Latest Patch Notes can be found here: https://wiki.cavesofqud.com/wiki/Version_history
#### Update 207.105 (October 15th, 2024)
- We did a big refactor of the options menu.
1. Massively simplified and reduced the number of default "simple "options.
2. There's now a "Show advanced options" checkbox next to the options search bar (and in the Legacy UI, an App Settings option). Enabling this reveals all options.
3. Did an edit & cleanup pass on option categories and text.
4. Deleted some deprecated options.
5. Added a volume slider for combat sounds.
6. Added a volcume slider for interface sounds.
- We did a refactor of the control bindings menu.
1. Did an edit & cleanup pass on binding categories and text.
2. Deleted some deprecated binds.
3. Changed all refrences from 'keybindings' to 'control bindings'.
---
#### Update 2.0.207.100 (September 21st, 2024)
- Added a clickable close button to the status screens frame.
- We changed how the procedurally generated, white-titled books work when read.
1. Most of the time, reading a generated book displays a short excerpt from the book instead of the full, several-page text.
2. You'll occasionally still find full-text books.
3. Due to this change, Ruin of House Isner secrets are still findable but rarer. To offset his, we've made the location secret appear more frequently when you trade for or discover journal secrets.
- The gun rack and cathedra cybernetics can no longer rust.
- Removed biome and stratum information from slynth sanctuary choices.
- The "of terrifying visage" mod now shows the effect on cooldown for Berate, Intimidate, and Menacing Stare in the ability menu.
- Removed "fast travels much faster" from the description of the flying effect since that bonus is no longer tied to the effect.
- Horns now displays its to-hit bonus in the mutation description and on the Horns (or variants) natural weapon description.
- Tweaked troll foal character level.
- You know complete the Disable the Magnetic Field step of the Tomb of the Eaters quest after [redacted].
- You can now enter the [redacted] without the Tomb of the Eaters quest without having the game lock up.
- A sound is now played when your sharpened polyp crumbles to dust.
- A sound is now played when you activate the Temple of the Rock platform.
- World generation tier is now set correctly for objects generated at worldgen time such as lair owners.
- Gave becoming nooks way more HP.s
- Made the ingredient baskets and medical chests in the Yd Freehold unowned.s
- Added missing grenades to some artifact tables.
- Fixed Mass Mind not properly cooling down mental mutations.
- Fixed a bug that caused the second golem spawned from using cloning draught as a catalyst to not be your follower.
- Fixed a bug that caused ickslugs birthed by a snailmother to adopt a docile demeanor.
- Fixed a bug with village apothecary stats.
- Fixed an error in the display of the cleave amonut for gigantic axes.
- Fixed an issue that caused mutations added from cooking recipes to not be applied properly in some cases.
- Fixed an issue that caused cooking effects to not apply their effects but still remove the effect when wearing off in some cases.
- Fixed an issue that caused skills added from cooking recipes to not be applied properly in some cases.
- Fixed a bug with the tier of metal locker contents.
- Fixed some issues with cybernetic credit wedge chests.
- Fixed some description typos in Syphon Vim and some creature objects.
- [modding] Added a RegionalObject part, which can place keyed groups from a population table based on the zone's terrain region.
- [modding] Cleaned up the StreamingAssets folder.
---
#### Update 2.0.207.99 (September 14th, 2024)
* Added the rest of the activated ability descriptions.
* Added several more descriptions for creatures and items, finishing a full pass.
* Added icons to the pet selection menu during character creation
* You may now cook with objects from adjacent cells (eg, open bodies of water).
* Inanimate objects that are on fire or being attacked will no longer be too distracted to allow you to place objects on or in them.
* Clicking on zone transition arrows now walks you to the edge of the screen instead of taking a single step.
* The pet Frondzie now more reliably uses it's taunt whenever you are in combat.
* Fixed the "NoCombat" tag used on various pets.
* The pet Ercolano should be properly animated now.
* The lairs of legendary girshling should now be populated with more girsh creatures rather than random creatures.
