buttons to the upper-right corner of the prerelease UI.
* Added some utility buttons to the upper-right corner of the prerelease UI.
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* Fixed a typo with the Flaming Hands mutation when it was gained through a cooking effect.
* Fixed a typo with the Flaming Hands mutation when it was gained through a cooking effect.
* Fixed a typo in the Kyakukya recoiler.
* Fixed a typo in the Kyakukya recoiler.
* [modding] Extended the Genotypes.xml IsMutant attribute to more contexts where the mutant / true kin distinction is relevant.
* [modding]�Extended the Genotypes.xml IsMutant attribute to more contexts where the mutant / true kin distinction is relevant.
* [debug] Added a new wish to remove a mutation: "mutationbgone:mutationid". Thank you to discord mod helado for the contribution!
* [debug]�Added a new wish to remove a mutation: "mutationbgone:mutationid". Thank you to discord mod helado for the contribution!
* [*][debug] Added new wish to view data disks: "datadisk" (with a menu of all possible data disks) or "datadisk:Blueprint" or "datadiskModName".
=== 200.66 ===
=== 200.66 ('beta' branch) ===
Released on July 10, 2020 ('beta' branch).
Released July 10, 2020
* Tomb-related notes:
* Added two new cooking ingredients: crushed grave moss and compacted bone meal.
* Added two new cooking ingredients: crushed grave moss and compacted bone meal.
* The mopango now have a signature dish.
* The mopango now have a signature dish.
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* Altered the behavior on the following item mods: colossal and padded.
* Altered the behavior on the following item mods: colossal and padded.
* Changed the names of the following item mods:
* Changed the names of the following item mods:
* 'colossal' to 'gigantic'
** 'colossal' to 'gigantic'
* 'hardened' to 'with electromagnetic shielding'
** 'hardened' to 'with electromagnetic shielding'
* 'co-processor' to 'with co-processor'
** 'co-processor' to 'with co-processor'
* 'normalizing' to 'nulling'
** 'normalizing' to 'nulling'
* Changed the ANSI coloring and descriptions for several mods.
* Changed the ANSI coloring and descriptions for several mods.
* Added a distinctive tile to squares that are safe from the Bell of Rest.
* Added a distinctive tile to squares that are safe from the Bell of Rest.
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* Fixed a hagiographic typo.
* Fixed a hagiographic typo.
* Fixed several bugs around the [redacted] from [redacted].
* Fixed several bugs around the [redacted] from [redacted].
* General notes:
* Added a new interaction menu command for companions, direct ability use, that allows you to forbid or permit your companions' use of their individual activated abilities.
* Made high tier item mods more likely to appear on lower tier items.
* Automove now ignores the hostility of dreadroots, young ivory, and lurking beth.
* Overdosing on a blaze tonic no longer cools you down, and overdosing on hoarshrooms no longer warms you up.
* Companions now heal while moving on the worldmap.
* Chainguns are now heavy weapons.
* Relics now have extra hit points.
* The Barathrumites are now more forgiving of friendly fire during A Call to Arms.
* Item-collecting arconauts and graverobbers no longer collect items when player-led or dominated.
* The movement penalty from equipping heavy weapons now visibly alters your move speed and the weapon's description, rather than being an invisible modifier to action costs.
* Pathfinding is now more willing to cross harmless liquids of wading depth (specifically, it'll try to go only one square out of its way to avoid them).
* Some liquids pools now require you to confirm movement into them.
* Some liquids now require you to confirm that you wish to drink them.
* There is now an option that lets you turn off confirmation for both moving into and drinking dangerous liquids.
* Cultist without bodies are less likely to become cult leaders.
* Your turrets now allow you to deactivate and reactivate them regardless of your security clearance.
* Hitting or firing at something with your missile weapon no longer makes it your target if it isn't hostile to you or if you already have a target.
* Fix-It spray foam can now be applied to nearby objects.
* Fix-It spray form now restores hit points to inanimate and inorganic objects.
* Charging Strike now adds 1 to the maximum AV penalty that can be inflicted by Cleave.
* Campfires, corpses, boulders, and furniture now block doors from closing.
* Activation and deactivation messages now mention if an item in your possession is what's giving you clearance to perform that action.
* Lase now gives a failure message when you try to use it and it's exhausted.
* The priority of the Read action on books now depends on whether you have already read them
* Conveyor belts can no longer move force fields.
* Status summary displays appended to the rules text of some items now appear in more places, too. Examples include "EMP", "unpowered", and "warming up".
* Inventory actions are now (mostly) consistently alphabetized.
* Displacer bracelets now only produce visual effects on visible creatures.
* Equipment that uses multiple slots now prefers to use slots that are near each other.
* Fixed a bug that made hoarshrooms fail to provide cold resistance.
* Fixed a bug that broke a mechanism for inventory action hotkey resolution. This fixes a number of issues with duplicate inventory action hotkeys.
* Fixed a bug that made temporal fugue clones leave ammo behind.
* Fixed a bug that disabled Proselytize's cooldown and sometimes caused the effect to occur multiple times when using it via a Skillsoft implant.
* Fixed a bug that made the names of some relics bleed pink.
* Fixed a bug that prevented breathers from breathing.
* Fixed an issue that caused some double-slot equipment to use only one slot.
* Fixed some minor issues in goatfolk hero generation.
* Fixed a bug that made Fasting Way and Mind Over Body cause different thirst rate modifiers than what appears in their descriptions.
* Fixed some issues in the messages generated by drinking mixed liquids.
* Fixed some bugs with phasing.
* Fixed some issues with doubled-up input on the stage screen when the prerelease input manager is enabled.
* Fixed some intermittent thread-safety bugs with text processing.
* [modding] Normalized the parameter name for number of penetrations to "Penetrations" across several combat messages.
=== 200.65 ===
=== 200.65 ===
Released July 3, 2020 ('beta' branch).
Released on July 3, 2020 ('beta' branch).
*
* Polished and bugfixed�[redacted],[redacted], and�[redacted].
* Tomb-related notes:
* Polished and bugfixed [redacted], [redacted], and [redacted].
* Changed the Bell of Rest timer from 200 to 300 rounds.
* Changed the Bell of Rest timer from 200 to 300 rounds.
* Gave the Life and Death Gates descriptions and much more HP.
* Gave the Life and Death Gates descriptions and much more HP.
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* Reduced crypt ferret DV.
* Reduced crypt ferret DV.
* Added more hagiographs.
* Added more hagiographs.
* General notes:
* Added a new command to attack the nearest hostile target in melee (Shift-A by default). If there are any hostiles adjacent to you, this command attacks the one that appears easiest to kill. Otherwise, it pathfinds one step toward the easiest-appearing visible hostile.
* Equipped items and items in your inventory no longer take on your temperature directly.
* Ashes are now categorized as corpses.
* Factory arms now respect phase and flight.
* Pulse field magnets ripping equipment off your body is now messaged via a popup.
* The menu for entering a local map from the worldmap was reworked for clarity.
* Hitting escape when you're asked for a character name during character creation now returns you to the character summary screen.
* Added caves music to trembling dunes underground.
* Fixed a bug that made reloading multiple magazine-loaded firearms behave strangely.
* Fixed a bug that set Face as goatfolk's primary attack limb.
* Fixed some cases where you would attempt to enter an occupied tile when entering a local map from the world map.
* Fixed music not playing properly after loading a game.
* Fixed an error when generating linear cannon relics.
* Fixed some (but not all) issues with world seeds.
* Fixed the background color of the trash sprite.
* [modding] Die rolls can now be specified as follows: "1d6[foo]", "2d4[bar]", etc, where 'foo' and 'bar' are arbitrary names of randomizer channels. The die roll will source its pseudorandomness from the channel specified; this produces a consistent series of results for a given channel name and world seed.
* [modding] Conversation choices now support fields IfHavePart and IfNotHavePart that make the choice conditional on whether the specified part is present on the player.
* [modding] The tag or string property ForceAnimatable now overrides an object animation's current walls-and-tables-only check.
* [modding] Bodies.xml now supports a BodyType attribute on anatomy elements that allows override of the body part type to use for the central body (normally "Body").
* [modding] Added an AfterGameLoaded event.
* [modding] Added default behavior for when a modded quest doesn't specify a hagiograph.
=== 200.57 ===
=== 200.57 ===
Released June 26, 2020 ('beta' branch).
Released on June 26, 2020 ('beta' branch).
*
* Tomb notes:
* Finished the bugfixing and polish work in the crypts.
* Finished the bugfixing and polish work in the crypts.
* Added a new liquid: brain brine.
* Added a new liquid: brain brine.
* [redacted]
* [redacted]
* General notes:
* Occasionally, upon gaining a level, completing a quest, performing the water ritual, or defeating a legendary foe, you may now become inspired to name one of your items.
* The swimming confirmation message is now toggleable via the option in the Prompts menu.
* Reputation change messages now include your new reputation and inform you if the faction's overall attitude toward you has changed.
* The reputation changes incurred by violating the water ritual are now displayed in a single message.
* You can now add notes to items in your inventory and equipment. The notes appear in the item's short description.
* A given attack can now only have a block attempt performed with one shield. The limit on the number of attacks per turn that can be blocked is now per-shield; if you have multiple shields equipped, you will attempt to block a given attack using the best shield that you can presently use.
* You can no longer shield block while frozen, paralyzed, burrowed, or otherwise unable to freely move your limbs.
* Baetyls no longer care about differently-colored display names in the items they request.
* The fill action on liquid containers can now be used on any container that is not full, not just empty containers.
* You now prefer to autouse liquids that aren't stored in functional containers like liquid-cooled firearms.
* Becoming famished now interrupts autoact.
* Creatures that are fleeing no longer count as visible hostiles.
* Creatures that try to keep their distance from the player now only count as visible hostiles at close range.
* Grenades are no longer destroyed before hitting the ground when thrown into a tile with acid gas.
* Flashbang grenades now affect a circular area instead of a square.
* Glowmoths can now use their gaze attack at point blank range.
* Baetyls no longer care about taking small amounts of damage, but they become... significantly irritated... by larger amounts.
* Only creatures who are able to engage in combat and can move their limbs now count for the purposes of preventing charge and causing missile weapons to fire wildly.
* Missile weapons that use spray fire ammo (shotguns, pumps, point-defense drones, and flamethrowers) now indicate in their short description that they aren't subject to firing wildly when multiple enemies are adjacent.
* Bows now display their loaded arrows' penetration and damage value.
* Made weapon class display, strength cap, and accuracy information the color of rules text.
* Creatures now go prone if they can when they fall asleep for any reason, not just when they voluntarily go to sleep on a bed.
* Equipped objects now match the temperature of the object they're equipped on.
* Made most organic items leave behind ashes when they burn up.
* Ashes no longer catch fire.
* Village outskirts now properly have above and belowground features.
* When you run out of water while traveling, you now receive a message and a chance to stop rather than only getting notified when you become life-threateningly dehydrated.
* The Bleeding effect is now described differently for creatures that do not have blood.
* The environmental item picker now refreshes when a taken action changes the list of items displayed, such as when an item is broken off a stack.
* The visual effects for being frozen, slowed due to temperature, or on fire now have higher visual priority.
* The Tinkering screen bit locker now displays the glyph for each bit type of bit next to its name.
* The Spindle negotiation menu now uses alphabetic hotkeys rather than numeric in order to prevent numpad-based selection accidents.
* Objects that are cloned while phased now properly assume their normal phase.
* Relics and extradimensional missile weapons now occasionally generate as armor-negating.
* Graftek-granted stat changes now count as permanent in all the usual ways.
* Added damage and penetration displays to thrown weapons.
* Fixed a bug that caused some non-blood-having creatures to bleed blood.
* Fixed a bug that caused simply targeting a creature to make it hostile.
* Fixed some bugs that caused several sensory effects to fail to detect walk-walking creatures.
* Fixed linear cannon penetration display.
* Fixed some issues that caused you to retain your marked target after using a special shot.
* Fixed a bug where pouring into a container you are emptying took the current contents of the container into account even though they were being emptied.
* Fixed a bug that caused missile weapons to display a damage message even when the damage was prevented.
* Fixed a bug that caused autoexplore to fail to seek out the secret-bearing mural in the village of Ezra.
* Fixed a bug with phase web animation.
* Prevented some rare corner cases where objects were destroyed multiple times.
* Fixed a bug that caused the 'show effects' menu to improperly linger beneath other windows when opened and closed.
* [modding] Effects may now whitelist themselves for most deep copy operations by overriding allowCopyOnNoEffectDeepCopy and returning true.
=== 200.55 ===
=== 200.55 ===
Released June 19, 2020 ('beta' branch).
Released on June 19, 2020 ('beta' branch).
* Tomb-related notes:
* Did some bugfixing, polish, and performance work on the crypt levels of the Tomb of the Eaters. More to come next week.
* Did some bugfixing, polish, and performance work on the crypt levels of the Tomb of the Eaters. More to come next week.
* General notes:
=== 200.52
* Added some new recoilers.
 
* Added a new command to autoattack your current target in melee: Ctrl-A by default. When autoattacking, you pathfind toward your target if necessary and attempt to melee attack them. All the conditions that interrupt automove also interrupt autoattack, with one exception: if your target is the only hostile in sight, their presence does not interrupt you.
Tomb-related notes ===
* Added a new "Ignored Keys" keybind. Keys bound to this entry are completely ignored. (This is useful for reserving a push-to-talk or screenshot key, for example.)
Released on June 13, 2020 ('beta' branch).
* Renamed human child to woodsprog.
* Linear cannons can be tinkered now.
* You can now path through locked doors when you're carrying the appropriate key card.
* You now get a message when you try to swap places with a non-hostile creature but can't for some reason.
* Losing sight of your target now interrupts automove.
* NPCs are now less avoidant of slime pools.
* Changed the way heirlooms gifted during the Spindle negotiation are generated and made their types respect the text in Heirlooms of Qud.
* Elevator and door switches can now be flipped via the interaction menu
* [*]Space-time vortices and rifts are no longer be pushed by forces like explosions.
* The AV bestowed by the Quills mutation now returns to the max value when your quills regenerate.
* You can now properly access help from the main menu with '?'.
* Visiting the waterlogged tunnel no longer counts as visiting Red Rock.
* If you are stuck and adjacent to a deep pool, you only receive the swimming confirmation message the first time you try to move into the pool.
* Fixed a bad interaction when the snapjaw who wields Stopsvalinn generates as a villager.
* Numpad '/' now shows and hides the prerelease stage message log.
* Tables no longer change their tile when you remove and return the same object.
* Removed the small per turn time delay while asleep.
* Fixed several issues that caused gas-generating creatures to not be immune to their own gas.
* Fixed some rare situations where the player didn't get a turn immediately following a game load.
* Fixed a bug that caused illuminated books to not have their display names altered.
* Fixed a bug in the way graffiti displayed on tombstones.
* Fixed a bug that caused reloading a linear cannon to always reload the energy cell instead of its slugs.
* Fixed a rare exception in the Multihorns mutation that prevented saved games from loading.
* Fixed a typo in soul curd's description.
* [modding] Enabled anonymous access to workshop content.
* [modding] The starting location selector is no longer shown if a genotype or subtype has a defined starting location.
=== 200.52 ===
Released June 13, 2020 ('beta' branch).
*
* Tomb-related notes
* We made several gameplay and polish enhancements to the cherubim.
* We made several gameplay and polish enhancements to the cherubim.
* Cherubim are now better protected against missile weapons and freezing attacks.
** Cherubim are now better protected against missile weapons and freezing attacks.
* Revamped cherubim stats and natural weapons.
** Revamped cherubim stats and natural weapons.
* Learned cherubim now properly discharge clockwork beetles.
** Learned cherubim now properly discharge clockwork beetles.
* Added descriptions.
** Added descriptions.
* Added cherubim to dynamic encounters.
** Added cherubim to dynamic encounters.
* Gave cherubim appropriate ASCII glyphs.
** Gave cherubim appropriate ASCII glyphs.
* Gave appropriate names and descriptions to carved stone and gilded marble from the various periods of the sultanate.
* Gave appropriate names and descriptions to carved stone and gilded marble from the various periods of the sultanate.
* Added descriptions for mural endcaps and mural medians.
* Added descriptions for mural endcaps and mural medians.
* General notes:
* We made some changes to sparking baetyl rewards.
* Item rewards are now much better.
* Item rewards now scale with both the baetyl's zone difficulty and the tier of the demanded item.
* Reduced the maximum number of demanded items to six.
* Baetyls asking for Templar phylacteries no longer ask for the phylacteries of specific people.
* Trees are now stronger and tougher.
* Attacking into a frozen zone now thaws it. This is most relevant when attacking up or down stairs.
* Removing energy cells from owned items now angers their owners.
* You can now pour into equipped liquid containers.
* When selecting a container to pour a liquid into, containers that already contain that liquid now appear at the top of the list.
* Smart use on environmental liquid pools and liquid containers now opens the interaction menu rather than going directly into the pour-into-container action.
* Cleaning yourself using liquid from an owned vessel now potentially angers its owners.
* Gave the following objects better ASCII glyphs: sultan shrines, Asphodel, Asphodelytes, walkways, various vessels, and yawning gap.
* Made some improvements to creature pathfinding.
* Rebekah's tombstone no longer shows up in dynamic contexts.
* Fix-It spray foam and other applicators, when unidentified, no longer reveal themselves when you back out of an interaction.
* The water ritual can no longer be used to obtain unlimited cybernetics credit wedges.
* Shank now respects phase and flight.
* Sheba Hagadias will no longer lay mines if a miner or deploy turrets if a turret tinker.
* Fixed a bug that caused some village tinkers to not be members of their village's faction.
* Fixed a bug that caused companions to take steps in the wrong order when trying to follow their leader.
