Version history/2022

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

204.49

Released December 23, 2022.

  • We made some balance changes to the [redacted].
    • Metachrome weapons no longer have a penetration cap.
    • Vastly increased tortoise [redacted] Carapace rank.
    • Vastly increased cragmensch [redacted] AV and strength.
    • Removed the malus for installing cybernetic implants as the hamsa of the [redacted].
    • Gave oddities a new body.
  • Faction delegates should behavior a little more cordially during the Omonporch negotiation.
  • Spark ticks are now considered arachnids.
  • Night-sight interpolators are now considered metal.
  • Made camel bladders a little more common.
  • You no longer rifle through trash (and spend the action cost doing so) while charging through it.
  • Tweaked Triple-Jointed description.
  • Holographic trees now appear more rarely in village farms.
  • Plucking coral polyps while confused now displays a confused name for the polyp.
  • Followers no longer Slam themselves constantly.
  • Fixed a bug that caused hexagonal crystals to always appear magenta.
  • Fixed a bug that caused the sidebar to hide while pressing Shift and entering text.
  • Fixed a bug that caused natural equipment to be damageable.
  • Fixed a bug that caused some dynamic locations to not properly trigger checkpoints.
  • Fixed a bug that caused the numpad workaround for the MacOS13 Unity bug to not register entries in some menus.
  • Fixed a typo in pet Ercolano's description. Redeem this pet again to get the fix.
  • Fixed a body bug with the pet Recall Star.
    • You can now delete recipes from your journal.
    • Syphon Vim no longer affects inorganic creatures, as indicated by its rules text.
    • Modern UI text input boxes now escape & and ^ color formatting codes. The new color formatting style (e.g. {{{2}}}) still works.
    • Fixed another bug that made point-defense drones fail to fire at thrown objects.
    • Fixed a bug with controller targeting.
    • Fixed a bug that caused the next command to be ignored after you used the Move to Zone Edge command.
    • Fixed a bug that caused creatures to not use Slam.
    • Fixed a bug that sometimes caused the game to freeze on the Freehold Games loading screen due to errors loading mods.
    • Fixed a bug that caused build codes with selected gender or pronoun sets to fail to load correctly. This should fix errors with the last character option during character creation.
    • [modding] Added additional logging for ObjectBlueprints.XML errors: missing inherits and missing <objects> tag.
    • [modding] Made the hateReasons and likeReasons on XRL.World.Parts.GenerateFriendOrFoe and GenerateFriendOrFoe_HEB public.

Moon Stair (full release)

Released December 16, 2022.

NEW QUEST IN THE MAIN QUESTLINE

  • There is now a new quest after returning from the Tomb of the Eaters. Talk to Barathrum in his study to learn more.
  • Added a new system for the creation of [redacted] in support of this quest.

NEW LATE-GAME REGION

  • Added the last late-game region: the Moon Stair.
  • Added new creatures: zero jell, unimax, dawning ape, n-dimensional starshell, dreamcrungle, glow-wight apotheote, monad, and dream wren.
  • Added a new village-like location -- Chavvah, the Tree of Life -- with several new NPCs.
  • Added a new side quest at Chavvah.
  • Added psychic biomes, limited to the Moon Stair.

UI

  • Added a new Pixel Perfect mode, which forces zoom to snap to a perfect multiple of the pixel art. You can toggle it in the General options menu.
  • Added a new Docked mode that locks the combat log, nearby items list, and minimap. You can toggle it in the General options menu.
  • Added a new 'Flip' mode to the modern dock. It has behavior similar to the original text sidebar.
  • Added a new mouse cursor and an option to disable it or choose an alternate color scheme (Options > Overlay UI > Mouse cursor).
  • Added a new option for "Play area scale" with three choices.
    • Fit - fits the whole play area on screen. May necessitate letterboxing.
    • Cover - ensures the play area covers the screen. Minimizes letterboxing.
    • Pixel Perfect - sizes the play area to an integer multiple of the pixel art. Maximizes sharpness.
  • Changed the default setting for the modern UI play scale from Fit to Cover.
  • General UI note: if the camera is zoomed in so that the whole play area doesn't fit on the screen, you may notice the UI switching to fullscreen Fit mode when you take certain actions that still have unfinished UI elements (like Interact nearby). This is done to prevent the old UI elements from becoming unreadable at the zoomed in scales. As we add continue to add modern UI elements, it'll stop happening.
  • Added new UI for target pickers.
  • Added new UI for examining things with the Look function.
  • Added a new target reticle for some contexts.
  • The information bar when using the look/target pickers is now at the top of the screen.
  • The ability bar is now fully functional.
  • The selected ability bar button is now only highlighted if the "Use Ability" command has an active bind.
  • The User Interface option "Pressing shift will hide the sidebar" now affects the modern UI dock and undocked windows.
  • Added a new UI for the Options screen.
  • Added a new UI for the High Scores screen.
  • Added a new UI for the Help screen.
  • Added tooltips and highlights to attributes with bonuses during character creation.
  • You can now look at who you're talking to from the conversation UI.
  • Added binds for page up and page down.
  • Added a new option to disable the mouse-clickable zone transition arrows that appear when the map is zoomed in (Options > Overlay UI > Disable mouse-clickable zone transition border arrows).
  • The mouse cursor now hides itself when the mouse is stationary.
  • Added an option to disable mouse zoom.
  • Removed option to show tooltips when looking. It's now always works this way when the modern UI is enabled.
  • Tooltips shown by mouseclick now hide when keyboard or joystick buttons are pressed (please report any tooltips that do not behave this way).
  • Added a tooltip to the window layout lock button
  • Look now is now bound to left stick button by default in the modern input manager.
  • After firing a ranged weapon, your target for future shots is now more reliably what you shot at instead of what you hit.
  • Added two options for filtering the nearby items list to only takeable items and only items in the current tile (Options > Overlay UI > enable Show overlay nearby objects list). When both are enabled, the behavior approximates the legacy UI "only show contents of the current cell" option.
  • Added ability bar navigation and activation keybinds to the legacy input manager.
  • Refactored the imposter system for visual effects. This fixes many bugs where visual effect artifacts remained on the screen improperly.
  • Removed code and unused bits of Overlay UI that have been replaced with the Modern UI.
  • Removed the unintentional fade-in effect when tooltips appear.

SOUNDS & MUSIC

  • We're in the process of adding all new sound effects to the game. Several hundred have already been added. More to come.
  • Added ambient environmental sounds. For now: to Joppa, salt marshes, desert canyons, jungles, subterranean caves, the rust wells, rust biomes, and slime biomes. More to come.
  • Added a new toggle and volume slider for ambient sounds to the General options menu.
  • Added a new music track in the Moon Stair.

NEW THINGS

  • Added new cybernetic implants: grounding shunts and social coprocessor.
  • Added new items: palladium weave tabard, dazzle cheek, psychodyne helmet, black mote, leyline puppeteers, magnetic bottle, gigantic chassis plate, dream rondure, crystalline halo, and crystalline jile.
  • Added a new liquid: warm static.
  • Added a new skill: ?????
  • Added a unique encounter to the bottom of the Asphalt Mines.
  • Added a new book: Module Moon Stair and the Tree of Life.
  • Added a new signature dish: Crystal Delight.
  • Added a new harvestable: noisegrass.
  • Added new cooking ingredients: wild rice and dream smoke.