* Added a verification step when saving the game to ensure it was written to disk correctly.
* Gave decarbonizers turret bodies rather than hover robot bodies.
* Fixed a bug that caused the Precognition vfx to get stuck or not wait until the zone was rendered before animating.
* Fixed a bug that caused companions to have the incorrect water ritual liquid.
* Fixed a bug that caused creature opinions to temporarily be ignored after a save was loaded.
* Fixed a bug that caused multiple redundant popups to appear if your precognitive vision was about to run out after you already chose to return.
* Fixed a bug that rarely caused you to die after choosing to return to the start of your precognitive vision.
* Fixed a memory leak when choosing to not return to the start of your precognitive vision.
* Fixed a bug that caused cloned abilities to never come off cooldown.
* Fixed a bug that caused Ultra Fire to not have a cooldown.
* Fixed a typo in the Empty the Clips activation message.
* Fixed some typos in worldmap messages.
* [modding] Added a 'clearcooldowns' wish that can be used in some cases to resolve issues with non-ticking cooldowns.
---
#### Update 2.0.207.98 (August 31st, 2024)
- Clicking on an interactable object or hostile creature now advances one square before warning instead of preventing movement altogether.
- The accomplishment for donating books to Sheba can now only be engraved on your [redacted] once, if other deeds are available.
- Proselytizing a creature is now only an accomplishment if they have not previously been your companion.
- Fixed a bug that took some loot away from the ancient bones in the asphalt mines.
- Fixed an issue with metabolizing effects from cooked recipes not triggering properly.
- Fixed the character sheet description of Light Manipulation to properly show the PV and reflect chance of the next level.
- Fixed a bug with installing two onboard recoilers at the same time resulting in only one being usable.
- Fixed a bug that caused the ceremonial vibrokhopesh to clack and buzz constantly on the world map.
- Fixed a bug that caused popups referring to the chime '_' to be incorrectly capitalized.
- [modding] Added float and double gamestate methods.
- [modding] Added several methods for getting properties from HistoricEntity and HistoricEvent.
- [modding] Fixed a bug that caused the Circuitry part to lose all charge on the world map.
- [modding] The IXP multiplier wish (xpmul:#) behavior is now stored as a float game state "XPMul" and will persist on save load.
---
#### Update 2.0.207.97 (August 24th, 2024)
- Objects are now re-flagged for autoget after being thrown.
- Flurry now properly integrates with effects that impact physical attacks (eg. sprinting, stuck, etc.)
- The ancient bones now look like bones and are easier to spot.
- Included daughters of Exile is dynamic encouters.
- Removed the chiming rock from dynamic encounters.
- Fixed a bug that caused "when you drink freshwater" trigger effects to trigger even if you declined the prompt to drink.
- Fixed a bug that caused liquids to be consumed even when you declined a prompt about drinking too much.
- Fixed a bug that rarely caused an elevator platform to spawn on top of stairs down in Bethesda Susa.
- Fixed a bug in the display of a single standalone iron fence tile.
- Fixed a bug that caused several legendary creature types to be uncloneable.
- Fixed a rare exception when cloning.
- Fixed a bug that caused phasing to be able to be reactivated on the turn it expired.
- Fixed some odd grammar around staring at one's own reflection.
- Fixed a rare exception in party leadership assignment for breeders.
- Fixed a rare exception during worldgen.
- Fixed a grammar bug with shimmering heat messages.
- Fixed a bug that caused the music during the battle for Omonporch to loop incorrectly.
- Fixed a bug that caused the stair traversal sound to play even if something blocked your way.
- Fixed a bug that caused the sound for identifying an artifact not to play.
- Fixed some grammar issues in the effects of one of the new special items.
- [modding] Added a Notify conversation delegate, which triggers an event on the target object and game systems.
---
#### Update 2.0.207.93 (August 17th, 2024)
- Reverse Engineer now lets you reverse engineer mods.
1. 15% chance (per mod) to learn a mod when you disassemble a modded item.
2. If you have Disassemble and Reverse Engineer, you can now disassemble non-tinkerable items if they have tinkerable mods.