* Fixed a bug that caused one-shotting a creature to fail to trigger hostility in the creature's nearby allies.
* Fixed a bug that caused camel bladders to fail to negate the weight of the liquid in them when worn.
* Fixed some bugs in water ritual option coloring.
* Fixed a bug in tiling of liquid pools as they change size.
* Fixed a bug that made snapjaw forts, starapple farms, and pig farms not generate properly in village outskirts.
=== 200.50 ===
=== 200.50 ===
Released June 6, 2020 (beta branch).
Released on June 6, 2020 (beta branch).
* Autoexplore now seeks out and examines objects that contained unrevealed secrets in their descriptions.
* Autoexplore now seeks out and examines objects that contained unrevealed secrets in their descriptions.
* Giant beetle and beetlebum corpses can now be butchered for raw beetle meat, which can be preserved as beetle jerky.
* Giant beetle and beetlebum corpses can now be butchered for raw beetle meat, which can be preserved as beetle jerky.
Line 3,404: Line 2,629:
* Fixed the subtype text being too large during character creation.
* Fixed the subtype text being too large during character creation.
* Fixed a typo in items that affect move speed.
* Fixed a typo in items that affect move speed.
* [modding] You can now undo the "fill" action in the map editor.
* [modding]�You can now undo the "fill" action in the map editor.
* [patreon] Sheba Hagadias can no longer spawn as Either/Or. To install this change, you'll need to re-redeem Either/Or's pet code.
* [patreon]�Sheba Hagadias can no longer spawn as Either/Or. To install this change, you'll need to re-redeem Either/Or's pet code.
=== 200.43 ===
=== 200.43 ===
Released May 29, 2020 (beta branch).
Released on May 29, 2020 (beta branch).
* General notes:
* Added a water wheel and millstone to Joppa.
* Added a water wheel and millstone to Joppa.
* Bone worm corpses can no longer be included as part of the cure for fungal infections.
* Bone worm corpses can no longer be included as part of the cure for fungal infections.
Line 3,414: Line 2,638:
* Moving within two squares of puffer fungi now interrupts automove regardless of your "ignore enemies" settings.
* Moving within two squares of puffer fungi now interrupts automove regardless of your "ignore enemies" settings.
* Eaters' nectar now re-randomizes your potential mutation buys.
* Eaters' nectar now re-randomizes your potential mutation buys.
* Meditation no longer instantly cures bleeding. Instead, it now triples the rate of recovery from more negative status effects, including bleeding.  
* Meditation no longer instantly cures bleeding. Instead, it now triples the rate of recovery from more negative status effects, including bleeding.
* To account for the recent liquid pool changes, bilge sphincters now provide a movespeed bonus in liquid pools of 200+ drams instead of 1000+.
* To account for the recent liquid pool changes, bilge sphincters now provide a movespeed bonus in liquid pools of 200+ drams instead of 1000+.
* The weights of takeable items are now always shown in their short descriptions.
* The weights of takeable items are now always shown in their short descriptions.
Line 3,423: Line 2,647:
* [debug] Added a wish, "clearstatshifts", to remove temporary stat shifts, even including shifts from items you have equipped or active status effects. To regain those stat shifts, you'll have to re-equip those items or re-up the effects.
* [debug] Added a wish, "clearstatshifts", to remove temporary stat shifts, even including shifts from items you have equipped or active status effects. To regain those stat shifts, you'll have to re-equip those items or re-up the effects.
* [modding] We changed the implementation for how MinEvents are dispatched. Modders who are handling a MinEvent in one of their IParts (e.g. bool HandleEvent( EnteringCellEvent ev ) need to update each HandleEvent declaration to include 'public override' (e.g. public override bool HandleEvent( EnteringCellEvent ev )) in order for that event to be dispatched properly to the part.
* [modding] We changed the implementation for how MinEvents are dispatched. Modders who are handling a MinEvent in one of their IParts (e.g. bool HandleEvent( EnteringCellEvent ev ) need to update each HandleEvent declaration to include 'public override' (e.g. public override bool HandleEvent( EnteringCellEvent ev )) in order for that event to be dispatched properly to the part.
=== 200.41 ===
=== 200.41
Released May 23, 2020 (beta branch).
 
*
Tomb-related notes ===
* Tomb-related notes
Released on May 23, 2020 (beta branch).
* The Tomb-dwelling pangoloids knows as the mopango have officially moved in.
* The Tomb-dwelling pangoloids knows as the mopango have officially moved in.
* Added or refined several types of mopango.
** Added or refined several types of mopango.
* Added a new quest: The Buried Watchers. Talk to Zothom in Ezra.
** Added a new quest: The Buried Watchers. Talk to Zothom in Ezra.
* Added a new quest: Fraying Favorites.
** Added a new quest: Fraying Favorites.
* Strange entities now (officially) roam the Tomb.
** Strange entities now (officially) roam the Tomb.
* Added a new legendary ooze, k-Goninon.
** Added a new legendary ooze, k-Goninon.
* Added the repulsive device.
** Added the repulsive device.
* Added [redacted], [redacted], [redacted], and [redacted].
** Added�[redacted],[redacted],[redacted], and�[redacted].
* We made some UI improvements to the Tomb-teleportation mechanic.
* We made some UI improvements to the Tomb-teleportation mechanic.
* Changed the ASCII floor glyph for teleportation-safe tiles.
** Changed the ASCII floor glyph for teleportation-safe tiles.
* Added a new effect, tomb-tethered, to better message when creatures are safe from the teleportation effect of the Bell of Rest. Creatures are tomb-tethered when they both bear the Mark of Death and are occupying a tile that's teleportation-safe.
** Added a new effect, tomb-tethered, to better message when creatures are safe from the teleportation effect of the Bell of Rest. Creatures are tomb-tethered when they both bear the Mark of Death and are occupying a tile that's teleportation-safe.
* Fixed a bug that caused you to be Tomb-teleported back to the beginning of the crematory from the supposedly safe Columbarium.
** Fixed a bug that caused you to be Tomb-teleported back to the beginning of the crematory from the supposedly safe Columbarium.
* Fixed a bug that caused exit teleporters in Lower and Upper Crypts to send you all the way back to the catacombs.
* Fixed a bug that caused exit teleporters in Lower and Upper Crypts to send you all the way back to the catacombs.
* Fixed a bug that caused issues at the recoming nook.
* Fixed a bug that caused issues at the recoming nook.
* General notes
* Added new loading status indicator art.
* The new stair tiles now look better when the 'Always highlight stairs' option is enabled.
* Added a new Modding option: 'Select enabled mods on new game'.
* "Press space" dialogs now close only when you press Escape, Enter, or Space.
* Goatfolk can now give directions in conversations.
* The overburdened status effect is now updated more reliably when your carrying capacity changes.
* The weight display in the trade UI is now more accurate.
* You no longer receive messages about merchants restocking if you're not in the same zone as they are.
* Objects without bodies can no longer be knocked prone.
* Save files now remember which mods are enabled and prompt you to re-enable those mods before loading.
* Fixed a bug that caused the onset of fungal infections to sometimes be 8-10 turns instead of 2-3 days.
* Fixed a bug that caused symbiotic fireflies to destroy themselves, and turn into "Objects", when equipped.
* In the classic UI option screen, slider and selection options that don't fit well in one line now occupy two lines.
* Exiting the world map now avoids placing you in cells where you would have to swim.
* [modding] Fixed a bug that caused GlobalConfig.json to be unmoddable.
* [modding] An objects can now set the ReplacementObject member of an ObjectCreatedEvent to return a replacement object instead of itself during object creation.
=== 200.40 ===
=== 200.40 ===
Released May 15, 2020 (beta branch).
Released on May 15, 2020 (beta branch).
* Tomb-related notes:
* Added new tiles for Eater statues, Eater holograms, and urn duster.
* Added new tiles for Eater statues, Eater holograms, and urn duster.
* Crypt sitters and conservators no longer cause unintended trouble in dynamic encounters.
* Crypt sitters and conservators no longer cause unintended trouble in dynamic encounters.
* General notes:
=== 200.35
* New item mod: fitted with suspensors.
 
* Mafeo now has a pickaxe for sale.
Tomb-related notes: ===
* Excluded some more creatures from spawning as Mechanimist converts, including pulsed field magnets.
Released on May 8, 2020.
* Added descriptions for the following objects: rubble, burnished azzurum (formerly aquamarine), banana rancher, hammock, brick, Warden 1-FF, Mayor Haddas, and Yla Haj.
* Gave an ASCII makeover to the following objects: gravestones, unripe banana trees, Yla Haj, floor cushion, medium boulder, Zothom (also tweaked his tile colors), bookshelf, sign, power line, brick, woven basket, hammock, flux gauge, weathered wood, and sultan tomb murals.
* Powered exoskeletons can now have a variety of item mods.
* When you're under the effect of the gamma moth Mutating effect, random mutations you might acquire are now reseeded at some point during its duration.
* Sheba Hagadias no longer succumbs to natural behavior like going on a pilgrimage or urn dusting.
* Things without brains can no longer be dazed or stunned.
* Holograms can no longer be harvested or butchered.
* Small stones and large stones are no longer flammable.
* Fixed a bug that caused the Golgotha chutes to generate disconnected.
* Fixed a a bug that caused mouse movement to not work properly on the world map.
* Fixed a bug that caused missile weapons to hit non-blocking inanimate objects in their paths.
* Fixed a bug that caused merchants to spawn with double the inventory they're meant to.
* Fixed a bug that immobilized aquatic creatures.
* Fixed a bug that caused worn items effects to not go away when you removed the item.
* Fixed a bug that sometimes caused Barathrum's study to generate with a down staircase.
* [debug] Space no longer accepts the 'Would you like to die?' prompt.
=== 200.35 ===
Released May 8, 2020.
*
* Tomb-related notes:
* Expanded the Grand Vestibule to multiple maps.
* Expanded the Grand Vestibule to multiple maps.
* Changed the Omonporch entry zone to a new map: Court of the Sultans.
* Changed the Omonporch entry zone to a new map: Court of the Sultans.
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* Added a new tile for rubble.
* Added a new tile for rubble.
* Added some more Eater statue and hologram tiles.
* Added some more Eater statue and hologram tiles.
* General notes:
=== 200.29
* Faction leaders now have their prowess more accurately judged and displayed in their look descriptions.
 
* Autowalk, autoexplore, and rest are now interrupted when your companions engage in combat, take damage, or die, as long as they're visible or audible.
Tomb-related notes: ===
* We changed the option "Maximum autoexplore squares/sec" to "Maximum automove squares/sec" and made it apply to all forms of automove.
Released on May 2, 2020.
* Metal items now retain less liquid, and fur items retain more.
* Quartzfur hats now message themselves as being made of quartz rather than glass.
* Autocollect can now be disabled on empty waterskins.
* Spiders no longer attack allied creatures that are stuck.
* Player-controlled spiders no longer autoattack stuck creatures.
* Destroying or teleporting a web now frees anything stuck in it.
* When an object is phased multiple times, damage from being forced into phase by reality stabilization now occurs only when the last effect is terminated.
* Changed the message when you try to remove an unremovable cybernetic implant.
* Items that affect the chance of salvaging multiple bits, like advanced toolkits, are no longer used on items that can only ever disassemble into one bit.
* The random-buy mutation choices should now be more stable for a given seed.
* If you're out of 2+ point mutations to buy, you're now presented with 1-point mutations.
* The look and target picker "Locked" status toggle is now remembered across games and reloads.
* In the classic UI, the cooking menu now reutrns to the selected option instead of the top of the list when you choose a recipe to cook then decide go Back.
* Dromad trader psychic thralls or domesticated slaves no longer generate map notes.
* Geomagnetic discs can no longer spawn with elemental damage mods.
* Made some improvements to geomagnetic disc pathing.
* Fixed an improper item ownership warning when you tried to examine or disassemble items in the inventories of certain creatures you were dominating.
* Fixed a bug that caused Flurry to not work on inanimate objects, which in turn caused NPCs with flurry to stand there inert instead of attacking inanimate objects they were angry at.
* Fixed some bugs with color rendering and formatting in books.
* Fixed a bug with liquid-fueled power consumption, such as in gyrocopter backpacks.
* Fixed some performance issues with normality gas and norm cores.
* [debug] Made wish string matching more accurate.
* [debug] The "Do you really want to die?" promp no longer accepts space or enter as input.
* [modding] The map editor now supports Ctrl-C to copy a selected region, which turns your brush into a rectangle the size of that region. Ctrl-click pastes the copied region, and right-click deletes the region bounded by the selected rectangle.
* [modding] The map editor now properly renders most walls, water tiles, and fences.
* [modding] The map editor now has tile previews in the blueprint selector.
=== 200.29 ===
Released May 2, 2020.
*
* Tomb-related notes:
* We added polish to the architecture of the Tomb.
* 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 a new exterior caryatid wall and extended it up and down through the Z-dimension as appropriate.
* Added support pillars beneath the Tomb.
** Added support pillars beneath the Tomb.
* Added structural ribs.
** Added structural ribs.
* Swapped the locations of the Life and Death Gates.
** Swapped the locations of the Life and Death Gates.
* Redesigned the Grand Vestibule.
** Redesigned the Grand Vestibule.
* Added a lot more graffiti to the robbers' cut.
** Added a lot more graffiti to the robbers' cut.
* Cleaned up the maps around the Liminal Way.
** Cleaned up the maps around the Liminal Way.
* Moved the up staircases in the Folk Catacombs.
** Moved the up staircases in the Folk Catacombs.
* Replaced the Lace Stairways to the crematory with access corridors.
** Replaced the Lace Stairways to the crematory with access corridors.
* General notes:
* 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 https://cavesofqud.gamepedia.com/Modding:StatShifter.
* [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.
=== April 24, 2020 (beta branch) ===
=== April 24, 2020 (beta branch) ===
* Tomb-related notes:
* We added more polish to the crematory.
* Redesigned the columbarium.
* Redesigned the columbarium.
* Added ASCII art to the look screen for urns.
* Added ASCII art to the look screen for urns.
Line 3,572: Line 2,713:
* Edited the ASCII glyphs for the entire crematory.
* Edited the ASCII glyphs for the entire crematory.
* [Redacted]
* [Redacted]
* General notes:
* You can now use water to clean your stained equipment via inventory actions on either your water containers or your stained equipment.
* You can now use the Walk keybind from the Look menu to autowalk to the tile you're looking at.
* Offhand attacks work again.
* Changed the glyph and tile colors of non-mayor quest givers in villages from dark green to bright yellow. Accordingly, we also changed Mehmet's color to bright yellow.
* Girshlings you encounter outside of Red Rock no longer advance 'What's Eating the Watervine?'.
* The water ritual now consumes a dram of liquid only when you initiate it instead of consuming one for every action you take during it.
* Force fields you can pass through no longer interrupt automove regardless of their source.
* Psychic hunters are no longer incorrectly interdicted on maps without reality stabilization.
* Cybernetic implants that occupy an equipment slot are no longer shown twice in the implantee's description.
* Temporary items can no longer be used as tinkering components.
* Improved the grammar in "you pass by" messages.
* Fixed a bug that caused Rebuke Robot to fail way more often than it should.
* Fixed a bug that caused take-all to not work in the classic UI looting menu when the cursor was on a category rather than an item.
* Fixed a bug that caused the 'Tweet this character build' button to not work.
* [debug]Added a new wish, "factionencounter:<faction>", that generates a special faction encounter in your current zone. For example, wishing for "factionencounter:Templar" generates a Templar faction encounter. You can override the tier and level values for the zone, both of which affect the creatures generated for the faction encounter, like so: "factionencounter:<faction>:<tier>" and "factionencounter:<faction>:<tier>:<level>".
* [modding] The ConversationScript part now supports a Color field that's used to specify a color or shader to be applied to the creature's conversation text.
* [modding] Self-closing <mutation /> tags in the XML no longer skip the next mutation when they're loaded.
* [modding] The new blueprints loader no longer crashes when given an <intproperty> with no Value (it assumes 0 instead).
* [modding] Added Transform > Flip Vertical to the map editor.
* [*][modding] Added File > Reload Blueprints to the map editor. This lets you reload ObjectBlueprints.xml without quitting and reopening the editor.
=== 200.22 ===
=== 200.22 ===
Released April 17th, 2020 (beta branch).
Released on April 17th, 2020 (beta branch).
* Note: this update will break save compatibility. If you'd like to continue a save from a previous patch, you can switch back to that patch's branch. From Steam, right-click Caves of Qud > Properties > Betas > choose a branch. Last week's branch is 200.21.
* Tomb-related notes
* Added a new gas: miasmatic ash.
* Added a new gas: miasmatic ash.
* Grave moss now burns off into miasmatic ash.
* Grave moss now burns off into miasmatic ash.
* We made changes and added some polish to the crematory.
* We made changes and added some polish to the crematory.
* Added industrial fans.
** Added industrial fans.
* Funerary urns now have names and inscriptions.
** Funerary urns now have names and inscriptions.
* Machine presses with only one piston now slam their target away instead of crushing it.
** Machine presses with only one piston now slam their target away instead of crushing it.
* The support pillars in the catacombs now come up through the crematory.
** The support pillars in the catacombs now come up through the crematory.
* Tweaked the layout of the conveyor belts and flame vents to be slightly more ordered.
** Tweaked the layout of the conveyor belts and flame vents to be slightly more ordered.
* Added new wall tiles and changed the colors of some existing tiles.
** Added new wall tiles and changed the colors of some existing tiles.
* Replaced the existing machine room with a new one.
** Replaced the existing machine room with a new one.
* Fixed a bug with the ASCII rendering of machine press.
** Fixed a bug with the ASCII rendering of machine press.
* General notes
=== 200.21
* Fixed a bunch of text coloring bugs introduced last patch. There'll likely be some more, though.