GAMEPLAY CHANGES

  • We made some balance tweaks to the attributes of merchants.
    • Stiltground merchants are now higher level and have more Willpower.
    • Legendary merchants are now leveled appropriately for the difficulty tier their workshops are found in.
    • More kinds of merchants now have hired guards.
    • Adjusted the number of hired guards for several kinds of merchants.
  • We changed how the item mod 'gigantic' works and classified some creatures as 'colossal'.
    • The following creatures are classified as colossal: salt kraken, star kraken, great saltback, great magma crab, Rodanis Y, chrome pyramid, and [redacted].
    • Colossal creatures can no longer wear non-gigantic gear.
    • Non-colossal creatures can no longer wear gigantic gear, with the exception of gigantic weapons, which can be wielded in twice the number of hands they normally take to wield.
    • Most types of items can now be gigantic.
    • Gigantic weapons deal additional damage and may have other effects, depending on the weapon class.
    • Gigantic vessels now store twice as much liquid.
    • Gigantic grenades have double the radius.
    • Gigantic gems and precious nuggets have 5x the trade value.
    • Gigantic energy cells have twice the energy capacity.
    • Swarm racks are now gigantic and no longer occupy back or arm slots.
  • The Quantum Jitters defect is now worth 4 points.
  • The following cybernetic implants all had their bonuses raised from +1 to +2: bionic hands, bionic arm, bionic heart, dopamine synth, and beautiful visage.
  • Beautiful visage now costs 3 license points.
  • Svardym are no longer considered a sultanate faction.
  • There is now a teleport gate in the rusted archway.
  • You can no longer trade with creatures who are engaged in melee combat.
  • Having an adjacent inanimate object as a target no longer counts as being engaged in melee combat.
  • Charging Strike for axes and Charging Strike for cudgels are now the same skill.
  • Robots with the Wings module can no longer fly while EMP'd.
  • Set the region tier of the Six Day Stilt to 2.
  • We made some balance changes to blast cannon.
    • Increased accuracy.
    • Increased damage.
    • Increased concussive force on impact.
    • Increased cell energy cost per fire.
    • Changed the cooldown from 1d4 to 2.
  • Krakens who have a party leader no longer wander in the characteristic kraken style.
  • Item-based bonuses to throwing range are now functional on geomagnetic discs.
  • Cheap credit wedges are now excluded from dynamic encounters.
  • Raised scorpiock's level and lowered their AV.
  • Made some tweaks to Crystal of Eve.
  • Pathfinding now considers standing next to dangerous gases to pose some fraction of the danger of standing in them.
  • Firing ranged weapons now more accurately targets flying creatures rather than the trash beneath them.

MISCELLANEOUS

  • Added more Barathrumite dialogue for late-game quests.
  • The preferred water ritual liquid for highly entropic beings is now warm static.
  • Replaced deathlands worldmap tiles with the Moon Stair.
  • Autoget can now unload weapons and empty liquid containers.
  • Campfires and torch sconces are now avoided to a much lesser degree by pathfinding.
  • Sometimes pilgrims you encounter are now lost. You can give them directions.
  • Teleport gates are now points of interest.
  • If you're controlling a turret tinker or miner, you can now deploy a turret or mine as an activated ability.
  • Horns now regrow properly if you do not have a head and then grow a new one.
  • All creatures with proper names who are not player companions are now considered points of interest.
  • Artifact functionality that displays status indications in item descriptions, such as (nonfunctional) or (unpowered), no longer does so in context of tinkering item descriptions.
  • Added a new tile for diplomacy droid.
  • Added a new tile for recoilers.
  • Changed leering stalker's ASCII color to bright red.
  • Gibbons are now correctly classified as apes.
  • Twinning and trining lamprey are now correctly classified as fish.
  • Reclassified some robots.
  • Deploy Turret, Flaming Hands, Freezing Hands, and Freeze Breath can no longer be used on the world map.
  • Robot sensor arrays and hardpoints may now be marked as scrap independently of each other.
  • Non-takeable items that theoretically have a reputation modifier (such as painted or engraved immobile furniture) no longer show the reputation modifier in their description.
  • Relic containers are now considered important.
  • Added a "Wait Menu" keybind to the legacy key mapping.
  • Removed the outdated "Display a background image when letterboxing" option.
  • Improved performance when moving through liquids, particular during autoexplore.
  • Particle simulation now has a fixed timestep.

BUGFIXES

  • Fixed a bug that prevented legendary creatures from awarding extra XP in some contexts.
  • Fixed a bug that caused legendary creatures to have too little XP for their level.
  • Relic missile weapons with the vibro effect now get any penetration bonuses they may have applied on top of the vibro effect.
  • Fixed a bug that caused armor categorized as Clothing to auto-equip as held in hand rather than worn.
  • Fixed a bug in pathfinding that caused occasional mishaps, in particular inexplicable penchants for walking through fractus.
  • Fixed a grammar error in some messages resulting from you decapitating your companion.
  • Legendary villagers no longer sometimes erroneously have two names.
  • Fixed a bug that caused collecting liquids from the ground to not update your carried weight immediately.
  • Fixed a bug that sometimes caused you to turn blue.
  • Fixed a bug that caused psychic hunters to spawn over pits that'd cause them to immediately fall to their death.
  • Fixed a bug that caused some popups in the classic UI to cut off the last word.
  • Fixed an issue where Suppressive Fire wasn't showing up in the abilities menu.
  • Fixed a bug that made morphogenetic weapons apply the compute power of their target to their effect rather than that of their wielder.
  • Fixed a few crash and a few other bugs with the Continue screen when there were invalid or corrupt info files.
  • Fixed a bug that caused autoact to be interrupted when a follower's maximum HP changed.
  • Fixed an issue with ability bar navigation improperly respecting the alternate modifier button.
  • Fixed an issue that caused the message log to sometimes not scroll fully to the bottom when passing nearby objects.
  • Fixed an issue that prevented right-stick look navigation in the prerelease input manager.
  • Fixed a bug that made Barathrum clocks with Q Girl pendulums disassemblable for no bits.
  • Fixed a rare exception in village generation.
  • Fixed a bug where some creatures were incorrectly receiving bonuses for mutations they had as if they were rank 1 instead of the rank they actually were.
  • Fixed a bug with autoget while flying that required landing to take items on the ground.
  • Fixed a bug when a non-player creature used a timecube that caused you to get messages as if you used it.
  • Fixed a bug that caused imaginary objects to be flammable.
  • Fixed a bug that caused imaginary objects to vaporize if they reached vapor point.
  • Fixed a bug that caused particles to stack up in look and targeting views.
  • Fixed a bug with item naming popups in the console UI.
  • Fixed some auto collection bugs for liquids.
  • Fixed ability bar buttons not greying out properly.
  • Fixed "Wait 1 Turn" option not working properly in the wait menu.
  • Fixed a bug where prerelease inventory UI screens were appearing below the play area.
  • Fixed a bug where autoget would pick up fancy furniture.
  • Fixed a bug that caused village merchants to fail to spawn.
  • Fixed a bug where each village history entry in your journal contained histories from every village.
  • Fixed a bug with arrow keys improperly paging through modern UI controls.
  • Fixed the sizing of popup message windows with long scrollbars.
  • Fixed a bug where "Take all" would fail to pick up everything if you had previously dropped any of the items.
  • Fixed a bug that caused some shale walls to become invisible.
  • Fixed a bug that caused zones to stay in memory for too long.
  • Fixed a bug with modern UI keybinds using modifier keys in the legacy input manager.
  • Fixed a bug that caused music tracks to improperly restart when entering a new zone.
  • Fixed a bug where having the "Enable additional overlay UI elements" on and then disabling the "Enable modern UI elements" option left the game in an unusable state.
  • Fixed a bug that caused Astral creatures to flicker in and out of phase while traveling on the world map
  • Fixed an exception with throw animations.
  • Fixed a rare exception in the "corrected vision" status effect.
  • Fixed a rare exception in the "immobilized" status effect.