- Added Daughter of Exile.
- Added a few new special items.
- You can now scroll choice dialogs with the right stick on gamepad.
- Reduced volume of the wait sound.
- Replaced the prompt sound with the standard popup sound in most cases.
- Fixed an issue with tents made from memory eater scales.
- Fixed overlapping ability bar command text.
- Fixed several pages in the character sheet that weren't responding properly on small screens.
- Fixed overlapping ability pagination bindings.
- Fixed a grammar issues when using a high-powered magnet from a stack.
- Fixed a bug that caused planished godhed pariahs to appear unplanished in their display names.
- Fixed a rare exception when changing keybinds.
- Fixed a memory leak when using Precognition.
- Fixed a bug that caused 3d cobblers to start teleporting you randomly after looking at a wall.
- [modding] Added BeforeShieldBlockEvent and AfterShieldBlockEvent.
- [modding] Added StaticObjectsTable tag populations, which function similarly to DynamicObjectsTable but ignore the ExcludeFromDynamicEncounters tag.
---
#### Update 2.0.207.92 (August 17th, 2024)
- Reverse Engineer now lets you reverse engineer mods.
1. 15% chance (per mod) to learn a mod when you disassemble a modded item.
2. If you have Disassemble and Reverse Engineer, you can now disassemble non-tinkerable items if they have tinkerable mods.
- Added Daughter of Exile.
- Added a few new special items.
- You can now scroll choice dialogs with the right stick on gamepad.
- Fixed an issue with tents made from memory eater scales.
- Fixed overlapping ability bar command text.
- Fixed several pages in the character sheet that weren't responding properly on small screens.
- Fixed overlapping ability pagination bindings.
- Fixed a grammar issues when using a high-powered magnet from a stack.
- Fixed a bug that caused planished godhed pariahs to appear unplanished in their display names.
- Fixed a rare exception when changing keybinds.
---
#### Update 2.0.207.89 (August 10th, 2024)
- Added 100+ new sound effects for quests, status effects, and various other interactions.
- We made some changes to decoy holograms.
- The radius of single holograms was reduced from 20 to 12.
1. Affected creatures now have a visible "distracted by a decoy" status effect.
2. Distracted creatures now make a new save to resist the decoy every 10 turns.
3. Creatures that resist distraction can no longer be distracted by that particular hologram for several days. This immunity persists even if the hologram is deactivated and reactivated. For items the produce multiple holograms, each individual hologram tracks its own saves.
4. Creatures now remain distracted after loading a save.
- Added more creature and ability descriptions.
- Added a failure message to Hook and Drag for situations where the target can't be hooked.
- AI now properly considers phase when using Hook and Drag.
- Disarmed mines originally created by the player are now autogettable.
- Fixed a bug that caused dynamic quests requiring the player to enter an object to not complete correctly.
- Fixed a bug with the weapon skill of the shoulder-mounted light cannon natural weapon.
- Fixed a small memory leak in world generation.
- Changed the step wording on the Creating World screen.
---
#### Update 2.0.207.87 (August 3rd, 2024)
- Added some more item descriptions.
- Added some more ability descriptions.
- Gamepad highlight (left trigger+right trigger) now shows inventory tooltips.
- The time of day icon now continues to work even when you're inside an interior.
- Fixed a display name bug in legendary clockwork beetle names.
- Fixed a bug that occasionally caused focus to be lost when navigating the cybernetics terminal with gamepad.
- Fixed a bug that caused rare lockups in the cybernetics terminal.
- Fixed a bug that caused gaslight chisels to be improperly weighted for AI autoequip.
- Fixed a bug that caused 3d cobblers and step sowers to sometimes remove you from your cell, causing you to reappear in a random place.
- Fixed a bug that prevented the missile weapon menu from displaying on gamepad.
- [modding] Zones and interiors can now override whether they are considered to be "inside" for natural daylight with SetInside.
- [modding] The IllnessChance method of Food is now virtual.