 
* We made some tweaks to liquid and liquid pool behavior.
Tomb-related notes ===
* We renormalized the volumes of all the puddles, pools, and rivers in the game. Swim-depth pools (over 2000 drams) are now much more rare.
Released on April 3rd, 2020.
* Added a new status effect: wading. You now wade through pools of size 200-2000 drams. Wading gives -20 movespeed and interferes with some forms of movement, including sprinting.
* Entering a swim-depth pool from land now displays a warning message and requires you to confirm movement.
* Swim-depth pools now interrupt autowalk unless you are already swimming, flying, or out of phase with the pool.
* Some common liquid covering descriptions are now less verbose.
* Salt now only stains items when encountered in its pure form.
* Made the container preference for liquid collection more consistent. The order is: containers designated for autocollection of the liquid, then devices that use the liquid, then containers that already contain pure liquid of that type, then empty containers.
* You can now collect liquids into slotted liquid-fueled energy cells.
* Collecting a liquid now reports on which containers the liquid was collected into.
* Small spheres of negative weight now add to your weight when they're broken or otherwise inoperative.
* Psionic weapons with slotted cells now leave the cells behind when they evanesce.
* Psionic weapons can no longer be modded with tinkering.
* The [redacted] in Joppa now shows up in the alt display.
* Wraith-knights now despawn if their phylacteries are destroyed for any reason.
* Temporary items are now worthless, can no longer be cooked with, and can no longer have their bits harvested.
* Temporal fugue clones now leave behind any items they had acquired after being conjured.
* Eater's nectar injectors belonging to temporal fugue clones now affect only temporal fugue clones.
* We made some tweaks to the looting menu in the classic UI.
* The weights of takeable items are now displayed alongside the items themselves.
* The menu now has an adaptive width to avoid cutting off item names.
* Page up and page down now work more reliably.
* Encountering the following objects now interrupts autowalk: deep shafts, identified mines, aloes, spacetime rifts, and spacetime vortices.
* Artifacts with proper names are no longer treated as having proper names while unidentified.
* On the classic trade screen, we switched 'interact with the selected item' from the Tab key to the Space key. Tab now selects and deselects all items on the active column of the trade screen, as an analog to its take-all function in looting menus.
* Ice frogs no longer sit in immobile confusion until approached.
* Miner bots no longer generate mines based on modded grenades.
* NPCs are now less interested in using random items from their inventories as improvised weapons.
* Animating an object with Spray-a-Brain no longer causes every object of that type to be recategorized as a Creature.
* Items generated as quest items no longer cause every item of that type to be recategorized as a Quest Item.
* Answering no to using an unpowered advanced toolkit while autoexploring now interrupts the autoexplore, preventing message loops.
* Fixed some issues with Page Up and Page Down failing to scroll correctly on the classic inventory screen with very large inventories.
* Fixed a bug that caused the 'most recently played character' to net initialize properly.
* [debug] Added a new wish, "reveal settlements", that reveals all dynamically generated settlements on the world map.
* [modding] Fixed a bug that caused modded versions of Options.xml to fail to be initialized.
* [modding] Implemented Myopia as an AdjustVisibilityRadiusEvent, allowing equipment and parts to adjust the visibility radius.
* [modding] Restructured the loading of ObjectBlueprints.xml, solving many inheritance problems, most notably with Load="Merge" from mods.
* [modding] Deprecated the GameManager.Instance.ViewData interface.
* [modding] UI Views are now defined with the [XRL.UI.UIView] attribute on a class.
* [modding] Increased the warning level output for the mod compiler, allowing modders to see previously hidden compiler warnings.
* [modding] Updated the Modding Utilities link to the modding wiki: https://cavesofqud.gamepedia.com/Modding:Overview.
* [modding] The Blueprint Browser now shows all properties on blueprints, in XML.
* [modding] You can now select and copy in the Blueprint Browser.
* [modding] Exposed a method to add a Wish handler. See https://cavesofqud.gamepedia.com/Modding:Wishes.
* [modding] We made some enhancements to the map editor.
* The map editor now loads with an empty map rather than looking like you're editing the main menu.
* Added x-y coordinates for the mouse position and selected cell.
* Holding Ctrl while hovering over an item in the blueprints list now displays a portion of the blueprint XML.
* Added a checkbox on the blueprint filter to only show blueprints in use on the map.
* Made the sidebar opaque.
* Alt-clicking on a tile now properly set the brush even when you have no brush selected.
* [/list]
=== 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.
* Added some sound and visual effects.
* Smoothed out some issues with engraving tomb murals.
* Smoothed out some issues with engraving tomb murals.
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* Added descriptions for Herododicus, imperial sarcophagus, imperial reliquary, gilded marble from the sultanate of Resheph, mural median, and mural endcaps.
* Added descriptions for Herododicus, imperial sarcophagus, imperial reliquary, gilded marble from the sultanate of Resheph, mural median, and mural endcaps.
* [very redacted]
* [very redacted]
* General notes
=== 200.20: We've posted an update on the beta branch. ===
* We made some changes to liquid and liquid pool behavior.
Released on March 6th, 2020 (beta branch).
* 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.
=== 200.20 (beta branch) ===
Released March 6th, 2020.
* A note on updates: our cadence has slowed a bit while our small team deals with some impactful life events. We'll be ramping back up soon. Live and drink, friends.
* Added a new cybernetic implant: medassist module.
* Added a new cybernetic implant: medassist module.
* Added a new item: syphon baton.
* Added a new item: syphon baton.
Line 3,738: Line 2,767:
* [modding] The ability of NPCs to repair, recharge, and identify artifacts in the trade screen is no longer controlled by the CanRepair, CanRecharge, and CanIdentify properties. Instead, it's determined by the relevant tinkering skills. (Repair enables the repair action, Tinker I enables recharge, and Gadget Inspector enables identify, with Tinker II, Tinker III, Intelligence modifier, and any relevant equipment contributing to identification performance.)
* [modding] The ability of NPCs to repair, recharge, and identify artifacts in the trade screen is no longer controlled by the CanRepair, CanRecharge, and CanIdentify properties. Instead, it's determined by the relevant tinkering skills. (Repair enables the repair action, Tinker I enables recharge, and Gadget Inspector enables identify, with Tinker II, Tinker III, Intelligence modifier, and any relevant equipment contributing to identification performance.)
=== 200.17 ===
=== 200.17 ===
Released January 31, 2020 (beta build).
Released on January 31, 2020 (beta build).
* We've posted an update to the Tomb of the Eaters beta on the beta branch.
* Tomb-related notes
* We made some structural changes to the layout of the Tomb.
* We made some structural changes to the layout of the Tomb.
* We shifted the whole dungeon up several Z levels. The crematory is now one level above the surface.
** We shifted the whole dungeon up several Z levels. The crematory is now one level above the surface.
* Removed the Lake of the Damned.
** Removed the Lake of the Damned.
* We included some more signposts toward finding the Mark of Death and entering the Tomb through the Death Gate.
* We included some more signposts toward finding the Mark of Death and entering the Tomb through the Death Gate.
* Implemented a partial redesign of the Arcades to the Twin Gates that includes a path and sign pointing to Ezra.
** Implemented a partial redesign of the Arcades to the Twin Gates that includes a path and sign pointing to Ezra.
* Immediately upon finding the Mark of Death, you now learn the Mark of Death secret, and the 'Recover the Mark of Death' quest step now completes.
** Immediately upon finding the Mark of Death, you now learn the Mark of Death secret, and the 'Recover the Mark of Death' quest step now completes.
* Immediately upon inscribing the Mark of Death, the 'Inscribe the Mark" quest step now completes.
** Immediately upon inscribing the Mark of Death, the 'Inscribe the Mark" quest step now completes.
* It should now be clearer that a certain post-Brightsheol body alteration is intentional.
* It should now be clearer that a certain post-Brightsheol body alteration is intentional.
* Once you return from Brightsheol, you cannot go back via the same method. (<- worded intentionally vaguely to avoid spoilers)
* Once you return from Brightsheol, you cannot go back via the same method. (<- worded intentionally vaguely to avoid spoilers)
Line 3,757: Line 2,784:
* Added some more tomb propaganda.
* Added some more tomb propaganda.
* Renamed recarcassing nook to recoming nook.
* Renamed recarcassing nook to recoming nook.
* General notes
=== 199.0 ===
* We made some changes to auto-equip.
Released on November 16, 2019.
* Auto-equip now gives you feedback on items that were unequipped as a result of your action.
* There are now sound effects for slotting and unslotting energy cells and recharging energy cells and capacitors.
* Eliminated most repetitive auto-equip messaging.
* You will now be prompted when attempting to beguile or proselytize a target that is already your follower.
* Auto-equip now tries to unequip multiple items in order to equip an item that uses multiple equipment slots.
* Gas masks will now apply a bonus to gas-based saving throws.
* Confirmation is now requested before automatically unequipping an item that will be destroyed by being unequipped.
* Non-overlay string entry popups now allow you paste from the clipboard with ctrl+v
* We tweaked the temperature-related behavior of liquids.
* Fixed a bug that caused proselytize to go on cooldown when it's activation was cancelled before use.
* You may find differences in how pouring liquids on you affects temperature.
* Fixed a bug that unintentionally prevented you from escaping out of the "I have a secret to share with you." dialog
* Standing in a pool of lava is no longer safe once you've dealt with the initial temperature shock.
* Fixed a bug that unintentionally prevented you from escaping out of the "Choose some gossip to share." dialog
* Your equipment and inventory now experience more temperature effects than before, particularly if you expose yourself to large amounts of lava.
=== 198.0 ===
* Fungal infections are now immune to heat, cold, electricity, and acid.
Released on November 9, 2019.
* Projectiles coming from a distance and passing near the player now produce a message in the message log.
* Added more grass variety.
* More combat sound effects are now properly controlled by the General > Combat Sounds option.
* Sealed liquid containers are no longer used as random cooking ingredients.
* Any NPC with whom you can perform the water ritual can now give you directions.
* Liquids poured on the world map tiles are now lost.
* The following actions performed while autoexploring now also operate on adjacent tiles: autoget, harvesting, butchering, trash rifling, opening a chest, and interacting with a bookshelf.
* Nests and nest-like beings can no longer be villagers.
* Puffer fungi can now be hit by normal ranged weapons.
* You now stop automoving when you revert a vision induced by sphynx salt or Precognition.
* Lava and acid now spawn less often in containers that are unsafe to house them.
* Injecting multiple sphynx salt injectors now extends your vision duration rather than creating overlapping saves.
* Companions now attempt to generally follow you even if they can't pathfind all the way to you (for example, because you have Force Bubble active).
* Fixed a bug that caused sphynx salt injectors not to be consumed if you reverted at the end of your vision.
* Mirrorshades now give a very small chance to reflect light-based attacks.
* Fixed a bug that caused your electrical charge to deplete when your clones discharged their Electrical Generation charge.
* Objects embedded in walls can no longer be taken or interacted with via the interact nearby command (unless you are also in the same tile as the wall).
* Fixed a bug that unintentionally prevented you from escaping out of several menus without making a selection.
* Items embedded in walls are now partially visible with penetrating radar.
* Made Slam and Shank select the weapon they use more sensibly, and made Slam stop using armor.
* The overlay inventory screen now better handles having two heads or two faces.
* [modding] PlayWorldSound now works on objects that are equipped or inside containers.
* Multiple applications of Hobble now renew the duration of the effect rather than stacking the movespeed penalty.
=== 196.0 ===
* Carbide hand bones no longer modify hands added by Helping Hands, and they only affect the set of hands where the implant was implanted (in the event a True Kin has somehow acquired multiple sets of hands).
Released on October 25, 2019.
* Trader repair and recharge actions now more effectively handle plurality and stacking.
* Added two new cooking ingredients: congealed skulk and drop of nectar.
* Tattooing a companion no longer tattoos you instead of them.
* Added three new cooking domains: Agility-based effects, burrowing-based effects, and uncertain attribute-based effects.
* Smart use no longer pets Sheba Hagadias by default if Sheba is pettable.
* Tszappur no longer has a chance to be disliked by the Mechanimists.
* You can no longer open and close doors while frozen solid.
* Ontological anchors, ulnar stimulators, and night-vision goggles now have power switches.
* Magazine-loaded ranged weapons now account for the weight and value of the ammo loaded in them.
* Slam once again requires a cudgel to be equipped.
* Solar and radio-powered cells now receive their charge more reliably on the world map and should cause less lag.
* Time dilation now imposes a minimum penalty of 1 Quickness if it takes effect at all.
* Take-all no longer counts untakeable items when checking whether you're going over your weight limit.
* Hidden factions no longer appear in the descriptions of NPCs who give reputation.
* Added a new tile for the basic toolkit.
* Ogre Ape Pelts are now categorized as trade goods instead of snacks.
* Fixed some item duping exploits with evil twins and prism clones.
* You no longer get a warning message if an NPC picks up an object owned by someone else.
* Temporal fugue clones no longer lose their items before they expire.
* Fixed a bug where slotted energy cells would also remain in your inventory.
* Fixed an issue with legendary breathers' and miners' names not showing up properly.
* Fixed a bug that caused Frenzy to last indefinitely.
* Fixed a bug that made Berate 10x as likely to take effect if you had an Ego modifier of exactly zero.
* Fixed a bug that caused NPCs to avoid light sources that also cooled them.
* Fixed some bugs with explosions, other types of forced movement, and the generation of maps with ruined buildings.
* Fixed a bug that let you escape out of certain mandatory dialogs, such as choosing a cooking recipe effect.
* Fixed a bug that made DV and MA penalties from confusion become permanent if the game was saved and loaded.
* Fixed a bug that caused immigrant tinkers in villages to not get set up properly.
* Fixed an issue with portable walls.
* Fixed a missing newline in a Mechanimist saying.
* Fixed an issue with nano-neuro animators.
=== 195.0 ===
* Fixed a typo in village monument descriptions.
Released on October 11th, 2019.
* [modding] In character generation, whether a genotype is considered a mutant is now controlled explicitly by the new attribute IsMutant="true" in the genotype entry rather than by whether its name contains the substring "True". Mods affecting genotypes may need to add this attribute.
* Added two new cooking ingredients: congealed hulk honey and soul curd.
* Added two new cooking domains: Strength-based effects and powerful regeneration/healing-based effects.
* When you turn in 'A Call to Arms', Otho's damage assessment should now be more accurate. We fixed a couple bugs that caused the wrong outcome to be recorded.
* Fixed a bug that prevented you from learning cooking recipes from villages.
* Added a failure message for rifling through trash via Trash Divining.
* Stun gas now only stuns things with brains.
* Slog's annunclus no longer shows up in baetyl requests or other dynamic encounters.
* Slime Glands and Gas Generation no longer work on the worldmap.
* Fungal infections are now properly destroyed when forcibly removed.
* Added case-specific messaging for loading and unloading an energy cell.
* Loading an energy cell no longer generates a message saying that you dropped the cell.
* Rephrased the description of Amphibious to be clearer.
* Numpad 0 no longer acts as a hotkey for Abandon Character in the ESC menu.
* Removed leading whitespace from some conversation choices.
* Fixed a bug that caused flamethrowers and shotguns to not fire.
* Fixed some liquid-related bugs with cooking and soup sludge spawning.
* Fixed a rare exception with primordial soup.
* You know why I'm here, Slog.
* [modding] Conversation choice text loaded from XML now has its leading whitespaces trimmed.
=== 194.0
 
Note: this update will break save compatibility. ===
Released on September 27, 2019.
* Liquids are now derived from BaseLiquid and are tagged with the�[IsLiquid]�attribute.
* Removed the byte identifiers. All liquid references are now based on string IDs mapped to the value assigned in BaseLiquid::ID.
=== 193.0 ===
Released on September 21, 2019.
* We tweaked the layout of Joppa.
** Moved the sultan shrine to the map north of Joppa, near the graveyard.
** Added a guaranteed shrine to Resheph where the sultan shrine used to be.
** Added a dirt path leading from central Joppa to the graveyard and sultan shrine, and a sign to guide the way.
* Added a new item: tattoo gun.
* Added a new item: precinct navigator.
* Added some new bracelet tiles.
* Force bracelet now appears slightly more often in rare artifact loot tables.
* Fixed a bug that occurred while cooking with convalessence.
* [modding] DischargeOnHit now triggers on thrown weapons and projectiles.
* [modding] Added a new event, ProjectileEnteringCell, which gets passed to all objects in a cell before projectile impact occurs. You can modify the path during this event; any changes from index p onward will take effect. Returning false skips this cell's projectile impact.
** Cell: the current cell
** Path: the list of Points in the current missile path
** p: the int value of the current index in the missile path
** Attacker: the attacking creature
=== 192.0 ===
Released on September 13, 2019.
* Added a Sixth Great Sultan to the history of Qud: Resheph. His history is depicted via shrines like the other sultans but remains the same from game to game.
* Converted the dates that appear in sultan and village histories to the new Reshephian calendar.
* Added a new faction: Cult of the Coiled Lamb.
* Added a secluded shrine to Resheph in the Stiltgrounds.
* Added a new NPC to the Stiltgrounds: Tszappur, disciple of the Coiled Lamb. Tszappur will muse with you over the significance of the events in Resheph's life.
* Altered the entry point tile of the Six Day Stilt.
* Revamped the post-quest dialog for 'What's Eating the Watervine?'.
* Life drain now properly ceases if the drainer dies.
* Fixed a bug that caused the attacker to be treated as the defender during some critical hit effects.
* Fixed a typo in maghammer's description.
* Fixed some other typos.
* [modding]�Mods can now include a Commands.xml file that adds mod-specific keybinds. The command IDs are fired as events on the player body.