DEBUG & MODDING

  • Added <mixin> to object blueprints, allowing you to inherit and merge the properties of multiple blueprints together.
    • Load="Fill" will prioritize properties from the Inherited blueprint, otherwise the mixin has precedence.
    • Include="part,stat" can be used to only inherit properties that match a tag name.
    • Exclude="tag,property" can be used to only inherit properties that do not match a tag name.
    • The mixins will be evaluated from top to bottom, unless a manual Priority="5" is specified.
  • The Examiner part has been overhauled. Instead of the fields UnknownDisplayName, AlternateDisplayName, UnknownDescription, AlternateDescription, UnknownTile, AlternateTile, and so, there are now two fields, Unknown and Alternate, which take the names of blueprints for objects to derive the unknown and alternate appearances of the item from. The property KeepTile supports the behavior of identifiable furniture where the text appearance changes but the tile does not. Also, the unusual Examiner behavior of tonic injectors is now data-driven and moddable; please refer to the configuration of tonics for more information.
  • When using the debug option 'Show quickstart option during character generation, pressing the keybind now only works on the first screen.
  • Autoget is now handled with the AutoexploreObjectEvent. Set E.Want = true and E.FromAdjacent = "Autoget". Users of the AutoexploreObjectEvent should now check the AutogetOnlyMode flag. You should only return "Autoget" (or equivalent) actions when this flag is true.
  • Moved MenuOption class from XRL.CharacterBuilds.UI to the XRL.UI.Framework namespace.
  • Removed old character code entries (Code="ab") from Mutations.xml, Subtypes.xml, and Genotypes.xml. Also removed the properties XRL.MutationEntry.MutationCode, XRL.SubtypeEntry.Code, and XRL.GenotypeEntry.Code.
  • The ModManager UI has an additional tag for loaded mods which have Harmony Patches.
  • Fixed overriding color palette in Display.txt
  • Added some helper methods to make color string templates easier: Markup.Color(color, text) and StringBuilder.AddColored(color, text)
  • ObjectBlueprints.xml now logs errors when setting a <part> parameter that does not exist, or if the value can not be parsed.
  • Added 'findimportant' and 'fetchimportant' wishes.
  • All XML files are now parsed based on their root element and can thus be reorganized within subdirectories and renamed to anything.
  • Skill entries can now set the Hidden flag to remove them from the Skills menu until they has been acquired via other means.

204.45 - 'beta' branch

Released December 9, 2022.

  • Added a new signature dish to Chavvah: Crystal Delight.
  • Added a new tile for diplomacy droid.
  • Added a dynamic description for the [redacted].
  • Added more Barathrumite dialogue for late-game quests.
  • Refined the crystalline properties of Chavvah, the Tree of Life.
  • Made some refinements to the experience of getting dreamcrungled.
  • The pipes in [redacted] now flow with a mixture of primordial soup and your chosen catalyst.
  • The [redacted] crab is now correctly considered a proper noun.
  • Added abilites and equipment to Tau's companion.
  • Tweaked the stats of palladium mesh tabbard and psychodyne helmet.
  • Made some additional minor tweaks to psychodyne helmet, black mote, palladium mesh tabard, and dazzle cheek.
  • Added descriptions for grounding shunts and social co-processor.
  • Added descriptions for psychodyne helmet, black mote, palladium mesh tabard, dazzle cheek, crystalline halo, and crystalline jile.
  • Added descriptions for crystalline trunk, crystalline branch, crystalline taproot, crystal leaves, crystal key, spiral staircase, chiming rock, and glowing soft.
  • Added descriptions for Dyvvrach, Miryam, Tzedech, Tivka, _, Thicksalt, Tammuz, the Tau variants, Aoyg-no-Longer, and the still chime.
  • Updated several sounds.
  • Removed the watervine step sound.
  • Added some chronology entries for important Moon Stair actions.
  • Changed the color of severed [redacted] limbs.
  • Warm static now distorts skills as well as powers.
  • Ejection seats now lock into place when returned after ejecting.
  • Added a new option under the Controls section named "MacOS13 Unity Keypad Bug Workaround" as a prospective fix for users on MacOS 13.x having issues with numpad.
  • Fixed some issues with temporary mutations not granting their abilities and bonuses.
  • Fixed a bug that sometimes caused you to turn blue.
  • Fixed a bug that made gigantic trade goods much more common than they should be.
  • Fixed a bug that caused [redacted] without poetic features to be unbuildable.
  • Fixed a bug that caused the interior of [redacted] that survived death via effects like Precognition to behave strangely.
  • Fixed a bug that caused zones to be suspended almost immediately upon leaving them.
  • Fixed a bug that caused you to become stranded upon completing a crungle.
  • Fixed a bug that caused non-standard metachrome limbs (such as Back, Feet, or Arm weapons) to be ineligible for offhand attacks.
  • Fixed a bug that caused psychic hunters to spawn over pits that'd cause them to immediately fall to their death.
  • Fixed a bug that caused some popups in the classic UI to cut off the last word.
  • Fixed an exception when warm static applied the Springing effect.
  • Fixed an issue where Suppressive Fire wasn't showing up in the abilities menu.
  • Fixed a few crash and a few other bugs with the Continue screen when there were invalid or corrupt info files.

204.42 - 'beta' branch

Released December 2, 2022.