- [modding] Added JournalAPI.AddVillageNote to add journal notes to a village's history.
- [modding] Fixed a bug that caused the InventoryItemConvertor part to not process inventory items.
---
#### Update 2.0.207.85 (July 27th, 2024)
- Added some more ability descriptions.
- Leather braces can now be wooly.
- Cast nets and throwing axes now have sell values.
- Charging with adjacent hostiles now respects phase & flight.
- Reduced memory pressure from creatures that fabricate their own ammunition.
- Clarified in the descriptions of serene and terrifying visage that they require both head and face slots.
- Time cherubim will now properly use temporal fugue.
- Fixed a rare exception when creating clones.
- Fixed a bug that caused 'when you gain a new follower' cooking triggers to not properly trigger.
- Fixed an issue with dragging the message log divider when the log was docked to the left.
- Fixed an issue that caused warm static to instantly kill you.
- Fixed an issue that caused you to die at the end of precognition.
- Fixed a bug that caused slotted energy cells to disappear when reloading a save if a hired guard was separated from its extradimensional leader.
- Fixed a bug that caused love injectors to create permanent followers if you had either Beguiling, Proselytize, or Rebuke Robot.
- Fixed a bug that caused various creature and furniture abilities that required someone standing in the same cell to not activate, e.g. aloe volta.
- Fixed a bug that caused bonded companions such as psychic thralls to repeatedly thaw the zone their leader was in when separated.
- Fixed a bug that caused inventory hotkeys to function incorrectly the first time the screen was opened.
- Fixed a bug that caused temporal fugue to not summon copies when surrounded by a lot of deep water.
- [debug] The debug internals option now adds the ability to toggle logging of AI "Think" to the message log.
- [modding] Fixed a bug in pregen default icons.
- [modding] Upgraded Unity version to 2022.3.39f1.
---
#### Update 2.0.207.81 (July 20th, 2024)
- Added an option for zoom sensitivity (Options > Modern UI > Zoom Sensitivity).
- Sultan curios can no longer produce temple mecha.
- Added a few more ability descriptions.
- Added a few more item descriptions.
- Made a clarification to the nulling item mod's tinker description.
- Fixed a bug that caused a specific jungle tile on the world map to lock you in place.
- Fixed an issue that caused the Bell of Rest to recall you from far distant zones.
- Fixed a bug in the transmutation of liquid volumes.
- Fixed a rare cloning exception.
- Fixed an exception when naming unnamed places.
- Fixed a bug with generated text in murals.
- [modding] Variant entries in Bodies.xml can now specify an empty string to remove an inherited property.
- [modding] Fixed a bug that caused the tile, foreground, and detail of skill entries to be overridden with defaults when multiple mod values were merged.
- [modding] Added VillageBase.CreateVillageFaction to add new village factions from history.
- [debug] Fixed a bug that caused the 'idall' wish to only identify a handful of objects in the current zone.
---
#### Update 2.0.207.78 (July 13th, 2024)
- We updated some default gamepad binds.
- Walk to edge is now Y.
- Move to Point of Interest is now left-stick press.
- Ability page up and down is now left trigger + dpad up and down.
- Melee attack nearest enemy is now left bumper.
- Zoom in and out is now left trigger + dpad left and right.
- Added several item descriptions.
- Added some activated ability descriptions.
- Gave Dyvvrach an inventory so they can sell their credit wedges.
- Jellies and oozes now have default Ego and Willpower scores of 1 instead of 0.
- Rhinoxen now have a trio of single horns instead of a trio of double horns.
- Changed the indefinite article for leather armor and studded leather armor.
- Removed some tomb walls from dynamic encounters.
- Popups aligned to mouse position are now properly clamped to the screen.
- The Spindle channel now extends up to the z-level of Resheph's tomb.
- Added rolling session backups when you load a save game from the main menu. These can be manually restored from the <...>/CavesOfQud/Local/Session folder.
- Fixed a bug that caused Warden Indrix to sometimes corrupt your save game.
- Fixed a bug that prevented save games from being loaded if the info file was corrupt.