* [modding]�Mods can now include an Options.xml file that adds mod-specific options.
* [modding]�The NameMaker and Tinkering classes are now public.
=== September 6, 2019 ===
* Added a new item: maghammer.
* Added a new eyewear mod: nav.
* Added new tiles for the following items, creatures, and locations.
** Mechanmist rummager
** albino ape pelt
** ogre ape pelt
** ripe cucumber
** arsplice seed
** crystal of Eve
** Eater's flesh
** mental aggregator
** leafy helm
** croccasins
** elastyne slippers
** yeshyrskin slippers
** ape fur hat
** plastifer bonnet
** polyhedral rings
** eyeless crab shell
** gyrocopter backpack
** tread guard
** VISAGE
** wool kilt
** clay pot
** the rusted archway
* You can now mod items by interacting with them in your inventory and choosing "mod with tinkering".
* The tinkering screen now indicates when there are hostile creatures are nearby.
* Recharging energy cells now takes a turn and cannot be done while frozen.
* You can no longer apply the following melee mods to missile weapons: electrified, freezing, flaming, and counterweighted.
* Fixed a bug with the trade/violence reward branch in Kith and Kin that caused the grenade stockpile reward to be only half as many grenades as it should have been.
* Fixed a bug that made hats ineligible for several mods they were designed to be eligible for.
* Fixed a bug that sometimes caused baboons to fail to generate as villagers.
* Fixed a bug that caused unique baboons to have the name 'baboon hero' instead of a proper name.
* Fixed a typo in the description of effects that alter your move speed while you're in a pool of liquid.
* Fixed a bug that caused skill-based speed bonuses to world map travel to not work (e.g., bonuses granted by the Survival skill powers).
* [modding] You can now set the Owner field on objects in the map editor.
=== 190.0 ===
Released on August 24, 2019.
* Arconauts report the continued unearthing of a massive tomb complex surrounding the Spindle at Omonporch. A stolen ledger reveals the presence of catacombs, a crematory, crypts, and sepulchers for each of the Six Great Sultans. They insist that we monitor the site for further developments, which, they say, will continue to come.
* The description on shields now clarifies that shields only grant their AV when you successfully block an attack.
* Shield block messages and particle text now display the bonus AV granted.
* Added a background to the mod configuration page.
* Indrix now repeats his directions to Mamon Souldrinker when you talk to him again after starting Raising Indrix.
* Sparking baetyls no longer ask for unobtainable glow-wight corpses.
* Lairs are no longer sometimes generated with a mysterious 'baboon hero' occupant.
* Dialog nodes with consequences can no longer be avoided by performing the water ritual or entering the trade screen.
* Removed some deprecated skills from NPCs.
* Updated the description of Disintegration to clarify that bonus damage is done to structural objects rather than inanimate objects.
* Fixed a bug that caused indigenous village tinkers to be unable to repair, identify, and recharge items.
* Fixed a bug that caused various skill powers to fail to work with natural equipment (e.g., fists).
* Fixed a bug that caused issues when amphibious player characters traveled on the world map.
* Fixed a bug that allowed you to disassemble equipped items without actually losing the item.
* Fixed a bug that caused Shake It Off to fail to attempt to prevent daze or stun the first turn the effect was acquired.
* Fixed a bug that prevented medicinal liquids from attempting their disease prevention effect in the case of Ironshank.
* Re-enabled the Modding Utilities menu background image.
=== August 16, 2019 ===
* Reclassified various mushroom-based consumables as fungi rather than plants.
* Reduced the Ego requirement of Menacing Stare (and thus the Persuasion skill) to 17.
* Feral lah now get XP for kills made by their pods, unless the pods have found a new party leader.
* You no longer get a popup message when one of your burgeoned plants dies.
* If you [redacted] while wielding the amaranthine prism, [redacted].
* Did some more adjustment of creatures roles, fixing several cases of creatures having reduced or inflated stats.
* Lase now tells you when your laser beam fails to penetrate your target's armor.
* Items covered in liquid now correctly have their display names modified (e.g., "sticky Mehmet").
* Effect text that referred to regaining hit points as "regeneration" now instead uses "natural healing rate" to avoid confusion with the Regeneration mutation and clarify that limbs aren't regenerated naturally.
* Fixed a bug that prevented Beguile from working when used via a cooking effect.
* Beguiling a creature via a cooking effect now uses the correct Beguile level (the one that's listed in the effect description).
* Made the target picker more descriptive when beguiling via a cooking effect.
* Changed the wording in the effect description of resonance grenades from "inorganic matter" to "structural objects" to clarify that they don't do bonus damage to robots.
* Replaced number words with their easier-to-parse numerals in a few contexts.
* Removed duplicate brain parts from arconauts and great saltbacks.
* Standardized the spelling of the various tenses and forms of the word 'worshipping'.
* Fixed some subject-verb agreement issues with unidentified artifacts.
* Fixed a typo in the dawnglider tail description.
=== 188.0
 
Note: this update will break save compatibility. ===
Released on August 10, 2019.
* Added a new Tactics power: Deft Throwing.
* We changed how the Backswing power works.
** Removed the Axe version of the power.
** New Cudgel version: whenever you make a cudgel attack with your primary hand, there's a 25% chance you make an additional free attack with the same hand.
* Added a new cooking ingredient: congealed love.
* Glowpad corpses are now considered plant-based instead of meat-based.
* Made Beguiling's description more descriptive and removed the inaccurate reference to a level cap.
* Gave the torch sconces in the Six Day Stilt cathedral working tiles.
* Fixed a rare exception caused by ganglionic teleprojector.
* Fixed a rare exception during village zone generation.
* Rare exceptions during the generation of greater voider lairs no longer cause the zone to fail to build.
* Fixed a color formatting issue in the manual.
* Fixed a typo in the description of linear cannon.
* Fixed a grammar bug in Slog's description.
* Changed the detail color of congealed blaze's tile.
* Beguiled and proselytized creatures now have beguiled and proselytized status effects, respectively.
* Fixed some memory leaks with Burgeoning.
=== August 2, 2019 ===
* Added a chance for generated villages to have their own village tinker. Starting villages always have a village tinker.
* Tinkers now sometimes immigrate to villages during village history generation.
* Clairvoyance now grants visibility through vantabloom and vantabud's blackout effect.
* Unpreserved mushrooms are now correctly considered mushrooms.
* Long blade powers now appear under the Skill category on the Abilities screen, like all other skill powers.
* Removed some incorrectly assigned creature roles that were causing some creatures to have reduced stats and XP awarded.
* Added a message when you reach the current end of the main questline.
* The Mechanimist faction name is now correctly formatted with the definite article in certain contexts.
* Ogre ape corpse now has the correct display name.
* Changed Mouldering Corpse object name to Moldering Corpse.
* Added informative descriptions to gentling mask and gentling cone.
* Gave gentling cone the same tile as gentling mask.
* Fixed a bug that prevented some followers from gaining XP.
* Fixed a bug that caused NPCs with slime glands to refuse to spit slime.
* Fixed an object blueprint typo that caused all trinkets to be ineligible for dynamic encounters.
* Fixed a typo in urberry's eat message.
* Fixed a grammar issue that appeared in the follower death message when the follower was of pseudo-plural gender.
* Fixed a grammar issue that appeared in the wild-eyed watervine merchant's description when they were of pseudo-plural gender.
* Fixed a bug that caused the description for the Slime Glands mutation to be truncated.
* Fixed a typo in the take-all weight limit message.
* Reduced lag while on the world map.
* [modding] Added a new tag, HeroLevelMultiplier, that can be put on creatures and hero templates. It lets you specify the level multiplier applied when a creature is uplifted to a unique. The default unspecified value is 1.5.
=== 2.0.186 ===
Released on July 27, 2019.
* You now get a popup message when one of your followers dies, with some exceptions for temporary or swarming followers.
* Added some conditional dialog to Yurl.
* Added the framework for certain dialog options to reveal secrets in the Gossip and Lore tab of your journal.
* Increased the specific heat of all objects.
* Extremely hot objects now cool off a small percentage of their heat instead of a low, flat amount per round.
* Phase cannon and swarm rack turrets now start with much less ammo.
* Excluded some offensive words from generated text results.
=== July 19, 2019 ===
* Added a new music track to historic sites.
* Villages can now undergo historic events that cause them to become abandoned. You'll now occasionally come across abandoned villages in your travels.
* Sheba Hagadias now accepts village history books for trade-in.
* Added new conditional dialog for Jacobo.
* Forcefields no longer push other forcefields or holograms.
* You now get dialog confirmation when using the 'Take all' command if it would put you over your weight limit.
* Fixed a few typos in the Barathrumites' dialog.
* Fixed a bug that caused some saved games from the previous game version to fail to restore.
* Removed a duplicate part on mirror shard.
* Fixed a typo referring to Shakesprig.
* Fixed some issues with ANSI coloring in book text.
* Fixed a rare exception when installing a skillsoft implant.
* [modding] Scrap buffer generation is now thread-safe.
=== 2.0.184.0 ===
Released on July 13, 2019.
* We did some work on Grit Gate.
** Gave new dialog, description, skills, and equipment to Mafeo, Jacobo, Sparafucile, Dardi, Aloysius, Hortensa, Iseppa, Neek, and Shem -1.
** Gave Ereshkigal new dialog.
** Added a new piece of jewelry: silver rondure.
** Added a new item: umber frock.
** Made the completion of The Earl of Omonporch quest more robust.
** Removed a duplicate dialog option that appeared in conversations with Barathrum after you completed 'Pax Klanq, I Presume?'.
* Gave Tam new dialog.
* Spacetime vortices now work again.
* Vomiting on the world map no longer covers a square parasang in putrescence.
* Sheba Hagadias no longer has the chance to spawn as a creature with no inventory and thus no ability to receive books.
* You no longer get spurious warning messages when you manipulate an object you don't own but you've already stolen.
* You no longer get spurious popup messages when other creatures mutate due to a gamma moth gaze.
* Fixed a bug that caused the chance of falling while flying to be 1% lower than it should have been.
* Fixed conversations bugging out when there were too many dialog options.
* Fixed some Oboroqoru typos.
* Fixed the spelling of the 'statpenalty' wish.
=== June 28, 2019 ===
* Added two new rare items: programmable recoiler and reprogrammable recoiler.
* Abilities that require a particular weapon type to be equipped are now smarter about which weapon they choose if there are multiple options.
* Added new descriptions for the following creatures and items: qudzu, irritable tortoise, jilted lover, rustacean, salthopper chip, phase spider, and scrap-clad hermit.
* Renamed safety bracelet to life loop and rewrote the description.
* Added a message for when a life loop dematerializes its wearer.
* Butchery's visual effect and bloodsplatter are working again.
* Fresh corpses may now bleed when struck.
* Bumped up the bloated leech corpse chance to 100%.
* Chromelings, plated chromelings, and waydroids in sleep mode no longer appear in dynamic encounters.
* Otho now waits for you to actually give him the signal disk before leaving his study to discuss the signal with Barathrum.
* Fixed a bug that caused Otho to not return to his study and discussing the signal.
* Added some fallthrough dialog for Otho.
* Made the completion of The Earl of Omonporch a bit more robust.
* Copies of the sheaf of bloodstained goatskin parchment no longer appear in the world with the title "Illuminated".
=== 2.0.182.0 ===
Released on June 22, 2019.
* Updated the dialog and changed the quest turn-in sequence for Decoding the Signal to make more sense narratively.
* Added new descriptions to one of the arc sconces, glass, tinted glass, urshiib, newfather, chromeling, chain laser, forcefield, and force barrier.
* Fixed a bug with Time Dilation that caused it to speed up creatures rather than slow them down.
* Added more information to the Time Dilation mutation description.
* Folks now refer to each other with a more intimate appellation after they've performed the water ritual together.
* You can no longer lay mines or set bombs on the world map.
* Force bracelets and Stopsvalinn no longer continue operating when you move to the world map.
* Charge no longer goes on cooldown when aborted.
* You can no longer take objects while frozen.
* Limbs severed from plant and fungal creatures are no longer considered meat suitable for carnivores.
* The overlay inventory screen can now handle it when you have hands but no arms.
* The menu actions for "learn" and "build" on data disks now have their activation keys highlighted.
* When tinkering recipes produce more than one of an item, it's now apparent on the tinkering screen and in data disks' descriptions.
* Forcefields of all kinds no longer fall through holes in the ground.
* The entire word "blow" is no longer highlighted in the interaction menu for grandfather horns. Now only the 'b' is highlighted.
* Asphodelytes and faction delegates no longer to spawn inside the building at Omonporch.
* Fixed some issues with force bracelets and Stopsvalinn along zone boundaries.
* Fixed a bug that caused the frenzied status effect to become permanent.
* Fixed a typo in hatter dialogue.
* Fixed a bug that caused some objects to be classified in the Unknown category in inventory lists after a save and reload.
* Fixed a bug that caused some text to be cropped in the Abandon Character dialog.
* Fixed a bug that occasionally caused liquid containers to generate without liquid in contexts where they should have had liquid.
=== June 14, 2019 ===
* Added new dialog for ichor merchants, shoemakers, gunsmiths, grenadiers, armorer, and haberdashers.
* You can no longer use spiral borers on the world map.
* Changed the stats of leather apron and gave it a new description.
* Gave a DV penalty to spiked gauntlets but increased their bleed damage and save target.
* Updated the description for telescopic monocle. It now includes information on its artifact examination bonus.
* Added information about grassy yurtmat's camouflage properties to its description.
* Gave vine-weave tunic camouflage properties and updated its description.
* Carapaces, quills, and wings no longer show up in armor racks.
* Latch-on weapons and Hook and Drag now disengage once you're no longer hostile to the target.
* Added a message to the message log for when you swim through a tile (you swim when you move through a pool of water that's at least 1,000 drams).
* Clones of your evil twin are now appropriately described as evil in their short descriptions (appropriate for your perspective, that is).
* Holograms and force bubbles created by fugue clones no longer become permanent when the clones disappear.
* Time dilation speed penalties no longer permanently affect clones of someone who was time dilated.
* When a creature occupies the same tile as a wall, projectiles no longer pass through the wall when they miss or pass through the creature.
* Projectiles can now damage walls and other non-creature solid objects they strike.
* Fixed a bug that occasionally caused the wrong sacred liquid to be displayed in the water ritual dialog choice.
* Fixed a bug with generating certain zones.
* [modding] Mod build errors are now logged to a separate file: build_log.txt.
=== 2.0.180.0 ===
Released on June 7, 2019.
* The 'cook a recipe' popup now displays the effect of the meal, sorts favorites to the top and hides uncookable recipies by default.
* The console version of the 'cook a recipe' popup got a make-over.
* The ingredients list in the cooking menu is now sorted alphabetically.
* You will no longer automatically rifle through trash if that trash is a quest item.
* Heat resistant NPCs will now avoid hot areas less, acid resistant NPCs will avoid acid less and NPCs immune to slipping on slimy liquids will not avoid slimy liquids.
* All 'pick a choice' popups accept scroll wheel to move up and down now.
* Desalination pellets no longer consume an entire stack of pellets when used.
* Companions will now join the player at more sensible locations when moving via the world map or recoiling.
* Air current microsensors and night vision implants' toggleability will no longer stop working after a save and restore.
* Thistle Pitchers will no longer appear in dynamically generated populations
* Hook and Drag has been moved to the the proper "Skill" section in the ability list
* Electrobow bolts are now immune to damage
* Dueling stance Swipe's save target was much higher than described, causing it to never fail. The save target has been adjusted to it's proper, lower, value.
* Hypertractors now function properly.
* While on the world map you can no longer fire missile weapons, throw things, drop things, activate summoning curios, burrow, or pour liquid other than between containers.
* You can now use the natural ranged weapons of slugsnouts, two-headed slugsnouts, agolflies, glowmoths, and gamma moths while dominating them, and they will show up in the sidebar.
* Wounding Fire now performs the proper effect rather than duplicating the effect of Suppressive Fire.
* Equipped blast cannon, arc cannon, mortar tubes, and swarm racks are no longer duplicated by cloning draught.
* Clonelings produce somewhat less faithful clones than cloning draught again, as was previously the case.
* Being in the same cell with slippery liquids no longer causes chairs, beds, iron maidens, and psionic sarcophagi to malfunction.
* Fixed a bug causing some mutation granting effects to show extra messages
* Fixed a bug that made gas masks' and vinewood sap masks' behavior with regard to status effects persist after removing them.
* Fixed a bug that made hologram bracelets and compass bracelets malfunction if worn across a save and restore.
* Fixed a bug that made some emergency teleportation effects stop working across a save and restore.
* [modding] The DesalinationPellet part can now be modded to remove or convert different liquids; see the Desalination Pellet blueprint for its configuration attributes.
=== 2.0.179.0 ===
Released on May 31, 2019.
* Added new autoexplore options to ignore enemies based on their distance and your evaluation of their difficulty.
* Autoexplore will no longer run into immobile friendlies and stop.
* Autoexplore and pathfinding will now merely avoid campfires, torches, and sconces rather than considering them absolute no-go areas.
* When you stop autoexploring or autowalking because you see a hostile creature, the message will now indicate in what direction you saw them.
* You must now type ABANDON in a prompt to quit without saving
* Ovens now appear on the alt display.
* Charge's animation will now display the charging creature's tile rather than its text character, if it has a tile.
* NPCs no longer waste time trying to charge through solid objects or hesitating when they mean to charge.
* Defoliant gas now works properly on the plant matter created by seedsprout worms and sprouting orbs.
* Being dismembered will now interrupt the player.
* Blue jells now bleed convalessence, not slime.
* Pouring from a vessel owned by somebody else into one of your own containers no longer confirms twice.