  • Added new armor: gigantic chassis plate.
  • Added a new item: magnetic bottle.
  • Added [redacted] to the bottom of the asphalt mines.
  • Added sated dreamcrungles.
  • After escaping the waking dream of a dreamcrungle, it now either dies or becomes sated.
  • Added a new preservable/piece of butcherable equipment: dream rondure.
  • Added a new cooking ingredient: dream smoke.
  • Added a new 'Flip' mode to the modern dock. It has behavior similar to the original text sidebar.
  • Made some tweaks to Crystal of Eve.
  • Added young crystalline roots to the subterranean Moon Stair. They very rarely spawn with harvestable crystals of Eve.
  • Added descriptions for the following objects: monad, crystal of Eve, crystalline root.
  • Noisegrass now only appears on the Moon Stair surface.
  • Pax Klanq now takes three days to construct the [redacted].
  • Clarified in Pax Klanq's dialog that the hamsa must weigh 5 lbs. or less.
  • Pre-existing natural weapons of a [redacted] now match the armament skill.
  • Baetyl rewards awarded during [redacted] creation are now gigantic when applicable.
  • A popup is now displayed when your follower is unable to enter your [redacted].
  • Cragsmench [redacted] no longer spawn with hoary fists.
  • If you get stranded in a waking dream by a dreamcrungle, the reward or penalty for completing the crungle is now applied to your new body.
  • Tweaked the screen transitions when hit by a dreamcrungle while using the classic interface.
  • Charging Strike for axes and Charging Strike for cudgels are now the same skill.
  • Village ovens can no longer recipes that have wild rice as an ingredient.
  • Added an option to disable mouse zoom.
  • The selected ability bar button is now only highlighted if the "Use Ability" command has an active bind.
  • The User Interface option "Pressing shift will hide the sidebar" now affects the modern UI dock and undocked windows.
  • Gibbons are now correctly classified as apes.
  • Twinning and trining lamprey are now correctly classified as fish.
  • Reclassified some robots.
  • Turret [redacted] now have the correct tile.
  • Goatfolk [redacted] no longer spawn with equipment.
  • Changed some verbiage with consuming or getting covered in warm static.
  • Renamed Chavvah root to crystalline root.
  • Tweaked some properties of crystalline roots.
  • The dock drag handle's opacity now respects the dock background opacity setting.
  • Pathfinding now considers standing next to dangerous gases to pose some fraction of the danger of standing in them.
  • Deploy Turret, Flaming Hands, Freezing Hands, and Freeze Breath can no longer be used on the world map.
  • Robot sensor arrays and hardpoints may now be marked as scrap independently of each other.
  • Non-takeable items that theoretically have a reputation modifier (such as painted or engraved immobile furniture) no longer show the reputation modifier in their description.
  • Fixed several bugs where effects obtained from dilute warm static could be applied multiple times.
  • Fixed a bug that caused grazing animals used as in the creation of the [redacted] to incorrectly be assigned the goat body type.
  • Fixed a bug that caused the still crystal chime to disappear from your inventory.
  • Fixed a bug that caused the follower buff from certain hamsas to flicker on creatures with enhanced quickness.
  • Fixed a bug that caused autoact to be interrupted when a follower's maximum HP changed.
  • Fixed an issue with ability bar navigation improperly respecting the alternate modifier button.
  • Fixed an issue that caused the message log to sometimes not scroll fully to the bottom when passing nearby objects.
  • Fixed an issue that prevented right-stick look navigation in the prerelease input manager.
  • Fixed a bug that made morphogenetic weapons apply the compute power of their target to their effect rather than that of their wielder.
  • Fixed a bug that made Barathrum clocks with Q Girl pendulums disassemblable for no bits.
  • Fixed a rare exception in village generation.

204.41 - 'beta' branch

Released November 25, 2022.

  • Added a new plant to the Moon Stair: noisegrass.
  • Added a new harvestable: bundle of noisegrass.
  • Added a new cooking ingredient: wild rice.
  • Added a new item: leyline puppeteers.
  • The following cybernetic implants all had their bonuses raised from +1 to +2: bionic hands, bionic arm, bionic heart, dopamine synth, and beautiful visage.
  • Beautiful visage now costs 3 license points.
  • Added some cybernetic credits wedges to certain places on the Moon Stair.
  • Added wheeled, goat, and crystal variants of [redacted].
  • We made some balance changes to blast cannon.
    • Increased accuracy.
    • Increased damage.
    • Increased concussive force on impact.
    • Increased cell energy cost per fire.
    • Changed the cooldown from 1d4 to 2.
  • Relic containers are now considered important.
  • Added a variety of visual effects for Moon Stair objects and interactions.
  • Added descriptions for the following creatures and items: zero jell, unimax, dreamcrungle, dawning ape, n-dimensional starshell, drem wren, leering stalker, chrome pyramid, blast cannon, and swarm rack.
  • Renamed the liquid container zero jells occasionally drop to entropy cyst and gave it a new tile.
  • Added a new tile for recoilers.
  • Added a new tile for Santalalotze.
  • Changed leering stalker's ASCII color to bright red.
  • Fixed an issue with page up and page down binds overriding some ctrl+up and ctrl+down binds. You may have to rebind existing binds using those keys if you have customized them.
  • Fixed an issue with page up and page down binds in the prerelease input manager.
  • Fixed a bug where some creatures were incorrectly receiving bonuses for mutations they had as if they were rank 1 instead of the rank they actually were.
  • Fixed a bug with autoget while flying that required landing to take items on the ground.
  • Fixed a bug when a non-player creature used a timecube that caused you to get messages as if you used it.
  • Fixed a bug that caused the new missile weapon UI to not update properly.
  • [modding] added 'findimportant' and 'fetchimportant' wishes.

204.38 - 'beta' branch

Released November 18, 2022.

  • Added a new mouse cursor and an option to disable it or choose an alternate color scheme (Options > Overlay UI > Mouse cursor).
  • Added more status effect possibilities to dilute warm static.
  • Made all the Chavvah entities water ritualable. More changes to the Chavvah faction are in progress.
  • We made some balance changes to the Hamsa component of [redacted].
    • The action cost reduction for melee weapons was reduced from 25% to 15%.
    • Figurines now award reputation with the factions of the creatures they depict.
    • Cybernetic implants now reduce the toughness of the [redacted] by an amount equal to their license cost.
    • Teleport-granting items now give Teleport 6 instead of Teleport 1.
  • Added [redacted].
  • Added "If, Then, Else" post-quest dialogue for Tammuz.
  • Raised scorpiock's level and lowered their AV.
  • When using the modern UI you can now zoom out past your default setting, going to "Fit" mode, then "Fullscreen".
  • Added a "Wait Menu" keybind to the legacy key mapping.
  • Removed the outdated "Display a background image when letterboxing" option.
  • Improved performance when moving through liquids, particular during autoexplore.
  • Particle simulation now has a fixed timestep.
  • Fixed a bug that caused imaginary objects to be flammable.
  • Fixed a bug that caused imaginary objects to vaporize if they reached vapor point.
  • Fixed a bug that caused particles to stack up in look and targeting views.
  • Fixed a bug with item naming popups in the console UI.
  • Fixed a bug that caused the play area to dissapear behind item interaction popups.
  • Fixed some auto collection bugs for liquids.
  • Fixed ability bar buttons not greying out properly.
  • Fixed "Wait 1 Turn" option not working properly in the wait menu.
  • Fixed a bug where prerelease inventory UI screens were appearing below the play area.
  • Fixed a bug where autoget would pick up fancy furniture.
  • Fixed a bug that caused village merchants to fail to spawn.
  • Fixed a bug where each village history entry in your journal contained histories from every village.
  • Fixed a bug with arrow keys improperly paging through modern UI controls.
  • Fixed the sizing of popup message windows with long scrollbars.
  • Fixed a bug where "Take all" would fail to pick up everything if you had previously dropped any of the items.
  • Fixed a bug that caused some shale walls to become invisible.
  • Fixed a bug that caused zones to stay in memory for too long.
  • [modding] All XML files are now parsed based on their root element and can thus be reorganized within subdirectories and renamed to anything.
  • [modding] Skill entries can now set the Hidden flag to remove them from the Skills menu until they has been acquired via other means.