- Fixed incorrect damage in Shield Slam's description.
- Fixed a bug that caused zone stratum info to occasionally appear in the names of items you've named.
- Fixed a bug that caused tile clicks to incorrectly register on button down and when dragging.
- Fixed a bug that caused clicking on non-active buttons to activate the selected button instead.
- Fixed a bug in the display of keybinds in the menu bar of the keybinds screen.
- Fixed a bug in the stat shifts of clones affecting the original object when the clones vanish.
- [modding] Added GetLandingLocation to the ZoneManager for getting the arrival zone of a parasang.
- [modding] The GetTransitiveLocationEvent now supports prioritization of the selected portal and destination.
- [modding] More interface members of the Rack<T> collection are now virtual.
- [modding] Fixed a bug that caused the AfterTravelEvent to sometimes be handled twice if the parent object moved.
---
#### Update 2.0.207.76 (July 6th, 2024)
- The new UI now properly shows the purchase cost of skills when some powers have already been learned.
- Smart use is now a bit smarter, defaulting to high priority actions (opening doors, ascending stairs) but still allowing low priority actions (closing doors, collecting liquids) if no high priority actions are available.
- Copies of objects now properly inherit statistical shifts.
- Increased the render layer of fracti.
- Fixed a log spam bug when clicking outside of the valid tile area.
- Fixed a bug that caused some default limb behaviors to not be properly removed.
- Fixed a bug that caused the Show Wffects command to not show up on the character sheet for true kin.
- Fixed a bug that caused some items to occasionally stop working until they were re-equipped after multiple save cycles. (e.g. step sowers, 3D cobblers, grassy yurtmat)
- Fixed a bug that caused music to not play in the Moon Stair.
- Fixed a bug that caused some continuously looping sounds to sometimes not play.
- Fixed a bug that caused mods to break on Linux.
- Fixed a bug that caused the global location of interiors to sometimes be outdated, preventing recoiling when traversing between worlds.
- [modding] Added a flag to ignore the contained weight of interiors.
- [modding] Added a stale flag to zones that have been released via game end or freezing.
- [modding] Various AI behaviors now inherit from AIBehaviorPart for collective removal.
---
#### Update # 2.0.207.73 (June 29th, 2024)
- Added many new sound effects for equipping items, reloading guns, and various other interactions.
- Greatly improved the loading speed of sound effects, all but eliminating the delay when a sound is played for the first time.
- Mouse movement now attempts to explore toward unexplored square you click.
- The mouse right-click interact context menu now appears at the position of the mouse cursor instead of the center of the screen.
- There's now a hierarchy of click actions. For example, clicking on an open door now moves into its square instead of trying to close it, though clicking on an open door still opens it.
- Chimeras can now grow mouths, oral arms, and muscular feet.
- Tinkers and artifexes now start with a wrench, and horticulturists start with a pestle.
- You can now look at the contents of more bookshelves without angering their owners.
- Arconauts, rhinoxen, Saad Amus, and Saad Amus clones should now wander more often (in the right contexts) rather than stand around.
- Replaced scorpiock's unspecified stinger with a paralyzing stinger and lowered its mutation rank to 2.
- Tweaked scorpiock's description.
- The Mechanimist convert in Joppa is now considered interesting.
- Non fresh-water liquids are now be ignored by general smart use actions.
- Added faction icons for sultan cults and dynamic villages.
- Added a new 'Adventure Mouse Quick Look' bind which shows a tooltip look instead of entering look mode.
- Mutation points are now consumed after gaining a mutation rank, meaning Irritable Genome can no longer level something past it's maximum rank.
- Removed Kyakukyan converts from dynamic encounters.
- Burrowing claws, drills, and pickaxes now only use their dig damage against walls if its greater than a normal attack.
- Swapped out the More Than a Willing Spirit achievement icon.
- Fixed a typo in the Bricks Can Be Thrown, Too achievement text.
- Fixed a bug that caused Thah to give you an effectless asterisk. Affected saves will receive a 10-pointed asterisk when loaded.