* Examining or disassembling an artifact that is inside a container owned by somebody else now confirms before proceeding (disassembly previously proceeded without confirming and angered owners; examining in this circumstance didn't anger owners but now does if you break the artifact).
* Grit Gate medical furniture is now properly considered owned by the Barathrumites.
* Hologram bracelets now have a 'deactivate' command rather than using 'activate' again to deactivate them.
* Jotun is back where he's supposed to be.
* Fixed an issue causing multiple hostiles to spawn in a single cell (most noticeable with turrets)
* Fixed a bug that prevented renaming of companions after you had already renamed them once.
* The conversation UI now allows scrolling
* [modding] Conversation UI has some new overridable methods on ConversationNode and ConversationChoice sub-classes.
* [modding] Many conversation hooks have events now, see
=== 2.0.178 ===
Released on May 25, 2019.
* Target pickers will no longer snap to the mouse location until the pointer moves.
* Clicking the window to regain focus with mouse input enabled will no longer walk to the clicked location.
* Various tasks requiring physical movement which did not previously respect being frozen now do.
* NPCs who are on fire but cannot actually do anything about it will no longer stop moving or acting because of this.
* When Sheba Hagadias is a seedsprout worm, she will no longer burrow just because she's bored.
* When Sheba Hagadias is a panhumor, she will no longer immediately die from her own acid pool.
* Having a scrapped waydroid repaired by an NPC tinker now applies all the effects of repairing it in any other way.
* Autoexplore and pathfinding will now avoid spider webs, asphalt, honey, sap, and wax more and cider, cloning draught, convalessence, primordial soup, putrescence, salt, and wine less, and will not treat lava and acid that has been mixed with blood as safe to walk on.
* Autoexplore and pathfinding will now do more avoiding things you might not want to walk on in general, but also be more willing to walk into potentially troublesome but not actively harmful places in order to reach a destination.
* There is now an option to control the maximum speed of autoexplore, defaulting to 10 squares per second.
* The inhabitants of Grit Gate will now be more reliably forgiving of friendly fire incidents during the quest A Call to Arms.
* Cloning draught now only clones creatures (and continues to not clone anything inorganic).
* Clones will no longer spawn on the world map.
* The character generation info for castes and callings has been partially reworked. It is no longer possible for most elements of it to disagree with the actual implementation. As a result, some information is new, such as Wardens having the Pistol skill. Another difference is that powers automatically included with a skill are no longer listed if the type has the skill.
* On the status screen, the mutation list will now scroll if you have more than 12 mutations.
* Liquid auto-collection now respects the "auto-pickup if hostiles are nearby" option.
* Liquid auto-collection now takes a turn.
* Liquid auto-collection no longer takes adjacent water containers.
* Items you mod while equipping them will now get reequipped after you're finished modding them.
* Heat resistance and cold resistance no longer apply against temperature changes that would appear to be helping you because they'd be warming you up from being cold or cooling you down from being hot, respectively.
* Fixed a bug that made NPC tinkers unable to repair items the player did not understand.
* Fixed a couple of bugs causing flight from items to behave poorly around the items being unequipped, especially but not exclusively after a save and restore while flying.
* Fixed a bug that made short bow turrets non-functional and immortal.
* Fixed a bug that made waydroids neutral to the player.
* Fixed a bug that made the Consortium of Phyta inappropriately hostile.
* Fixed a typo in cloning draught's name.
* Fixed a bug that made liquid auto-collection sometimes destroy liquids without collecting them.
* Fixed a bug where modding an item you were equipping could result in the item to mod stacking with similar items in your inventory and being lost.
* Fixed a bug that made some village denizens noncommunicative.
* Freshly obtained village recoilers no longer put you inside walls.
* Fixed a bug causing Stopsvalinn to prompt for a direction on only the first activation.
* Fixed a bug that allowed esper hunters to be generated as waydroids who could be forced to friendliness by a droid scrambler.
* [modding] Genotypes and subtypes have been reworked to be more moddable.
** Skills are no longer designated via a comma-separated attribute called Skills; now there is a <skills> element that can contain <skill Name="Skill_PowerName" /> elements, as well as <removeskill Name="Skill_PowerName" /> elements.
** Reputations are no longer designated via a comma-and-colon-separated attribute called Reputation; now there is a <reputations> element that can contain <reputation With="Faction" Value="100" /> elements.
** Save modifiers are no longer designated via the SaveModifierVs and SaveModifierAmount attributes; now there is a <savemodifiers> element that can contain <savemodifier Vs="Stun,Poison" Amount="1" /> elements.
** The old Skills, Reputation, SaveModifierVs, and SaveModifierAmount attributes are still supported for compatibility, but a warning will be issued in the game output log when they're loaded, and mods should be ported to the new mechanism.
** Genotypes.xml and Subtypes.xml now support self-closing XML tags, like <tag />.
** The <chargeninfo> element on subtypes is no longer used. Most subtype chargen information is automatically generated. Arbitrary text that should be added can be placed in <extrainfo>Some text to show.</extrainfo> elements. <removeextrainfo></removeextrainfo> elements can also be used to remove extra info items. (<chargeninfo> is still used on genotypes.)
=== May 17, 2019 ===
* The inventory screen now allows filtering (Ctrl+F or ,). Filtering from the overlay UI isn't supported yet.
* Baetyl locations are now recorded in the journal.
* Beguiling is now put on cooldown when you attempt to beguile and fail.
* Tractor beams no longer move stairs.
* Liquid containers now let you toggle whether you want to autocollect the liquids they contain, if they contain pure liquids.
* Creatures with whom you've performed the water ritual now have positive personal feelings toward you separate from their faction-derived feelings.
* The outskirts of generated villages and Bey Lah now have appropriate map names.
* Sewage eels now respect phase and flight.
* Telepathy no longer works on creatures without minds or creatures with sufficiently unfamiliar minds.
* Desalination pellets now remove the salt from a liquid mixture rather than converting it to the other liquids.
* Objects with onboard fusion reactors now explode with less force when they're destroyed.
* Your character tile and the tiles of your companions are no longer recolored to white when the option to color tiles according to HP status is disabled.
* The overlay inventory UI now remembers the open and closed states of its foldouts.
* You can now delete game summaries from the high scores menu when using the original text UI. Deletion from the overlay UI isn't supported yet.
* Data disk blueprints for item modifications now include a description for the modification and the skill required to build it.
* Made some improvements to choice dialogs, including cleaner wrapping and scrolling.
* Fixed several issues with recoiler quest rewards.
* [modding] Factions are now moddable. Check out Factions.xml.
* [modding] You can now add the part VariableReplacementInDisplayName to objects in order to use the =pronouns.x= style referent variables in the object's display names. (These variables are used extensively in object descriptions.)
* [modding] In-game text references to the player as 'human' have been replaced with referent variables, so mods that introduce new player character species aren't contradicted.
* [modding] Added category names for the arcologies to Subtypes.xml so new castes can be added to them.
* [modding] Added scrolling functionality to the Subtypes selection screens ('Choose Calling' and 'Choose Arcology & Caste').
=== 2.0.176 ===
Released on May 10, 2019.
* When you're looking at something with the Look command, you can now hit space to bring up an interaction menu for the object you're looking at. From there you can target the object, untarget it, or bring up its list of visible status effects.
* Special follower interactions (rename, give items, attack target) are now accessed through the look interaction menu. Some of them work at a distance but only if your companion is able to hear you or you have telepathy.
* Renaming and giving items to a companion now takes a turn.
* Directing companions now has an action cost of 100, or 10 if you are able to communicate telepathically.
* Companions who unfollow you because you beguiled or proselytized a new companion no longer continue following the last order you gave them.
* Added an option to enable music while the application is in the background.
* Halved the default horizontal size of the overlay message log and made it reposition itself depending on where you are on the map.
* Fixed long messages from being improperly truncated in the overlay message log.
* Added overlay icons for dragging and resizing the message log.
* Added gentling cones, which function like gentling masks but occupy the head slot.
* The wild-eyed watervine merchant now sells legitimate severed body parts instead of mockups.
* Sparking baetyls no longer request mockup severed body parts.
* Metal folding chairs can now be repaired.
* Attacks against sleeping creatures now have a +4 penetration bonus.
* 'Energy cost' is now referred to as 'action cost'.
* The game manual (F1) now includes a section on action cost.
* NPCs who can't melee attack their target because of a phase or flight mismatch now look for another reasonable target to attack, or they temporarily flee.
* Electrical discharges now respect phase and are visually distinguishable by their phase.
* Cave spider hired guards no longer attack anyone who gets stuck in their webs.
* The NPC-only Heightened Smell mutation is now more fully implemented.
* The force barrier that protects Grit Gate's front entrance now works more reliably.
* Chromelings no longer open the tinted glass doors in front of Grit Gate when they're bored.
* Jab now correctly doesn't work with robotic hands, as described in its description.
* Made the Swimming power description more descriptive.
* Floating yell-text now only shows up if you're in earshot of the yeller (ex: zealots and preachers).
* Severed limbs and equipment lost due to dismemberment now more reliably drop into empty adjacent tiles if the creature whose limb is being severed occupies a square with a solid object.
* Temporal fugue clones that use Force Bubble no longer leave ghost bubbles behind.
* Oboroquru's lair no longer gives an incomplete message when you find it.
* Fixed a bug that may have caused a game lockup when completing Kith & Kin with illness motivations.
* Fixed a typo in the clan names of certain legendary goatfolk.
* [modding] Added support for binary serialization of types from mods.
=== 2.0.175 ===
Released on May 3, 2019.
* Added a new book: The Artless Beauty.
* Added a new energy cell mod: radio-powered.
* Added reasons for why satellite-sourced radio-power might be occluded: orbital debris, glass storms, flocks of birds, acid rain, drift film, or unidentified anomalies.
* Added new dialog for hatters, glovers, and chefs.
* You can now name unnamed locations in your journal (Locations tab > hit 'N').
* All villagers can now give you directions, regardless of their species.
* You can no longer jump while prone.
* Robots in sleep mode no longer snore.
* When a creature with a carapace is knocked prone, there's a chance they become stuck in that position until they make an Agility save. This applies to players with the Carapace mutation.
* When the Barathrumites teach you to craft thermoelectric cells via the water ritual, they no longer pour lava on you. Same with lead-acid cells and acid.
* Amnesia no longer causes autoexplore to cycle endlessly.
* Recoilers are no longer auto-identified, except for the ones you receive as quest rewards.
* Feral lah no longer produce pods while frozen.
* Dazed now applies the correct move speed penalty.
* Dart and booster turrets deployed by dynamic turret tinkers now use only empty injectors as ammo.
* Large-scale reality stabilization effects are less laggy.
* Remove the errant dais tiles from the top of the Six Day Stilt cathedral map.
* Fixed a bug that sometimes caused you not to receive the recoiler reward from non-Joppa starting village quests.
* Fixed a bug that caused Heightened Hearing and Sense Psychic to continue detecting creatures once they moved outside your range of detection.
* Fixed a bug that caused historic relic retrieval quests to fail to register as completed.
* Fixed a bug that prevented rocket turret tinkers from properly setting up their turrets.
* Fixed a bug that caused juice saps to obliterate stacked energy cells.
* Fixed a bug that caused unequip messages to appear when a creature died.
* Fixed Sparafucile's maker's mark.
* Fixed some grammar issues when traversing historic sites on the world map.
* Fixed typos in Barathrum's dialogue and Issachari dialogue.
* [modding] Added a new tag, TurretStockExclusive. Among the ammo blueprints that are candidates for a turret's stock ammunition (via MagazineAmmoLoader), if at least one has this tag, then all the blueprints that don't have this tag are excluded from consideration.
* [modding] Added a new tag, TurretStockWeight, that can be used to specify a blueprint's relative frequency in turret ammo stocks. Specify the weight in the value; the default is 1.
=== Grit Gate, Remodeled ===
* We remodeled Grit Gate.
** The whole layout is new. Explore!
** Added a new music track to Grit Gate.
** Added a functional power grid to Grit Gate. Power is generated at power stations, conducted through power lines (or, in rarer cases, wirelessly), and consumed by various kinds of artifacts in place of battery power.
** Added new objects in support of the power grid infrastructure: fusion power station, broadcast power station, wired fulcrete, wired door, power line, and heavy power line.
** Added a functional hydraulic power system to Grit Gate. Power is generated at pumping stations, conducted via liquids through pipes, and consumed by various kinds of artifacts in place of battery power.
** Added new objects in support of the hydraulic infrastructure: fusion pumping station, glass hydraulic pipe, metal hydraulic pipe, fulcrete with piping, and hydraulic irrigator.
** Added three new Barathrumites: Hortensa, Iseppa, and Neek. They'll be getting personalized descriptions soon.
** Urshiib now correctly have the Quills and Triple-Jointed mutations.
** Gave several of the Barathrumites new tiles.
** Gave several of the Barathrumites relevant tinker skills.
** Gave several of the Barathumites guns.
** Barathrumites now repair broken contraptions if they're nearby.
** Barathrumites now flee from danger if their HP gets low.
** Wounded Barathrumites now seek out healing installations.
** Added several new gadgets: unicomputer, liquid-cooled unicomputer, powered telescope, loudspeaker, gas burner, hydraulic brass foaminator, and chromeling signal relay.
** Added two new types of workbenches.
** Added some powered defensive structures to the grid: chain laser emplacements and force projectors.
** Added a new forcefield variant: force barrier. Force barriers block all projectiles and block movement for creatures who don't have proper clearance.
** Replaced the force field entrance to Grit Gate with a force barrier.
** Added a mainframe computer to Grit Gate. She calls herself Ereshkigal.
** Added mainframe supporting objects: monitor, control panel, status panel, and vacuum column tape drive.
** Added an intercom to the mainframe room.
** Added two new sculptures: chrome bust of Mehmet I and chrome bust of K4K5.
** Added a new type of arc sconce.
** Made some architectural adjustments to Barathrum's Study.
** Refreshed Rodanis Y's stats and abilities. They now default to an unpowered state but can be powered -- via the grid -- by interfacing with Ereshkigal, assuming you have the appropriate security clearance.
** Refreshed chromeling and plated chromeling's stats and abilities.
** Added a new chromeling status effect: overclocked.
** Gave certain NPCs a new item: safety bracelet.
** Grit Gate quests now correctly award Barathrumite reputation again.
** We fully refreshed the quest 'A Call to Arms'.
*** Added two new subquests: Grave Thoughts and The Assessment.
*** Tweaked the stats of several existing Putus Templar.
*** Added a new item: gentling mask.
*** Added a new member to the Putus Templar ranks: newfather. Newfathers spawn with force-domesticated creatures (via gentling masks) who are eager to win their affection.
*** Tweaked dialog all across the entire Grit Gate questline.
** Made several other small tweaks in support of the remodel.
* Added a new heavy weapon: chain laser.
* Added power buttons to some grid-powered contraptions. You can power them off and on if you have the proper security clearance.
* Added support for grid power to several gadgets.
* You can no longer beguile, proselytize, or otherwise woo wraith-knights.
* Wraith-knights are now excluded from dynamic encounters.
* Added new tiles for glass walls and doors.
* Added new tiles for tetraxenonoglass walls.
* Added tinted glass walls and doors.
* Added a new vase tile.
* Added a new tile for taco suprema.
* Added color and tile variety for tables with objects on them.
* Banner of the Holy Rhombus now only bestows its status effect if its being wielded or on the ground in the 'raised' position.
* Furniture is now excluded from autoget.
* Force walls and portable walls may no longer be built on diagonals.
* Portable walls must now start adjacent to their deployer.
* Creatures with the Quills mutation are now immune to other creatures' quills.
* Creatures with the Force Wall mutation can no longer walk through the forcefields they create with it.
* Smart use on unidentified artifacts now brings up their interaction menu.
* Reasonably intelligent NPCs are now somewhat more tolerant to friendly fire.
* You are no longer considered to have violated the covenant of the water ritual if the NPC who died was responsible for their own demise or if they were non-hostile to you and the damage that killed them appears to be accidental.
* Creatures who like to occasionally wander now occasionally teleport if they have the ability to.
* When you're on fire, beating at the flames now requires you to have hands. The alternative of rolling on the ground is available to you as a fallback, if you are on the ground and capable of interacting with it.
* Creatures who are on fire now try to put out the fire with the methods available to them, depending on their intelligence and willpower.
* Creatures and objects that are on fire now have a "fight fire" interaction menu option that you can use to try to beat out the flames with your hands.
* Weapons that stun or electrify on hit are now rated more highly by creature AI.
* NPCs can now use Jump.
* You can no longer jump without feet.
* Hindren, ice frogs, and bloated pearlfrogs now have Jump.
* When you kill one of your companions, they are no longer awarded XP for their own death.
* Gathering liquids with the 'collect' command now carries the same dangers as pouring those liquids.
* Force bubbles no longer generate fresh force fields every time their emitter moves.
* Technological force emitters now have a chance per turn to regenerate destroyed fields.
* Activating and deactivating force bracelets now costs a turn.
* Forcefield activation and movement no longer pushes objects that are out of phase with the forcefield or creatures that have a forcefield nullifier implant.
* Solar arrays that are nonfunctional due to not being in the sun now display that status if you have access to telemetry.
* The prone status effect now gives -6 Agility, -5 DV, and -80 move speed.
* There are now some creatures who cannot be knocked prone and others who cannot stand back up if knocked prone.
* Fixed an AI pathing issue.
* Fixed a formatting issue with the Ruin of House Isner story.
* [modding] The tag ExcludeFromTurretStock will now prevent an ammo blueprint for being considered for the stocks of turrets that use MagazineAmmoLoader weapons. This can be used to avoid the situation that has been arising where mods that add new kinds of ammo cause turrets to show up with small amounts of each of the different varieties.