204.32 - 'beta' branch

Released November 11, 2022.

  • Moved the Pixel Perfect and Dock options to the Overlay UI section.
  • Added a new option for "Play area scale" with three choices.
    • Fit - fits the whole play area on screen. May necessitate letterboxing.
    • Cover - ensures the play area covers the screen. Minimizes letterboxing.
    • Pixel Perfect - sizes the play area to an integer multiple of the pixel art. Maximizes sharpness.
  • Changed the default setting for the modern UI play scale from Fit to Cover.
  • General UI note: if the camera is zoomed in so that the whole play area doesn't fit on the screen, you may notice the UI switching to fullscreen Fit mode when you take certain actions that still have unfinished UI elements (like Interact nearby). This is done to prevent the old UI elements from becoming unreadable at the zoomed in scales. As we add continue to add modern UI elements, it'll stop happening.
  • Added a new option to disable the mouse-clickable zone transition arrows that appear when the map is zoomed in (Options > Overlay UI > Disable mouse-clickable zone transition border arrows).
  • The mouse cursor now hides itself when the mouse is stationary.
  • Removed the unintentional fade-in effect when tooltips appear.
  • The "lost" status effect now transfers between you and your [redacted]. You can no longer ask your [redacted] for directions.
  • Firing ranged weapons now more accurately targets flying creatures rather than the trash beneath them.
  • Added ability bar navigation and activation keybinds to the legacy input manager.
  • Fixed a bug with modern UI keybinds using modifier keys in the legacy input manager.
  • Fixed a bug that caused music tracks to improperly restart when entering a new zone.
  • Fixed a bug where having the "Enable additional overlay UI elements" on and then disabling the "Enable modern UI elements" option left the game in an unusable state.
  • Fixed a bug that caused Astral creatures to flicker in and out of phase while traveling on the world map
  • Fixed an exception with throw animations.
  • Fixed a rare exception in the "corrected vision" status effect.
  • Fixed a rare exception in the "immobilized" status effect.

Moon Stair (beta)

Released November 9, 2022.

NEW QUEST IN THE MAIN QUESTLINE

  • There is now a new quest after returning from the Tomb of the Eaters. Talk to Barathrum in his study to learn more.
  • Added a new system for the creation of [redacted] in support of this quest.

NEW LATE-GAME REGION

  • Added the last late-game region: the Moon Stair
  • Added new creatures: zero jell, unimax, dawning ape, n-dimensional starshell, dreamcrungle, monad, and dream wren.
  • Added a new village-like location -- Chavvah, the Tree of Life -- with several new NPCs.
  • Added a new side quest at Chavvah.
  • Added psychic biomes, limited to the Moon Stair.

UI

  • Added a new Pixel Perfect mode, which forces zoom to snap to a perfect multiple of the pixel art. You can toggle it in the General options menu.
  • Added a new Docked mode that locks the combat log, nearby items list, and minimap. You can toggle it in the General options menu.
  • Added new UI for target pickers.
  • Added new UI for examining things with the Look function.
  • Added a new target reticle for some contexts.
  • The information bar when using the look/target pickers is now at the top of the screen.
  • The ability bar is now fully functional.
  • Added a new UI for the Options screen.
  • Added a new UI for the High Scores screen.
  • Added a new UI for the Help screen.
  • Added tooltips and highlights to attributes with bonuses during character creation.
  • You can now look at who you're talking to from the conversation UI.
  • Added binds for page up and page down.
  • Removed option to show tooltips when looking. It's now always works this way when the modern UI is enabled.
  • Tooltips shown by mouseclick now hide when keyboard or joystick buttons are pressed (please report any tooltips that do not behave this way).
  • Added a tooltip to the window layout lock button
  • Look now is now bound to left stick button by default in the modern input manager.
  • After firing a ranged weapon, your target for future shots is now more reliably what you shot at instead of what you hit.
  • Added two options for filtering the nearby items list to only takeable items and only items in the current tile (Options > Overlay UI > enable Show overlay nearby objects list). When both are enabled, the behavior approximates the legacy UI "only show contents of the current cell" option.
  • Refactored the imposter system for visual effects. This fixes many bugs where visual effect artifacts remained on the screen improperly.
  • Removed code and unused bits of Overlay UI that have been replaced with the Modern UI.

SOUNDS & MUSIC

  • We're in the process of adding all new sound effects to the game. Several hundred have already been added. More to come.
  • Added ambient environmental sounds. For now: to Joppa, the salt marsh, and subterranean caves. More to come.
  • Added a new toggle and volume slider for ambient sounds to the General options menu.
  • Added a new music track in the Moon Stair.

NEW THINGS

  • Added new cybernetic implants: grounding shunts and social coprocessor.
  • Added new items: palladium weave tabard, dazzle cheek, psychodyne helmet, black mote, and stasis casque.
  • Added a new liquid: warm static.

GAMEPLAY CHANGES

  • We made some balance tweaks to the attributes of merchants.
    • Stiltground merchants are now higher level and have more Willpower.
    • Legendary merchants are now leveled appropriately for the difficulty tier their workshops are found in.
    • More kinds of merchants now have hired guards.
    • Adjusted the number of hired guards for several kinds of merchants.
  • We changed how the item mod 'gigantic' works and classified some creatures as 'colossal'.
    • The following creatures are classified as colossal: salt kraken, star kraken, great saltback, great magma crab, Rodanis Y, chrome pyramid, and [redacted].
    • Colossal creatures can no longer wear non-gigantic gear.
    • Non-colossal creatures can no longer wear gigantic gear, with the exception of gigantic weapons, which can be wielded in twice the number of hands they normally take to wield.
    • Most types of items can now be gigantic.
    • Gigantic weapons deal additional damage and may have other effects, depending on the weapon class.
    • Gigantic vessels now store twice as much liquid.
    • Gigantic grenades have double the radius.
    • Gigantic gems and precious nuggets have 5x the trade value.
    • Gigantic energy cells have twice the energy capacity.
    • Swarm racks are now gigantic and no longer occupy back or arm slots.
  • The Quantum Jitters defect is now worth 4 points.
  • Svardym are no longer considered a sultanate faction.
  • There is now a teleport gate in the rusted archway.
  • You can no longer trade with creatures who are engaged in melee combat.
  • Having an adjacent inanimate object as a target no longer counts as being engaged in melee combat.
  • Robots with the Wings module can no longer fly while EMP'd.
  • Set the region tier of the Six Day Stilt to 2.
  • Krakens who have a party leader no longer wander in the characteristic kraken style.
  • Item-based bonuses to throwing range are now functional on geomagnetic discs.
  • Cheap credit wedges are now excluded from dynamic encounters.