=== 'Grit Gate Remodeled' Beta ===
* We remodeled Grit Gate. Here's a short summary of the changes. We'll post the full patch notes when the patch goes live on the main branch.
** The whole layout is new. Explore!
** Added many new items.
** Added new creatures, including new Putus Templar and Barathrumites.
** Added a functional power grid, fusion power station, and water pumping station to Grit Gate.
** Added new interactions to grid-powered artifacts.
** Updated many existing items and creatures.
** Entirely refactored the 'A Call to Arms' quest.
=== April 12, 2019 ===
* The Barathrumites are still remodeling. Continue staying tuned.
* Added new item: blood-gradient hand vacuum.
* We refreshed how turrets work.
** Turrets now require ammo to fire. You can supply a friendly turret with ammo when you deploy it, via its interaction menu, or via smart use.
** Turrets must now reload their weapons.
** Turrets now have power switches. You can only access them if you have sufficient security clearance.
** You can now find dynamic turrets -- turrets created from arbitrary missile weapons -- in the wild.
** Added the following new creatures: low-light laser turret tinker, eigenturret tinker, blast cannon tinker, phase cannon tinker, and dynamic turret tinker.
** Added two new supporting items: storage tank and gourd.
** Added a new item mod, jacked, which allows gear to be powered by robots (particularly turrets) who wield it via their onboard systems or from grid power they have access to.
** Traipsing mortars now use ammo and can scavenge to fabricate it.
** Seed-spitting vines, thirst thistles, slugsnouts, and agolflies now generate ammo through biological mechanisms rather than not use ammo.
* Slugsnouts now have tusks.
* Agolflies now have mandibles.
* Added a new tile for troll foals.
* Base troll creatures no longer appear outside of Bethesda Susa.
* In most cases smart use now prefers to pet creatures, if possible, rather than talk to them.
* Dart guns and booster guns now use the Pistol skill rather than Heavy Weapons.
* Grenade launchers now have the correct weight of 15 pounds.
* Fleeing creatures now prefer to flee into tiles that have fewer adjacent enemies, unless they are panic-fleeing due to a fear effect.
* Aquatic creatures no longer pathfind or flee into tiles containing liquid containers or puddles too small to swim in. This also applies to player auto-movement while dominating an aquatic creature.
* Leering stalkers, chrome pyramids, traipsing mortars, and boosterbots no longer drop their ranged weapons upon death (once again).
* Repairing items via the trade screen now correctly charges the listed water cost.
* Norm cores now have a power switch that can be accessed if you have sufficient security clearance. They occasionally start in the off state.
* Liquids that fizz away when using the pour command now exhibit the same behavior when using the collect command.
* HP restored by life drain is now treated as healing and includes messaging and floating text.
* Fixed a bug that broke night-vision implants when they were reimplanted after the game had been saved and restored.
* Fixed a bug that caused phase-conjugate grenades to not shift phase after the game had been saved and restored.
* Fixed a bug that caused dismembered limbs and equipment to not appear on the ground if the dismembering attack killed the target.
* Fixed a bug that allowed the player to accumulate multiple beguiled or proselytized companions by leaving them in far-away zones and later returning to them.
* Fixed a number of bugs involving stat modifiers from effects becoming permanent on your clones.
=== April 5, 2019 ===
* The Barathrumites are remodeling. Stay tuned.
* Tumbling pods are now considered hostile at distances greater than 1.
* Warden Indrix and Mamon Souldrinker can now use grandfather horns, while goat herders can no longer use them.
* Effects and items that cause astral burdening and tethering, especially norm cores, now have less of a performance impact on the game.
* If you inject an NPC with a love tonic, then beguile, proselytize, or recruit them to your party, their loyalty no longer suddenly ends when the love tonic wears off.
* The Ruin of House Isner's critical bonus now works as described. Preivously non-seventh-shot criticals were only getting half their penetration bonus.
* Bey Lah is no longer referred to as "some Bey Lah" when you pass it on the world map.
* Loading an energy cell into a socket now correctly uses a turn when the socket did not previously contain an energy cell.
* Weaponless turrets no longer appear inside historic sites and lairs.
* Stun rods and prayer rods no longer need to penetrate armor in order to apply their stun effect.
* Fixed a bug that occasionally caused the Ruin of House Isner's ego bonus to become permanent.
* Fixed an issue that caused too much XP to be awarded upon completion of Spread Klanq.
* Fixed some bugs that prevented grandfather horns from working properly and prevented goatfolk from equipping them.
* Fixed a bug that caused some stun effects to be trivial to save against.
=== 2.0.171.0 ===
Released on March 29, 2019.
* Added a new grenade mod, phase-conjugate, that causes grenades to shift phase right before they explode.
* Added new dialog for scribes, vintners, shoemakers, and Issachari tribesfolk.
* Increased feral lah HP and gave them a flabby leaf natural weapon.
* Increased tumbling pod explosion damage.
* We fixed some bugs with the Spread Klanq quest.
** Fixed a bug that caused the Puff Spores ability to fail to work after a save/load cycle.
** Fixed a bug that prevented many of the dynamic objectives of Spread Klanq to fail to complete.
** The Puff Spores ability is now removed upon completing the quest.
* Ice frog corpses are now butcherable for frog meat.
* Puffer fungi raised as domesticated crops by villages no longer puff at those villagers.
* The amanranthine prism can no longer be damaged by beating on it, nor can it be unequipped by spraying it with acid.
* Tinkers now properly repair your items when you select repair from the tab submenu of the trade screen.
* Canned mystery meat now occasionally shows up in the world outside of arconaut starting gear.
* NPCs that are susceptible to acid now attempt to get out of acid pools.
* The messaging around placing objects in containers is now more sensible.
* The 'collect' liquid interaction command now acknowledges container ownership.
* Fixed a bug that prevented those with photosynthetic skin from cooking with their starch and lignin.
* Fixed some bugs that occasionally caused the DV penalty from paralysis to stick around after the effect wore off or that caused an additional phantom DV penalty.
* Fixed a bug that caused items to improperly remain stacked when an energy cell was inserted into one of them.
* Fixed a formatting issue on the Quests UI when displaying completed quest steps.
* Fixed an autoexplore loop bug with water pickup.
* [modding] Added a "stage6" wish, which jumps to the Pax Klanq quest sequence.
=== March 15, 2019 ===
* Added new dialog for snapjaws, cannibals, arconauts, apple farmers, pig farmers, apothecaries, beekeepers, bookbinders, kippers, and some other merchants.
* Hypertractors and phase cannons are once again affected by astral tethering and burdening.
* The following abilities, items and effects now respect phase: stunning force, blast cannon, disintegration, resonance grenades, electromagnetic pulses, thermal and freeze grenades, gas effects, gas seeping, gas mixing, stasis fields, and various kinds of explosions. Flashbang grenades affect creatures through phase but at a lesser severity than in-phase creatures.
* Phased-out explosions, disintegration effects, and electromagnetic pulses are now visually distinguishable from their in-phase counterparts.
* Thrown weapon autoequip now works while phased.
* Liquids now have a 'collect' interaction command that uses whatever appropriate liquid container space you have available to store as much of the liquid as possible.
* Items that consume or produce liquids are no longer treated as storage containers in the context of trader payouts, freshwater autopickup, or the 'collect' command if the liquid being collected is different than the one they consume or produce. For example, trading no longer fills up your flamethrowers and lead-acid cells with water.
* Autopickup fresh water no longer picks up containers of fresh water that weigh more than 1 lb.
* You can no longer make camp or cook in situations where your mobility is severely restricted (ex: while inside of a regeneration tank or engulfed by a gelatinous creature).
* Immobile creatures now qualify as hostile for the purposes of stopping certain actions if you're adjacent to them.
* Norm cores now produce less lag.
* The existence of astrally tethered or burdened objects in a zone no longer prevents random-destination teleporting across the entire zone.
* Re-added the splash sound effect for when creatures walk or swim through large pools of liquid.
* Re-added the splash visual effect for when invisible creatures walk or swim through large pools of liquid.
* Reduced the incidence of things spawning on top of each other (in particular: young ivory and lurking beth).
* Fixed a bug that caused poison's healing debuff to not apply to some healing effects.
* Fixed a bug that made non-dromad village merchants not have wares to sell.
* Fixed a bug that made village immigrants always animals rather than a wide variety of creatures.
* Merchants who carry multiple kinds of wares will now restock all of them instead of just one kind depending on the technical order of the types' addition (in the case of dynamic village merchants meaning they would restock the least desirable type among their wares).
=== March 9, 2019 ===
* Added new tiles for yuckwheat and yuckwheat stem.
* The fate of Bey Lah now more closely matches the outcomes described upon completing the quest Kith and Kin.
* Nests no longer attack you with fists.
* Creatures and most furniture are no longer converted into item stacks.
* Sphinx salt injectors no longer use two injectors every time you apply them.
* Fixed a bug that prevented true kin NPCs from successfully using precognition to avoid death.
* NPC use of precognition (via both mutation and sphinx salt) is now more consistent with PC use and interacts more smoothly with Domination.
* Fixed a bug that reduced thrown weapon accuracy when thrown along diagonal trajectories.
* Fixed a bug that occurred when dominating creatures with Heightened Hearing.
* Fixed a bug that caused companions to forget about you if you left their zone in a dominated body.
* Fixed a bug that caused liquids poured into empty containers to have phantom impurities.
* Fixed a rare inventory exception.
* Becoming nooks and the Sacred Well now have menu actions appropriate to their uses.
=== 2.0.168.0 ===
Released on March 1, 2019.
* Tinkering messages are now cleared about which bits you need and which you have, and the list of bits you have is now presented in a consistent order.
* The game version is now displayed in relevant UI messages such as when a game fails to load.
* You can now order allies to stay put or follow you (via the Look UI). Staying put only stops them from following you around; they still move to defend you, themselves, or other allies.
* You can now order companions to move to a location (via the Look UI). They prioritize this command over combat.
* You can now give orders (via the Look UI) to your companions' companions.
* You must now be adjacent to companions to give them items via the Look UI.
* NPCs are now more willing to engage adjacent targets when they can't find a way to move toward their preferred target. They will attempt to hack their way back toward the preferred target if possible.
* You can now exchange water containers with your companions.
* Leather whips now latch onto opponents when they hit.
* Madpoles now use a different mechanism for latching onto their opponents.
* Thirsty NPCs now sip water if they have it.
* Autodrink now treats equipped water containers the same as containers in your inventory.
* Autodrink now shows you the source of the water you are drinking and its remaining volume.
* Autodrinking with glotrot can once again contaminate water containers.
* Tinkering messages are now clearer about which bits you need and which you already have, and the list of bits you have is now presented in a consistent order.
* Slugsnouts are now willing to attack at point-blank range.
* Fixed a bug that caused legendary companions to sometimes not attack after you commanded them to.
* Fixed an issue that occasionally prevented valid saved games from loading.
* Fixed some typos in the Templar squire description.
* Scrap no longer rusts an entire stack at a time.
* In most cases, like items with status effects like bloody or rusted now stack with each other.
* Being frozen or stuck in a web no longer interferes with your equipment becoming unequipped due to effects like rusting or the contraction of a fungal infection.
* [modding] GamestateSingletons used in mods are now properly called.
=== February 22, 2019 ===
* We refreshed the Putus Templar.
** Tweaked the stats and gear of Knights Templar. Among other changes, this included lowering their level and HP but giving them fullerite armor and weapons.
** New creature: Gunner-Knight Templar
** New creature: Banner-Knight Templar
** New creature: Knight Commander of the Holy Temple
** New creature: Wraith-Knight Templar of the Binary Honorum
** New creature: Templar squire
** New creature: phylactery squire
** New creature: infiltrator
** New item: banner of the Holy Rhombus
** New item: Templar phylactery
** New status effect: war trance
** Added a templar scout to Grit Gate.
** Tweaked the logic for party selection in Templar faction encounters.
* You can no longer throw things while burrowed.
* You once again reap the rewards and suffer the consequences of kills made by your Burgeoned plants.
* Multiple lurking beth can no longer populate the same tile.
* Spinnerets now properly grant resistance to forced movement.
* The Spinnerets description now includes the fact that the bearer can walk on webs.
* Fixed a bug that caused Slam not to work on walls and doors.
* There should be fewer game-breaking problems when you dominate a creature and a spacetime vortex consumes your dormant body.
* Fixed a bug that caused only baetyls to climb through spacetime vortices and rifts instead of all kinds of creatures.
=== 2.0.166.0 ===
Released on February 15, 2019.
* We refreshed the banana grove.
** Changed the stats, behaviors, and descriptions of the following creatures and plants: cyclopean gibbon, red death dacca, gelatinous palms (now called irritable palms), and fruit flies (now called adiyys).
** Added new tiles for banana trees and bananas.
** Added a new plant to the banana grove: dicalyptus tree.
** Added a new disease: ???
** Added instructions for the new disease's cure to the Corpus Choliys.
** Added a new cooking ingredient: sun-dried bananas.
** Bananas can now be preserved into sun-dried bananas.
** There are now occasionally villages in the banana grove.
* Many liquid containers can now be sealed and unsealed.
* You now get the appropriate reputation bonuses and penalties when your companions kill a reputation-awarding creature.
* Except for in the starting village, you can no longer perform the water ritual with the wardens of dynamic villages.
* Pathfinding and autoexplore now avoid aloes.
* Dynamic item retrieval quests now properly complete if the item is in your inventory when you receive the quest.
* Wardens are less likely to be hostile to the villagers they protect, and vice versa.
* Plants summoned by Burgeoning are now friendly to the caster's party leader (and their leader, all the way up the chain). This means your companions can use Burgeoning without causing havoc in the party.
* The descriptions of reputation-awarding creatures now more accurately reports the correct factions those creatures are loved by.
* Dominating creatures with Heightened Hearing or Sense Psychic no longer continues to give you hypersensory information after the domination ends or the mutation is removed.
* Baetyls now take only the number of objects they requested, not the entire stack.
* When you empty a container to fill it with another liquid, the emptied liquid now appears in your tile rather than disappearing.
* Carrying a ceremonial vibrokhopesh in a container no longer prevents you from moving to the world map.
* Fidget cells no longer slow the game down as drastically when you're moving on the world map.
* Unreal objects are no longer auto picked up.
* Fixed a bug with engulfing creatures.
* Prone creatures will now have to stand up before they attack or otherwise act, not after.
* Companions will no longer join you in new zones while asleep, stunned, or immobilized.
* Fixed a bug that made paralysis not work.
* Paralysis now sets DV to 0 if over 0, like stun.
* [modding] The GivesRep part now acknowledges the properties or tags NoHateFactions and NoFriendFactions, where you can specify comma-separated lists of factions that the NPC is never disliked by or admired by, respectively. If a relationship to a faction specified in NoHateFactions is generated, it defaults to a friendly relationship. Likewise, if a friendly relationship to a faction specified in NoFriendFactions is generated, it defaults to a dislike relationship. If a faction is specified in both lists, the final relationship is dislike.
* [modding] The LiquidVolume part now has the fields Sealed (a boolean which, if true, makes the liquid inaccessible), ManualSeal (a boolean that enables seal and unseal inventory actions on the item), and LiquidVisibleWHenSealed (a boolean which, when true, means the liquid can be seen while the volume is sealed; if false it cannot).
=== 2.0.165.0 ===
Released on February 8, 2019.
* Most static quests now award reputation when completed.
* The maps "behind" the Spindle are no longer empty.
* Slam now costs a turn and goes on cooldown when used on inanimate objects.
* Quests with level-based rewards, like More Than a Willing Spirit, now indicate that their rewards are level-based in the quest accept dialog and on the quest screen.
* The asphodelytes now get along a *little* better with the other inhabitants of Omonporch.
* Red death dacca are now trees.
* Changed the tile for banana tree.
* Added new worldmap tiles for the banana grove.
* The attack indicators of lithofex and decarbonizer are now visible even if you can't see the creatures, and they now indicate the full path of the attack.
* Astral tethering now inhibits the cloning effects of gelatinous prisms and antiprisms. Cloning can still occur but it's less likely.
* Ontological anchors now have their effectiveness reduced in proportion to their wearer's psychic glimmer (even if it's below 20).
* Gave the Putus Templar long blade expertise.
* Tweaked the Putus Templar tiles.
* Player melee hits now display their penetration numbers again.
* Clonelings no longer clone your original body while you're dominating another creature.
* During liquid pouring, containers are no longer emptied until you confirm the number of drams you want to pour into them.
* Fixed some issues with item stacks and auto-disassemble where scrap occasionally stuck around even after it was disassembled for bits.
* Fixed a rare bug that occurred when the phased effect ended.
* Fixed a crash caused by interdictor effect rendering.
* Fixed a bug that occasionally broke the recoiler UI on use.
[Modding] Added support for a new zone template tag, <single>, that places the contents of the tag in a single random region on the map.
[Modding] Added a new part, Uplift, that uplifts the parent creature object to a named unique.
[Modding] Added a new part, Followers, that generates followers for the parent creature object. It has one field: Table (a population table that specifies the followers to generate).
[Modding] Added a new quest field, BonusAtLevel, where you can specify if the quest has bonus rewards if completed by certain levels. If you do, those quests indicate that their rewards are level-based on the appropriate screens.
Below are some additional patch notes from last week that were left out.
* Preserving an exotic food now only takes you back one menu step if you have other exotic foods to preserve.
* Added a UI option to change the take all binding to F1.
* Added F2 as an additional store items bind.
* Fixed some lockups caused by attempting to gain another mutation when you already have all the available mutation.
* Added a UI option that lets you map shift + direction to pagination keys (defaults to no, currently doesn't work for numpad direction input).
* [Modding] Having a player body without a Stomach no longer causes the game to crash.