MISCELLANEOUS

  • Autoget can now unload weapons and empty liquid containers.
  • Campfires and torch sconces are now avoided to a much lesser degree by pathfinding.
  • Sometimes pilgrims you encounter are now lost. You can give them directions.
  • Teleport gates are now points of interest.
  • All creatures with proper names who are not player companions are now considered points of interest.
  • Artifact functionality that displays status indications in item descriptions, such as (nonfunctional) or (unpowered), no longer does so in context of tinkering item descriptions.

BUGFIXES

  • Fixed a bug that prevented legendary creatures from awarding extra XP in some contexts.
  • Fixed a bug that caused legendary creatures to have too little XP for their level.
  • Relic missile weapons with the vibro effect now get any penetration bonuses they may have applied on top of the vibro effect.
  • Fixed a bug that caused armor categorized as Clothing to auto-equip as held in hand rather than worn.
  • Fixed a bug in pathfinding that caused occasional mishaps, in particular inexplicable penchants for walking through fractus.
  • Fixed a grammar error in some messages resulting from you decapitating your companion.
  • Legendary villagers no longer sometimes erroneously have two names.
  • When using the debug option 'Show quickstart option during character generation, pressing the keybind now only works on the first screen.
  • Autoget is now handled with the AutoexploreObjectEvent. Set E.Want = true and E.FromAdjacent = "Autoget". Users of the AutoexploreObjectEvent should now check the AutogetOnlyMode flag. You should only return "Autoget" (or equivalent) actions when this flag is true.
  • Moved MenuOption class from XRL.CharacterBuilds.UI to the XRL.UI.Framework namespace.
  • Removed old character code entries (Code="ab") from Mutations.xml, Subtypes.xml, and Genotypes.xml. Also removed the properties XRL.MutationEntry.MutationCode, XRL.SubtypeEntry.Code, and XRL.GenotypeEntry.Code.
  • The ModManager UI has an additional tag for loaded mods which have Harmony Patches.
  • Fixed overriding color palette in Display.txt
  • Added some helper methods to make color string templates easier: Markup.Color(color, text) and StringBuilder.AddColored(color, text)
  • ObjectBlueprints.xml now logs errors when setting a <part> parameter that does not exist, or if the value can not be parsed.

203.54

Released July 22, 2022.

  • Mysterious gunslingers now often generate with wide-brimmed hats and woven tunics.
  • When you put extradimensional gemstones in a rock tumbler, you now get their extradimensional smooth varieties out.
  • Newly sentient beings with onboard power generation can now power Jacked equipment. This change won't apply to creatures that already exist in saved games.
  • Dangerous liquids that are out of phase or that you're flying over no longer prompt you with a movement warning in autoexplore.
  • The default option when prompted to confirm the deletion of a save is no longer Yes.
  • The flattened remains one occasionally stumbles onto in the salt marsh is now considered interesting.
  • A creature ceasing to fly in the same tile as a giant clam now uses the same behavior as walking into that tile.
  • Bep no longer minds if you use the rock tumbler in the Yd Freehold.
  • Hookahs can now be sealed. This change won't apply to hookahs that already exist in saved games.
  • Creatures no longer attempt to equip Templar phylacteries in their primary hands.
  • Very smart creatures no longer activate Templar phylacteries if the wraith-knight would be hostile to them.
  • When you attempt to move into a tile with an animated door that's locked, you no longer attempt to open them.
  • "Kin" is now recognized as a plural noun.
  • Removed some unimplemented mutations from various creatures.
  • The bonus item mod chance from equipping multiple copies of the Otherpearl once again stacks multiplicatively.
  • Added a message when selecting 'replay last character' and no valid last character is present.
  • Fixed a bug that caused the mental action cost reduction from Two-headed to not get applied.
  • Fixed a bug that made point-defense drones fail to fire at some thrown objects.
  • Fixed some issues with the tile display of walls in villages.
  • Fixed a bug that caused some named items to have their original item type described strangely.
  • Fixed a bug that made it so that if fungal infections were occupying two Hand slots, each would try to also occupy a Hands slot rather than sharing one.
  • Fixed a bug that made it so that a fungal infection occupying a Hand slot could also occupy a Hands slot that was not the one associated with the Hand slot.
  • Fixed a bug that caused an invalid detail color to crash the game.
  • [modding] All wall tiles have been updated to use DetailColor as their secondary color instead of BackgroundColor.

203.53

Released July 15, 2022.

  • You and your companions are now highlighted blue instead of green on the alt overlay.
  • Obtaining a base skill by drinking brain brine now unlocks the skill tree instead of only unlocking the skill itself.
  • Books and artifacts marked important by default, but not explicitly marked important by you, are no longer excluded from the donation list.
  • Changed the donation message when the only books or artifacts you have are marked important.
  • You're no longer asked for confirmation when you move into a space with a pool of dangerous liquid if you're flying over the pool or not in phase with it.
  • Fixed a bug that caused the stat bonuses from Graftek grafts to carry over to clones even through the graft did not.
  • Fixed a bug that caused merchant advertisements not to generate.
  • Fixed a bug that caused the music tracks for Grit Gate and Ezra to allocate large amounts of memory.
  • Fixed a bug that caused the game to crash when choosing to start a new game.
  • Fixed a rare bug that caused reality stabilization fields to fire random events, causing world state to fluctuate.

203.52

Released July 8, 2022.

  • Legendary hindren pariah leaders are no longer called "*name*, Hindren Pariah Pariah".
  • Sprouting orbs and friendly junk dollars now respect phase and flight.
  • Signs now show their description on smart use.
  • The cryochamber plaques in Bethesda Susa now act more like signs.
  • Journal locations are now marked with a colored '?' to indicate whether you've visited that location.
  • Journal locations now note the date of your last visit.
  • Journal locations with the same name are now sorted by their time of discovery.
  • You can now use the Home and End keys to navigate to the top or bottom of the journal.
  • Your cursor positions within the journal are now remembered when you change tabs, until the journal is closed.
  • The 'Limit the input buffer to two commands.' option now defaults to on.
  • Gossip and lore learned indirectly, such as by cooking with psychal gland paste, now displays what the gossip was in the popup message.
  • Renamed the "Open Skills & Powers" keybind to "Open Skills".
  • Renamed the status effect Shatter Mental Armor"" to "psionically cleaved".
  • The 'villagers of Joppa' faction is no longer be present in alternate starts.
  • The usual default interaction on Schrodinger pages is now entangle.
  • Stopsvalinn now only makes its full powers available once it is identified.
  • Removed an exception that allowed temporary cooking ingredients to be used in cooking if they had no defined duration of their own.
  • Normality fields, kindled flames, and space-time anomalies no longer fall down pits.
  • Fixed some grammar issues in juice sap drain messages.
  • Fixed a bug that caused clones of flying creatures to show as if their Fly ability was activated even though they weren't flying.
  • Fixed a bug that prevented Shank from being used if the shanker was able to move their extremities.
  • Fixed a bug that caused the game to soft lock if you became a brooding puffer.
  • Fixed a bug that caused arrow penetration bonus caps to not apply when using compound bows and turbows.
  • Fixed a bug that caused canvas walls in villages to use the ASCII colors of their source creatures instead of the tile colors.
  • Fixed a bug that prevented pickaxes and nanopneumatic jackhammers from applying their penetration bonus against diggable objects.
  • Fixed a bug that caused deleting deleting entries from your journal's chronology to require two confirmations.
  • Fixed a bug that caused the ability bar status to not update properly.
  • Fixed a bug that caused the Yd Freehold to not show up in the worldmap alt overlay when ASCII mode was enabled.
  • Fixed a bug that caused the text based conversation view to be improperly placed if a conversation was initiated from a zoomed-in view.
  • Fixed a bug that caused the text options view to be improperly placed if a conversation was initiated from a zoomed-in view.
  • Fixed a rare bug that caused the main building in Golgotha to have a sealed exit.
  • Fixed a bug that caused sparking baetyls to spark very quickly when in a targeting view.
  • Fixed a bug that caused locations names to overflow the text sidebar.
  • [modding] Background color can now be defined in Display.txt.
  • [modding] Fixed a bug that prevented Display.txt from loading correctly.
  • [modding] Fixed a bug that prevented custom item mods from being craftable.

203.51

Released July 1, 2022.

  • Creatures can now shank.
  • "Skills and powers"" are now just called "skills".
  • Droid scramblers are now considered metal.
  • Gave droid scramblers a commerce value.
  • Gas breathing mutations are now affected by the gas tumbler.
  • Mushroom cherubim now have more appropriate idealized features.
  • Mechanical urchin cherubim now have idealized features that match non-mechanical urchin cherubim.
  • When a creature is cloned via cloning draught or by a cloneling, the clone no longer carries over graftek grafts.
  • You can now select several artifacts at once to throw down the sacred well.
  • Added missing "molten wax drop" object.
  • Conveyor belts now have 64,000 HP, down from 250,000 HP.
  • Added a user interface option to disable most tile-based flashing and animation effects.
  • The same sound can no longer be played more than once in a single frame. This fixes several issues with sound volumes.
  • Unequipping the [redacted] via [redacted] of a [redacted] now angers [redacted] similarly to as if you had used [redacted].
  • Fixed a bug that sometimes caused the stairs created by spiral borers to override the generation of normal stairs.
  • Fixed a bug that caused recharge sounds to sometimes play too loudly.
  • Fixed a bug that caused buggy dialog options like "MISSING_QUESTION" and "MISSING_ANSWER" to appear in village immigrants' dialogs.
  • Fixed a bug that made it impossible for 1-pound metal items to become coated with liquids.
  • Fixed a bug that caused the majority of encounters on the world map to become undiscoverable after reloading the game.
  • Fixed a bug that caused followers who end up on the world map for some reason to crash the game.
  • Fixed a bug that caused followers joining their leader from the world map to pass time as if you, the player, were traveling.
  • Fixed a bug that caused stingers to appear in the inventory.
  • Fixed a bug that caused krakens to fail to change their behavior in any way because of being terrified.
  • Fixed a bug that caused precognitive visions gained via sphynx salt injectors to continuously ask if you wished to return to the start of your vision.
  • Fixed a bug that caused unequipping the [redacted] to leave permanent attribute modifiers behind.
  • Fixed a bug that caused some sets of strange tubes to not be treated as plural.
  • Fixed a bug that sometimes caused game state to not reset after reloading.
  • Fixed a bug that caused single-size penetration dice to explode infinitely.
  • Fixed a rare bug that caused the game to freeze on the Freehold splash screen.
  • Fixed a soft lock when speaking to Pax Klanq without Q Girl's climber blueprints.
  • Fixed a frequent crash caused by an interaction between temporal fugue and force bracelets.
  • Fixed errors in Kah and Nacham's dialogue.
  • Fixed some typos in polished gemstone descriptions.
  • Fixed a typo with rectangular bells.
  • [pets] Gloaming no longer respawns on the world map, forestalling a possible crash.

203.50

Released June 24, 2022.

  • Added polished varieties of the rough gemstones. They're rarer and a bit more valuable.
  • Powered rock tumblers can now tumble rough gemstones into polished ones.
  • Temporal Fugue now clones into many more tiles, in particular ones with liquid puddles below swimming depth, gases, and traversable furniture in them.
  • Force bracelets can now be overloaded.
  • Thermo casks and high-energy thermo casks now display status information for the portions of their capabilities that only take effect once their startup sequence is complete.
  • You can now select multiple options at once when giving books to Sheba, or sharing secrets with Tszappur.
  • Added an option to suppress popups when noting information in your journal (Prompts > Display popups when noting information in your journal).
  • The location of the Hydropon will now be noted in your journal when visited.
  • Fix-It spray foam now repairs scrapped waydroids.
  • You can no longer repair things you are out of phase with.
  • Dynamically generated comma-separated lists of items now use semicolons for separation if any of the items in the list already contain commas.
  • When trading with tinkers, the space menu now only generates identify, repair, and recharge actions for potentially appropriate items.
  • When a piece of furniture that a dynamic quest expects you to place something in or on spawns as a newly sentient being, you are now always allowed to trade with that being regardless of whether they have anything in their inventory.
  • When trading items to an animated piece of furniture that is normally a container, this is now tracked as putting something in or on them.
  • "Arm" is no longer typically the default interaction for disarmed mines on the ground.
  • Dromad traders once more address the player by species, and now make an effort to get it right when the player is not a human.
  • Dying while confused or overdosing on hulk honey no longer distorts the name of the most advanced artifact in your possession.
  • Attacking a stack of inanimate objects no longer damages the entire stack at once.
  • Fixed a bug that caused some village inhabitants to be unable to give you directions when you're lost.
  • Fixed a bug that caused reputation bonuses from your subtype selection to not be applied.
  • Fixed a bug that caused the interaction prompt to be displayed when puffing on hookahs.
  • Fixed a bug that caused fungal infections and luminous hoarshrooms to have an action cost when sprouting.
  • Fixed a bug that prevented luminous hoarshrooms from sprouting.
  • Fixed a bug that caused dynamic quest items to occasionally be nonspecified "items" that would disappear when obtained.
  • Fixed a bug that made more things red when overdosing on hulk honey than were supposed to be.
  • Fixed a bug that caused sultan shrines to render beneath doorways.
  • Fixed a bug that sometimes caused zone floors to generate as white dots.
  • [debug] Added "terrainencounters" wish to display a clickable map of your remaining surface terrain encounters.
  • [modding] Fixed a bug that prevented the Dragging field from being set in movement MinEvents other than LeaveCellEvent.
  • [modding] Fixed several warnings when installing mods with custom textures.
  • [modding] Mods will now be listed with their title in the save game mod configuration dialog.
  • [modding] Genotype and subtype tags in Genotypes.xml and Subtypes.xml can now specify a Species attribute, which can be used to override the genotype default of "human".

203.49

Released June 17, 2022.