* [Modding] Added new fields to the XML quest specification, Factions and Reputation, that allow quests to grant reputation rewards (ex: Factions="Joppa,Farmers" Reputation="100").
=== February 1, 2019 ===
* Added a new book: Council at Gamma Rock.
* Sapient plants are now considered to have minds and can be interacted with in all the ways mental interaction is supported (e.g., domination, beguiling, etc).
* You can now throw things through your own force fields.
* Haggabah can now be detected by Heightened Hearing and Sense Psychic.
* Feral lah pods now inherit the attitudes of their parent feral lah plant.
* Lurking beth clusters spawned by Burgeoning are now friendly to the spawner.
* Visiting a town of NPCs with amnesia no longer causes you to get amnesia.
* Waydroids are once again hostile by default.
* Dominating creatures now causes less sudden hostility to develop between your companions and nearby creatures.
* Brightshrooms no longer get locked onto in autolook mode.
* Urchin belchers now belch urchins less continuously.
* Engulfing attacks now respect phase and flight.
* Thrown weapons now respect phase.
* Various abilities that respected phase at some point but then regressed now do so again.
* Sturdy items are now properly protected from becoming cracked.
* Life and stat saps properly drain stats again.
* Resistance bonuses gained from cooking with the gland paste of various bearded lizards are no longer permanent.
* Turrets set up by turret tinkers now have the correct appearance.
* Turret tinkers and miners no longer hijack control of their input when you dominate them.
* Girshlings, scorpiocks, and agolzvuvs equip their natural weapons again.
* Clones spawned by clonelings now spawn with their natural equipment.
* Thrown weapons are now stopped by physical solidity instead of visual occlusion.
* Thrown weapons can now pass through force fields that you can fire missile weapons through.
* Tweaked the stats of a bunch of plants.
* Fixed a couple of bugs that caused magnetic attraction to destroy the attracted objects.
* Fixed a bunch of errors that occurred when nest-type objects spawned as Mechanimist converts or the Stilt librarian.
* Fixed an issue that caused corrosive gas breathed from a mouth to not survive save/load cycles.
* Fixed an occasional error in randomized character generation.
* Fixed a bug that caused spurious mutations to sometimes appear on the character review screen for true kin when no cybernetic implant was chosen.
* [modding] Fixed an issue that caused worlds.xml to not properly hotload when a scripting mod that included it was approved. Previously, you had to restart the game to load the changes.
=== January 25, 2019 ===
* Added a new music track to Bethesda Susa.
* Added tiles for red death dacca, gelatinous palm, arcwyk, skittering sentry, Rodanis Y, the Alchemist, and Saad Amus.
* Updated Burgeoning to choose from a much more diverse selection of plants that scales in power with the level of the mutation.
* Reworked Burgeoning so that each time you cast it, a primary plant is chosen from among the viable plants of the appropriate tier. About half the plants you summon will be the primary plant and the other half are chosen randomly from among the other plants of that tier.
* Added some glowing mushrooms to subterranean caves. More variety to come.
* Added the new high-tier armor to some additional armor tables.
* Re-classified all saps as winged mammals.
* Changed the corpse-drop chance for the various bearded lizards.
* Juke can no longer be used on the world map.
* Creatures that spawn from nests now inherit the attitudes of those nests. This means village-dwelling nests no longer produce feral offspring.
* Village-dwelling snailmothers no longer spawn feral ickslugs.
* There's now a maximum number of ickslugs that can spawn on a given map.
* Objects being moved by magnetic attraction no longer ignore intervening obstacles.
* Slumberlings are no longer woken up by nearby combat or theft.
* Cooking with the gland paste of various bearded lizards no longer forcibly removes your beak if you have one.
* Fixed a bug that prevented mazebeards from dropping corpses.
* Fixed a few text bugs with stasis grenades and mines.
* Fixed a bug with freshwater autoget.
=== 2.0.162.0 ===
Released on Stratification.
* We refreshed the underground cave systems, adding new geological strata and several new creatures.
** Added over 70 new creatures.
** Added several new related harvestable and butcherable items: equipment, consumables, cooking ingredients, etc.
** Added several new rock types.
** Redesigned the geological strata of natural cave systems by adding new rock types, creatures, plants, and terrain appropriate for the region and depth.
** Redesigned the last three tiers of metals and added over a dozen new pieces of late-game armor.
* We added a whole host of other changes, some in support of the underground redesign.
** Recolored some cragmensch tiles.
** Renamed gelatinous frustum and gelatinous ovoid to humor and gyrohumor, respectively.
** Added a new tile for molting basilisk.
** Added a new tile for broken snail egg.
** Gave drowsing urchin a new color and description.
** Changed the default wall type for the hills region.
** Reigned in the very far out-of-depth creatures encountered during certain faction encounters.
** Cragmensch now leave behind large boulders when they die.
** Urshiib now leave behind urshiib corpses when they die.
** Swoop attacks now take two turns to execute.
** Item modifications are more precise now, which means fewer irrelevant modifications such as lacquered leather armor.
** Cleave, both from the cleave skill and from critical hits with axes, now properly affects the player (previously a bug caused the cleave effect to disappear after a single turn). The repair skill can be used to fix the cracked equipment.
** Unskilled axe cleaves from critical hits now have a maximum imposable AV penalty of 1. A creature with the Cleave skill making a critical hit has their Cleave-imposed AV penalty maximum increased by 1.
** Campfires can no longer catch fire and burn away, and campfire remains now become campfires rather than catching fire.
** Long Blades skill descriptions now note the cases where they apply to attacks with short blades as well.
** Companions of the player now get colored according to their HP statuses if the option "Color player's @ based on HP level" is enabled.
** Dominated creatures are no longer permanently recolored bright white.
** Attempting to pour temporary liquid puddles can no longer be used to destroy certain types of traps.
** Equimax kicks are now described as kicks, not bites.
** Rimewyks are now proficient in the skill their bite uses instead of a different skill.
** Rimewyk freeze breath now properly extends for the 30-square range that its targeting mechanics always thought it had.
** Reputation-modifying mods now work properly on shields.
** Fixed a bug that made it impossible to pick up cybernetics butchered from limbs dismembered from your own body, unless you equipped and unequipped them first.
** Fixed a bug that prevented people from shooting through their own force walls.
** Attempting theft or murder in front of sleeping creatures who would object to the crime now wakes them up but doesn't make them hostile.
** Fixed various bugs involving liquid containers (notably liquid-fueled energy cells) being invisibly "contaminated" by liquids they formerly held and spuriously winding up with mixed liquids as a result.
** Fixed a bug in autopickup water where you would up cycling between water puddle locations if you had a liquid container with mixed liquids in it.
** [modding] Eligibility for deciding to sleep on beds as an idle behavior now runs on the tag or property SleepOnBed rather than inheritance of the NPC blueprint (and is still disabled by the NoSleep tag or property).
** [modding] In IActivePart, WorksOnWearer, and WorksOnEquipper now handle shield equippage in the same way as armor equippage.
** It's a big patch, so several other changes got in, too. Let us know if you see something unexpected.
=== December 15, 2018 ===
* Added two new music tracks for Bey Lah and Barathrum's study.
* Village music now plays in the outskirts of villages.
* Quest items preservables are now considered exotic foods.
* Creatures no longer sell their natural equipment.
* Reduced Slog's base move speed to balance against their buffed move speed while moving through liquid.
* Various modded items that didn't stack now stack.
* Walls render properly again when stacked in a single tile.
* Added a visual effect for when force fields are stacked in the same tile with other objects.
* NPCs no longer attempt melee attacks against adjacent opponents who cannot be attacked due to flight.
* Fixed a bug that caused creatures to become angry at and try to fight themselves.
* Fixed a bug that made NPCs get stuck behaviorally when a target died while they were using Adrenal Control.
* Fixed some things making dawngliders and other flyers not behave reasonably.
* Flying creatures can now perform a swoop attack.
* Crashing while flying now causes you to go prone.
* [modding] Fixed an issue that caused some mod file operations to work on lowercase filenames, causing issues on Linux.
* [modding] ModMasterwork now messages properly if you specify Bonus values other than the default 1.
=== December 7, 2018 ===
* Added the Cloaca Surprise and a chronology entry for eating it.
* Made some balance adjustments to Slog, including a move speed buff while moving through liquid.
* Gave slugs feelers instead of antennae.
* Photosynths now bleed a mixture of blood and sap.
* Telemetric data now appears in the descriptions of certain artifacts when you have a techscanning device, such as VISAGE or telemetric visor, equipped.
* Fixed some more issues causing zone build failures in Bethesda Susa.
* Fixed zone rebuilds causing excess memory use in Bethesda Susa.
=== November 30, 2018 ===
* You can now cook with green goo, brown sludge, and black ooze. 'Can' doesn't mean 'should'.
* Web-spinning creatures are now smart enough to spins webs in combat.
* Made yondercane much rarer.
* Reduced the amount of fermented yondercane yielded from preserving yondercane.
* Reduced the drop chance of voider corpses.
* Increased the price of urberries.
* Increased the drop chance of electric snail and snailmother corpses to 100%.
* Signs now display their messages in their short descriptions.
* Electrobows now have a firing sound effect.
* You now heal at the normal rate while sleeping in beds.
* Quill Fling is no longer usable when frozen, though quills can still be involuntarily discharged.
* Quills no longer damage creatures who don't share a phase with the quill flinger.
* Stinger attacks no longer proc when attacking walls.
* Glowspheres are no longer equippable as body armor.
* Mimic grab now respects flight and phase status.
* Inventory weight now properly recalculates when the liquid volumes of your carried liquid containers change.
* Renamed 'prehensile trunk' to the more appropriate 'bilge sphincter' and updated Slog's description accordingly.
* Fixed a bug that caused NPCs to sometimes stop taking actions when attempting to use Adrenal Control.
* Fixed a bug that made it impossible to disassemble carcass kneaders.
* Fixed some weird behavior with limbs dismembered from the player when they had cybernetic implants installed on them.
* Fixed an issue that caused some maps to fail to build.
* [modding] Added a new part, FugueOnStep, that temporally fugues creatures that enter its parent object's cell. It's an IActivePart and has that part's fields with default WorksOnCellContents = true.
* [modding] The FabricateFromSelf part has new fields: FabricateVerb (the string verb used for the action taken in messaging, defaults to "fabricate") and AIUseForThrowing (bool, if enabled, AIs with no thrown weapon attempt to use fabrication to generate a thrown weapon, defaults to false).
* [modding] LiquidAmmoLoader and LiquidFueledPowerPlant now use string Liquid fields (e.g. "water", "oil") instead of integer LiquidID fields to specify what they run on.
=== November 16, 2018 ===
* We added furniture to Joppa and Kyakukya.
* We made Tam, dromad merchant, better able to defend himself.
* You can now cook with salt, asphalt, and cloning draught.
* Liquids bought from the alchemist can now be cooked with.
* Meals cooked from village ovens no longer ever bestow a permanent +1 AV.
* Cooking recipe names are now more varied (there'll be less names like "Baklava with Smoked Baklava on top of Baklava").
* Adjusted the way fish and farmers feel about each other.
* Data disk descriptions now indicate if you already know their blueprint.
* Once open, the double doors in Grit Gate no longer permanently re-lock if you close them.
* NPCs now don't want to trade their natural weapons as often.
* NPCs are now smarter about what equipment they use.
* NPCs no longer compulsively remove old gear before equipping new gear.
* Fixed a bug that caused companion NPCs not to consider whether they should equip new gear after you trade with them through via the chat menu.
* If you recruit Indrix after completing his quest, he no longer immediately equips the amaranthine prism.
* Wardens Esther now equips her shield.
* NPCs no longer attempt to fire missile weapons at targets further away than their weapons' maximum range.
* NPCs are now willing to fire missile weapons and throw thrown weapons at targets that are occluded by other hostile creatures.
* Fixed a bug that caused NPCs to not fire heavy missile weapons at targets protected by force fields.
* Recycling suits, portable beehives, and other liquid-generating equipment no longer generate liquid when unequipped or equipped improperly.
* Pathfinding now prefers not to walk over ironshrooms.
* Wearing multiple compass bracelets no longer cumulatively reduces your chance of getting lost.
* Burrowers now more pointedly prefer moving through open space to burrowing. This means villages of burrowers won't demolish their dwellings quite so quickly.
* The default action when interacting with trash is now (usually) 'rifle' if you have access to it.
* When you have multiple flight effects active, the reduction to your chance of getting lost is now based on the flight effect that gives you the most beneficial result.
* Uninstalling the giant hands implant now unequips any two-handed items you're wielding.
* Two-handed items that prevent themselves from being unequipped are no longer one-hand equippable with the giant hands implant.
* Fixed a bug in weapon penetration display that caused your strength modifier to be double counted.
* Added a new debug option: 'Show debug text for chance of getting lost'. When enabled, your chance of getting lost is displayed as you move across the world map.
* Puffer fungi now only puff if there is something nearby that they are not friendly to.
* Force fields that overlap with normal walls no longer produce a broken tile image.
* There is now an interaction menu option to gently wake up a sleeping NPC.
* [modding] Removed most of the extraneous XPvalue stats on creature blueprints.
* [modding] The NavigationBonus part is now an IPoweredPart with that class's fields and WorksOnEquipper = true. Its Amount field is now a string PercentBonus die roll that defaults to "10". It has the following new fields:
** SingleApplicationKey -- a string that, if provided, is used as the name of an event parameter that the part sets on events it is applied to. It won't modify events that already have the event parameter, so that navigation bonuses can be made non-cumulative.
** TravelClass -- a string used to specify a skill name, like the TravelClass attribute on terrain objects, so that the part only applies to travel in that skill's specified terrain.
** ShowInShortDescription -- a boolean for whether the part appends its behavior to the item's short description, defaults to true.
=== October 31, 2018 ===
* Added some furniture to Grit Gate and Bethesda Susa.
* You can now properly equip ape fur gear bought from Svenlainard.
* The Trip power now more properly respects the anatomy of its target.
* The following powers and items no longer work when you're out-of-phase or have a different flying status than your targets: Kickback, Shield Slam, and geomagnetic disc.
* Select Target and Draw a Bead are now smarter about the target they select if there are multiple potential targets in a tile.
* Equip and autoequip no longer bypass ownership checks. This means you can no longer equip chests from the ground right in front of their owners, haul them someplace out of sight, and then open them safely.
* NPCs are no longer immune to the exhaustion caused by Adrenal Control, and they now use Adrenal Control more tactically.
* Drinking medicinal liquids now affects the onset of ironshank as intended.
* Fixed a bug that prevented glowmoths and agolflies from using their range attacks.
* Fixed a bug that caused slippery liquids to occasionally cause twice the slippage they were meant to.
* Fixed a typo in telescopic monocle's partially identified name.
* Added a new debug option: "Show saving throw debug text". When enabled, the details of saving throw rolls are displayed in the message log.
* [modding] In ObjectBlueprints.xml, <inventoryobject> elements can now have a CellChance attribute that sets the ChanceSlotted field on the EnergyCellSocket part� of generated objects, if they have the part.
* [modding] There's now a general architecture for altering the results of saving throws. The object making the save has the ModifyDefendingSave fired on it, and if applicable, the attacking object causing the save to take place has ModifyAttackingSave fired on it. The attacker's event is fired first. Each has the following parameters:
** Defender -- the object making the save
** Attacker -- an entity intentionally causing the save to take place, if any
** Stat -- the string name of the statistic whose modifier provides the defender with a bonus to their save. Specify a comma-separated list and the highest value is used.
** AttackerStat -- like Stat but checked on the attacker and increasing the save's difficulty
** Vs -- a string characterizing the save. Examples include "Stun", "Stinger Injected Paralysis Poison", "Glotrot Disease Onset". Typically this field is used with .Contains() to scope save modifiers to their desired context.
** NaturalRoll -- an int, the defender's original 1d20 roll for the save
** Roll -- an int, the roll after modifications. Changes to this parameter by either event are taken into account by the saving throw check.
** BaseDifficulty -- an int, the original difficulty of the save
** Difficulty -- an int, the difficulty after modifications. Changes to this parameter by either event are taken into account by the saving throw check.
* [modding] Added a new part, SaveModifier, that modifies the defending saving throws of its parent item's equipper. It's an IPoweredPart and has that class's fields, with the following defaults: ChargeUse = 0, IsEMPSensitive = false, and WorksOnEquipper = true. (If WorksOnSelf = true, this part properly modifies the saves of its parent item. Other WorksOn field behaviors may or may not work.) Its own fields are:
** Vs -- a string with a comma-separated list of strings. If a saving throw's 'Vs' value contains any of them, this part's Amount modifier applies to the saving throw. If null or empty, this part applies to all saves. When one of the list items contains spaces, each space-separated item is matched separately, and all of them must match. Example: If SaveModifier.Vs = "Injected Poison", it will match against a ModifyDefendingSave.Vs of "Stinger Injected Confusion Poison" but not "Contact Damaging Poison".
** Amount -- an int, the amount the part modifies saves by
=== October 26, 2018 ===
* Added a new item: rocket skates.
* Added a new music track to generated villages.
* You may now freely access Argyve's chests once you become his apprentice.
* NPC companions can now become overburdened.
* Overburdened is now a visible effect.
* Bioscanning, techscanning, and structural scanning no longer show incorrect DV values.
* You can only sell unidentified artifacts for a fraction of their value.
* Containers now take into account the value of their contents when you trade them.
* Conveyor belts no longer move holograms, flying creatures, or out-of-phase objects.
* Conveyor belts are no longer prevented from moving you when you're overburdened, frozen, or paralyzed.
* You can now disassemble an energy cell from the change cell dialog.
* You can no longer use Flurry or the Dismember activated ability on out-of-phase creatures or flying creatures (unless you're also flying).
* Enabling 'open bookshelves while auto-exploring' now works regardless of whether other auto-explore options are enabled.
* Security doors are now treated as ordinary doors during auto-explore if you have Psychometry or a security interlock.
* Auto-explore now only seeks out trash if you have Trash Divining or Scavenger and you've enabled 'Pick up items flagged for auto-get while auto-exploring'.
* Auto-explore now seeks out butcherable meat if you have Butchery toggled on and you've enabled 'Pick up items flagged for auto-get while auto-exploring'.
* Auto-explore now seeks out harvestable plants if you have Harvestry toggled on and you've enabled 'Pick up items flagged for auto-get while auto-exploring'.
* NPCs, including your companions after trading, are now smarter about which weapons to equip.
* Broken or rusted injectors are no longer usable.
* NPCs applying tonics out of your line of sight no longer identifies the tonic for you.
* Removed the option to trade from talkable objects with no inventories (like the Grit Gate intercom).
* Dawnglider tails severed via dismemberment are now identical to tails butchered from dawnglider corpses for the purposes of cooking.
* When you gain an activitad ability, you no longer get the instructional message to access the abilities screen once you've either visited the abilities screen three times or remapped the key to access it.
* When you have multiple phasing effects active, you now only change phase once all of them expire.
* Fork-horned gnu now correctly have their hooves equipped again.
* Arconaut's are now correctly listed as having Swift Reflexes in character creation.
* Fixed a bug in text generation that caused numbers above 100 to appear as the letter 'y'.
* Fixed a typo in the effect description of fear-based meals when choosing an effect for recipe invention.
* Fixed various typos in dynamic text generated while interacting with walls.
* [modding] You can now specify the tag or property PlayerWontSell on objects to excludes them from the player's side of trade.
* [modding] WontSell is now supported as both a property and a tag.
* [modding] Auto-explore object-seeking for cases dependent on the player's build (like trash being sought out if you have Scavenger or Trash Divining) is now run through a generic event AutoexploreObject. This event is fired on the player and has the parameter "Object". You can have a part return false from AutoexploreObject to indicate that the object in that parameter should be sought.
* [modding] The Corpse part now has properties CorpseRequiresBodyPart, BurntCorpseRequiresBodyPart, and VaporizedCorpseRequiresBodyPart. If provided, these designate body part types which must exist, undismembered, on the creature at death for the respective corpse type to be generated.
* [modding] Conversation choices can now have the attribute ClearOwner. When the conversation choice is processed, any objects in the player's current zone which have the value of the ClearOwner attribute as a property or tag will have their Physics parts' Owner fields set to null.
* [modding] EncounterTables.xml now supports <single /> tag XML elements.
* [modding] Encounter tables can now have <population Table="PopTableName" /> nodes that generate content from the specified population table. Unlike using @ with <object>, this tag enables multiple objects to be processed from a single roll on a population table if the table is set up to produce such a result.
=== October 19, 2018 ===
* Hotkey favorites now use the most recent re-binding for commands.
* Leering stalkers now use their pneumatic pistons again.
* Hypertractors can no longer move holes in the ground or areas of open air.
* Closed a loophole with reputation modifying items where the rep bonus gained from dominating a creature and equipping them with a rep-boosting item stuck around after the domination ended.
* When you dominate a creature, reputation modifying items they already have equipped now properly alter your reputation.
* During character creation, arconauts are now correctly listed as having the power Spry rather than Dodge.
* Activated abilities disabled due to astral tethering are now greyed out in the abilities menu.
* Animated objects no longer obstruct autoexplore and autowalk.
* Made the Sacred Well less destructible.
* Improved the text generation for pet plants.
* Items with long names no longer overflow the frame in the tinker modding UI.
* Fixed a bug that generated inaccurate "you heal to full" messages too often while metabolizing a healing-based meal.
* Fixed a bug that caused the stat modifications from Kindrish to rarely become permanent.
* Fixed some bugs that caused levels in Bethesda Susa to frequently fail to build.[modding] Added a new part, LowStatBooster, for equipment that increases the lowest base value stat out of a list of stats. It's an IPoweredPart and has that class's properties, with defaults ChargeUse = 0 and WorksOnEquipper = true. Its own properties are: AffectedStats (a comma-separated string list of the stats considered; defaults to "Strength,Agility,Toughness,Intelligence,Willpower,Ego") and Amount (the amount the lowest stat is modified by, defaults to 3).
* [modding] KindrishProperties is now a subclass of LowStatBooster.
* [modding] IntPropertyChanger, MultiIntPropertyChanger, and TemperatureAdjuster now have the property BehaviorDescription, a string that, if provided, is appended to the item behavior section of the item's short description. Defaults to null.
=== October 12, 2018 ===
=== October 4, 2018 ===
* New item: anti-gravity boots.
* Your clones no longer pass on their inspirations for meal ideas to you.
* Evil twins no longer spawn during game initialization, resulting in half-formed twins.
* Villagers who give dynamic quests no longer confusingly wander around their villages.
* Rehabilitated some jumbled outcomes for the Kith and Kin quest.
* Corrected the rhyme scheme of the procedural love poem.
* Dawngliders and fruit flies now correctly have wings.
* Ceremonial vibrokhopeshes now have a boot sequence and power source, though it's a power source you don't have to worry about getting disabled under most circumstances. *Most* circumstances.
* Animated walls and doors no longer continue rendering in their updated position when out of your sight.
* Grit Gate now shows up highlighted in the alt display.
* Made the appearance and behavior of the interaction menu 'look' command more consistent with regular look.
* Changed the tinkering bits on ruin recoilers.
* Ruin recoilers now have their name displayed as "random-point recoiler" on their tinkering recipe instead of using a specific recoiler location.
* Auto-explore no longer attempts to open empty chests and bookshelves.
* Fixed a bug that was preventing all desert canyon encounters from generating. These included apple farms, pig farms, snapjaw forts, and Stopsvalinn.
* Fixed a bug that caused the salt dunes alternate start to not correctly grant reputation with the unshelled reptiles faction.
* Fixed a bug that allowed you to choose campfire options even when they were greyed out because you didn't have the appropriate skills.
* Fixed a bug that caused the feathered and scaled mods to sometimes inappropriately modify the player's reputation when equipped and unequipped by non-player creatures.
* Fixed a bug that caused the splash sound effect to be played when you stepped into a tile with a closed liquid container (such as a canteen).
* Fixed Freezing Hands and Flaming Hands having incorrect damage listed in their level-up preview dialogs.
* Fixed a bug that caused twinning lampreys to spawn too many twins.
* [modding] Added some new properties to the MechanicalWings part.
** Type: a string like "AntigravityBoots" used to differentiate the events used by different MechanicalWings parts. This facilitates having multiple sources of equipment-based flight.
** FlightSourceDescription: a string added to the display text of the Fly and Land abilities. Use it to differentiate between different types of equipment-based flight.
=== September 28, 2018 ===
* We made a bunch of enhancements to the body part system.
=== September 21, 2018 [Hindren Patch] ===
* Qud's augurs have read the petals on the wind and agree: the deerfolk who call themselves 'hindren' are real, and their hidden village exists. The hindren patch is now live!
** Added a new village: Bey Lah, hidden in the flowerfields.
** Added a new faction: hindren of Bey Lah.
** Added several new hindren NPCs.
** Added a chain of quests: Petals on the Wind, Find Eskhind, and Kith and Kin.
** Added a new signature dish: mah lah soup.
** Added a new denizen to the Stiltgrounds.
** Added Kindrish, the ancestral bracelet heirloom of the hindren.
** Added a few other legendary hindren items.
** Added some procedural love poetry.
* We made a bunch of enhancements to the prerelease input manager.
** Updated to the latest version of Rewired.
** Cancel now properly escapes out of most menus.
** Improved the styling of the control mapping screen.
** Alt (in the key mappings) + Use now uses the menu-based interaction mode.
** Changed "get nearby" to "interact nearby", allowing a button to be mapped to menu-based interaction.
** Fixed an issue that caused navigation of the control mapping screen to freeze.
** Fixed an issue that caused the prerelease trade screen to not function properly when used via gamepad.
** Fixed an issue that prevented the trade screen mappings from functioning properly on the classic trade screen.
* Vibro weapon penetration is now visible in weapon stat display.
* The following actions can no longer be taken while frozen: Slam, Conk, Dismember, Hook and Drag, Hamstring, Hobble, Shank, Flurry, Jump, Heal, Staunch Wounds, Set Limb, Sweep, Butcher, Harvest, and trash rifling.
* Shank no longer double counts some negative status effects.
* Conk now takes its target's anatomy into account.
* Hook and Drag now properly requires an axe in the primary hand.
* Added a tile for Grit Gate's intercom.
* Fixed a bug that stopped vibro weapons from consuming charge.
=== September 14, 2018 ===
* *Brainless things no longer fall asleep.
* *Hindren clues should now be more successfully excluded from gossip.
* *Pressing left on an object in the inventory screen now collapses the whole category.
* *Pouring liquid on the ground now results in a salt-diluted puddle of the same volume you poured, not twice that volume.
* *You can no longer avoid attacks by certain sludges on the basis of the attacks overquenching your thirst.
* *Generated names from the arcology of Ekuemekiyye no longer occasionally contain a trailing space.
* Psychic hunters no longer get vestigial legendary titles.
* Fixed a bug that caused on-damage cooking effect trigger's percentage to drop to 0 after saving and loading.
* Fixed some plurality issues with generated text when preserving ingredients.
* Fixed a bug that prevented run-down carcass kneaders from being wound up.
* [modding] The RandomColors part has a new property, BackgroundColor, for specifying random background colors.
* [modding] The IPoweredPart base class has been refactored to IActivePart, which is identical to IPoweredPart except for some of its new default property values: ChargeUse = 0, IsBootSensitive = false, and IsEMPSensitive = false. IPoweredPart is now a subclass of IActivePart with these defaults: ChargeUse = 1, IsBootSensitive = true, and IsEMPSensitive = true.
=== August 25, 2018 ===
* Added new, animated tiles for forcefields.
* Added a new faction: pariahs.
* Pariahs now sometimes appear on the Stiltgrounds.
* You may encounter bands of roving pariahs.
* Blaze injectors can now be preserved into congealed blaze.
* Salve injectors can now be preserved into congealed salve.
* Carbide and fullerite fist implants now count as unarmed attacks.
* Laser beam and falling rock damage messages now have their penetration indicators colorized according to the usual convention.
* Spiked gauntlets now correctly add bleeding damage to unarmed attacks again.
* Breeder creatures now more reliably pass on their faction allegiances to their spawn.
* Holograms no longer fall down elevator shafts.
* Hologram bracelets that blink out of existence no longer leave permanent holograms.
* Force bracelets that blink out of existence no longer leave permanent forcefields.
* Limbs dismembered from temporal fugue clones or extradimensional creatures now usually blink out of existence when their former owners do.
* Night-vision goggles no longer provide night vision when equipped as a weapon or when disabled by EMP.
* Learning to make lead-acid cells no longer causes acid to spontaneously erupt on your character.
* Bronze ingots now weigh less and are worth more.
* When a village teaches the free power that unlocks when purchasing a skill, they now also teach the skill itself.
* Fixed an issue that sometimes prevented destroyed liquid containers from depositing their liquids as puddles on the ground.
* Fixed an issue that caused the penetration bonus from gaslight weapons to remain even if they were unpowered.
* Fixed some issues with the shale walls surrounding Red Rock and the Rust Wells.
* [modding] The Gaslight part has been rewritten. Its properties are now ChargedName (base display name when it has usa[ble charge), UnchargedName (base display name when it doesn't have usable charge), ChargedPenetrationBonus (penetration bonus when charged), UnchargedPenetrationBonus (same, uncharged), ChargedDamage (base damage roll when charged), UnchargedDamage (same, uncharged), ChargedSkill (proficiency skill when charged), and UnchargedSkill (same, uncharged). It's also now an IPoweredPart and has all of that part's properties. Its defaults that differ from IPoweredPart base are ChargeUse = 10 and WorksOnSelf = true.
* [modding] The BleedingOnHit part has been rewritten. Its properties are now Amount (the roll for the amount of bleeding inflicted, defaults to "1d2"), SaveTarget (the target of the save, defaults to 20), RequireDamageAttribute (if given, bleeding will only be inflicted if the damage being done has this attribute, defaults to null), SelfOnly (whether bleeding infliction only applies to attacks performed with the object, defaults to true), and Stack (whether the bleeding inflicted stacks, defaults to false). It's also now an IPoweredPart and has all of that part's properties. Its defaults that differ from base are ChargeUse = 0, IsEMPSensitive = false, and WorksOnSelf = true.
* [modding] The NightVisionGoggles part is now an IPoweredPart and has that part's properties (WorksOnWearer defaults to true).
* [modding] Added a new PlayerBeginConversation event, which triggers whenever the player starts a conversation.
* [modding] The liquid that gets mixed in with liquids poured on the ground can now be specified. Cells and zones both have a property, GroundLiquid, that can be set to a value like "salt-1000" (the default on zones), "salt-500,water-500", and so on. An empty string means no automatic mixing is done. If a cell's GroundLiquid is null, it defaults to its zone's value. The zone's value can be set in Worlds.xml via the GroundLiquid property on the zone element.
* [modding] The IgnoresGravity tag and property now make objects immune to the PullDown behavior of the StairsDown part.
* [modding] Fixed an issue with non-standard sprite size support.
=== August 17, 2018 ===
* Added two new creatures: feral lah and tumbling pod.
* Added a new plant: lahbloom with harvestable lah petals.
* Added a new cooking ingredient: dried lah petals.
* Added a new option to the campfire menu: preserve exotic foods. This option is for manually preserving foods that are otherwise consumable and so excluded from bulk preservation.
* Luminous hoarshrooms now preserve into freeze-dried hoarshrooms.
* Shade oil tonics now preserve into congealed shade oil.
* Updated tile for luminous hoarshroom consumable.
* Pickled mushrooms and freeze-dried hoarshrooms now count as mushrooms for the purpose of triggering mushroom-related meal effects.
* You can no longer preserve things that you haven't identified.
* Gave mutated flowers and bushes more appropriate stats.
* Fixed a rare exception when inanimate objects called for help after suffering lethal damage.
=== August 10, 2018 ===
* Added a new item: fidget cell.
* Added new level-up sound effects for both the player and other creatures.
* You can now pet all village pets.
* Hyrkhounds are now properly considered dogs.
* Mental mutation levels granted by equipment and meals now count toward your psychic glimmer. Note that this change applies to true kin, too.
* Hindren clue items no longer appear as randomly revealed secrets via trash divining or mumble mouth.
* The 'Leap, Frog' achievement can no longer be attained by learning to jump from someone other than a frog.
* Enabling autoget scrap no longer autogets any artifact that can be disassembled.
* Walking next to a regeneration tank with freshwater and artifact autoget enabled no longer mysteriously obliterates the tank into a puddle of freshwater.
* Temporal fugue clones of NPCs now reliably get along with their clone-parent and clone-siblings.
* Cybernetic implants on temporal fugue clones are no longer recoverable via dismembering.
* Fixed an issue that caused the temporal fugue clones of psychic hunters and evil twins to have infinite duration.
* Fixed an issue that caused some items thrown by temporal fugue clones not to properly dematerialize.
* The description of regeneration tank now more clearly communicates what the item requires in order to function.
* Tweaked some Mechanimist holy language.
=== August 3, 2018 ===
* Cats and dogs now let you pet them if they like you. Some domesticated cats and dogs will let you pet them if they merely tolerate you.
* New book: Eta and the Earthling, Canto I.
* Changed the name of a character in From Entropy to Hierarchy.
* Energy cells now only stack if they have the same charge level.
* Two-faced helmets and helping hands no longer prevent body parts other than the ones they're adding from being dismembered.
* Equipping headgear into a slot currently occupied by a two-faced helmet no longer annihilates the headgear being equipped.
* Updated Mental Mirror's description to better reflect its implemented behavior.
* Fixed an issue causing chrome pyramids to fail to generate their force fields.
=== July 27, 2018 ===
* Added a new village government type: anarchy.
* When you go to the world map and then immediately return to the local map you were just in, you're now placed in the same tile you left from.
* Village wardens now attack wild beasts or snapjaws that make their way into villages.
* Objects traded to merchants are now considered part of their trade stock.
* Equipped items no longer used as ingredients when you whip up a meal.
* Quest items are no longer used as ingredients when you whip up a meal.
* Village signature dishes no longer include neutron flux as an ingredient.
* Fish are now always placed in tiles with water.
* Items in inventories that get de-stacked due to ongoing effects now re-stack properly.
* References to Joppa in books, quests, and advertisements now respect Joppa's state of existence.
* You can no longer place a container you're carrying inside itself, thereby blinking it out of existence.
* Updated the description for Albino.
* Klanq no longer asks you to puff on village factions.
* Klanq no longer asks you to puff on factions without members.
* Fixed a generated text bug with fungi dialog.
=== July 20, 2018 ===
* We added several new historic events that make village histories much more diverse. Examples include trait-based reasons for congregation, regime changes and new types of government, and new culinary developments.
* Increased the diversity of village populations, particularly for the choice of warden.
* There's now a menu option to fill empty liquid containers.
* Fixed an issue with village item placement.
* Fixed an issue with gyrocopter backpack.
* Fixed an issue that caused some stat-boosting historic relics to incorrect require energy cells.
* Fixed an issue with domination where the dominated creature moving offscreen and then dying caused the dominator to die too.
* Fixed an issue that caused historic site visitation quests to not complete.
* Fixed an issue with gaslight weapons not using charge.
* Fixed an issue causing beguiled pets to stop following you.
* Fixed some issues with article formatting.
* Fixed a rare exception in beguiling.
* Fixed a rare exception during village generation.
* Fixed the copyright date.