  • Added an option to display full level up information for your followers. (Prompts > "Display full level up message for followers")
  • Legendary newly sentient beings now have more sensible names and titles.
  • Achievements based on killing a creature are now awarded when a companion lands the killing blow.
  • Kindrish can no longer be modded.
  • Kindrish can no longer be returned to the hindren multiple times.
  • When you create a recipe from a meal with Canned Have-It-All as an ingredient, the recipe's replacement ingredient is now always a valid ingredient.
  • Wardens Esther can no longer spawn hated by the Merchants' Guild. They can now spawn hated by dromaids, however.
  • The descriptions of meals cooked with liquid ingredients now include liquids themselves rather than their containers.
  • Autoexplore is now less willing to walk up next to a hostile aquatic creature that cannot itself approach you.
  • The missile weapon Fire binding now works to activate an ability when targeting with the prerelease input manager.
  • Fixed a bug that caused cybernetic implants meant to occupy equipment slots on implantation to fail to do so and appear in inventory, resulting in inappropriate behavior.
  • Fixed a bug that caused the red targeting indicator for lithofex's gaze to disappear after loading a save.
  • Fixed a bug that prevented you from pouring across map boundaries.
  • Fixed a typo in brooding rosepuff's description.
  • Fixed a bug that caused penetrating radar to show the identified tiles for unidentified items stuck in walls.
  • Fixed a bug in diagonal movement in target pickers when prerelease input manager is enabled.
  • [modding] Added GetLevelUpDiceEvent and GetLevelUpPointsEvent to alter stats gained from level ups without defining a new genotype or subtype.

203.45

Released June 10, 2022.

  • Disassembling single-bit scrap once again shows the bit that is obtained.
  • Putting items in a chest you are carrying no longer attempts to describe the location of the chest.
  • The trade screen no longer requests confirmation when putting important items in containers unless the containers are owned.
  • Ancient bones and tar-encrusted bones now have more bone-like tiles.
  • Dynamically generated compound words are now a little easier to read.
  • Fixed a bug that caused equipping too many Otherpearls to cause an integer overflow on the chance to drop extradimensional items.
  • Multiple Otherpearls now stack their chances to drop extradimensional items linearly rather than multiplicatively. Ex: equipping six Otherpearls now multiplies the extradimensional item drop chance by 30, not by 15625.
  • Fixed a bug that caused turret tinkers to sometimes build a turret in the tile they were occupying.
  • Fixed a bug that caused fungal infections on the hand to be incurable.
  • Fixed a bug that caused fungal infections to disappear when applied to anything but a hand.
  • Fixed a bug that caused you to sometimes start in the ruins of Joppa when selecting a generated village start.
  • Fixed a bug that prevented you from being able to jump into clams.
  • Fixed a bug that prevented dynamic villages and their respective factions from being generated.
  • Fixed a bug that made phase-conjugate and phase-harmonic grenades fail to perform their phase effects if detonated using the 'detonate' interaction.
  • Fixed a bug that made harvesting a stack of witchwood wreaths render the rest of the stack unharvestable.
  • Fixed a bug that made falling down while flying trigger Quantum Jitters.
  • Fixed a bug that allowed Amnesia and memory eaters to override the effect of air current microsensors until you left the zone and returned to it.
  • Fixed a bug that caused uninstalled gun rack implants to generate phantom copies of themselves in your inventory.
  • Fixed a bug that caused Force Bubble forcefields to be partially destroyed if active at the very edge of the world.
  • Fixed a bug that prevented block sounds from playing properly.
  • Fixed some grammar errors in tombstone text.
  • Fixed a dynamic pronoun issue in tomb mural text.
  • Fixed some dynamic pronoun issues in creature description text.
  • Fixed a capitalization issue with Rainwater Shomer's name.
  • [modding] Updated the HighScores.json format to store more information for easy access.
  • [modding] HitSounds now have a default 135ms delay, which can be overriden by the HitSoundDelay int property. The delay is specified in MS.
  • [modding] Added BlockSound and BlockSoundDelay tag/property support to shields.

203.41

Released June 3, 2022.

  • Improved page up and page down behavior on the equipment screen.
  • Companion clonelings ordered to stay put no longer move around to clone.
  • Molting basilisks that spawn in a zone that's already generated, like when one climbs through a spacetime vortex, no longer place molted husks throughout the zone.
  • Revealed mines and bombs now have much higher priority for being shown in their tile relative to other objects.
  • Smart use near mines and bombs now triggers interaction with them.
  • Crab legs now count as meat.
  • Creatures freed from gentling cones and mask now usually return to conversing as they would have prior to gentling.
  • Goatfolk haunts now have fewer huts and a higher density of qlippoths per hut.
  • Mercurial cloaks are now considered weird artifacts.
  • Digging, in conjunction with autoexplore and normal movement, no longer attempts to burrow through the force bubbles of non-hostile NPCs.
  • Jotun, Fjorn-Kosef, and Haggabah are now marked as having proper names.
  • Chalkboards can now be animated.
  • Duplicating a temporary item using non-temporary metamorphic polygel now creates a non-temporary version of the item.
  • Duplicates created by metamorphic polygel now carry over effects like being broken or cleaved from the parent object.
  • Removed the defunct Waydroids faction.
  • Gave concrete floors to some areas in the Tomb of the Eaters that were missing them.
  • Fixed a bug that caused mutation points to be spent when there were no further random mutations to buy.
  • Fixed a bug that caused villages to sometimes generate without an oven.
  • Fixed a bug that caused wire strands shorter than 25' to not stack with wire strands longer than 25'.
  • Fixed an issue that caused some village wardens to generate without the warden title in their name.
  • Fixed a bug where items duplicated with temporary metamorphic polygel became non-temporary.
  • Fixed a bug that caused the damage message for ranged weapon attacks that killed their target to be suppressed. (Tthe target's death was reported but not the damage.)
  • Fixed a crash when traveling to [redacted].
  • Fixed several rare crashes in the audio manager.
  • Fixed some grammar issues with the messages for when you spot weeps.
  • Fixed a repeat word in blood-gradient hand vacuum description.
  • [modding] Genotypes without available presets are now hidden when selecting a preset character.
  • [modding] Custom embark modes can now skip the Genotype and Subtype modules if they are not applicable.
  • [modding] The CanEquipOverDefaultBehavior event is now honored by attempts to equip items from the equipment screen as well as from the inventory screen.

203.39

Released May 27, 2022.

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

203.38

Released May 20, 2022.

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

203.37

Released May 13, 2022.

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

203.35

Released May 6, 2022.

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

203.34

Released April 29, 2022.

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

203.33

Released April 22, 2022.

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

203.32

Released April 15, 2022.

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

203.29

Released April 1, 2022.

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

203.28

Released March 25, 2022.

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

203.27

Released March 18, 2022.

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

203.25

Released March 12, 2022.

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

203.23

Released March 4, 2022.

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

203.21

Released February 25, 2022.

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

203.18 - Deep Jungle

Released 2022-02-17.

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

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

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

203.14 - 'beta' branch

Released February 11, 2022.

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

203.12 - 'beta' branch

Released February 4, 2022.

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

203.9 - 'beta' branch

Released January 28, 2022.

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

203.7 - 'beta' branch

Released January 21, 2022.

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

203.6 - 'beta' branch

Released January 14, 2022.

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

203.4 - 'beta' branch

Released January 7, 2022.

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