- Fixed a bug that caused popup width to be incorrectly sticky in some cases.
- [modding] Fixed zoom in the map editor.
- [modding] Folded in all the Spring Molting blueprints from Staging.xml into their respective XML blueprint files.
---
#### Update 2.0.207.72 (June 22nd, 2024)
- Added new mouse bindings for contextual action, interact, interact all, force attack, force move and look (Key Mapping > Adventure Mouse).
- Nerfed the powerful "remove any one negative status effect" triggered action on the non-powerful variety of regeneration and healing-based cooking ingredients. Now that effect removes one -minor- negative status effect, like the first 4 ranks of the Regeneration mutation.
- Similarly, gave a less impactful nerf to the powerful variety of regeneration and healing-based cooking ingredients by making their triggered action remove one negative status effect instead of all (but preferring a major one over a minor).
- Fixed a bug that caused old journal entries from prior games to sometimes appear in the journal.
- Fixed a bug that prevented some relic quests from completing correctly.
- Fixed a bug that could rarely cause any dynamic quest to never complete correctly.
- Changed the default framerate for OSX from vsync to 120, because of an OSX bug that caused a freeze when alt-tabbing a vsync application.
- Fixed a layout issue that prevented some inventory categories from being clicked when there were a lot of them.
- Fixed an issue with custom visage and some other configurable cybernetics not being properly configured in the modern UI.
- [modding] The FinalizeRead method of parts and effects now supports removing the read component for migration purposes.
- [modding] Upgraded Unity version to 2022.3.33f1.
---
#### Update 207.69 (June 15th, 2024)
- Added an additional scale option for the character sheet (Modern UI > Character sheet additional scale percentage).
- Added an additional scale option for message log text (Modern UI > Message log line size adjustment (pt)).
- Added support for multiple default keyboard binding sets.
- Added a 'hjkl' keyboard binding set.
- Added an option to disable the modern character sheet while keeping other elements of the new UI (Modern UI > Modern character sheet).
- Added a KBM option to controller font type to force keyboard glyphs (Modern UI > Controller buttons > KBM).
- Added an option for a compact ability bar layout (Modern UI > Ability bar mode > Compact).
- Added a tooltip delay slider (Controls > Tooltip Delay (MS)).
- Added explicit value display for options sliders.
- Added an option to disable the input warning (Modern UI > Disable input warning)
- The new trade UI now stays open with items selected when cancelling the "Offer" dialog, making the behavior between the console and new UIs the same.
- Added a missing default keyboard keybind for wait until healed and wait menu.
- Greatly improved the performance of the trade screen.
- Removed the vestigial "additional user interface elements" option.
- Removed a stray newline when completing quest steps.
- Bep is now interesting.
- Dawning apes now use oil as their water ritual liquid.
- Erah now has a leather apron.
- Frogs are no longer considered to have scales.
- Crysteel axes now have an appropriate equipment shader.
- Learning an item mod now gives a popup message like learning how to build an item does.
- Removed several stair types from dynamic encounters.
- Fixed a bug that caused the wild-eyed watervine merchant to usually be hostile toward you.
- Fixed a bug that caused the player to be left with no allegiances when their mind was stranded.
- Fixed unlocking of the 'Total Makeover' achievement.
- Fixed reputation adjustments from mutations being skipped for determining creature attitude until a save cycle happened.
- Fixed a crash when loading a game while inhabiting a body with no abilities.
- Fixed a bug causing the object picker to reset to the starting selection state after interacting with an item.
- Fixed the dynamic controller fonts.
- Fixed a bug with focus retention when setting a primary limb.
- Fixed a sound issue on the ability manager.
- Fixed a bug that caused zone generation to fail after someone was exiled from Bey Lah.
- Fixed a zone generation issue in Grit Gate and the rusted archway.
- [modding] Fixed Object parameter of AfterAddOpinionEvent.
- [modding] Added IScribedPart, IScribedEffect, and IScribedSystem, which allow the free addition and removal of fields without breaking save compat.
---
#### Update 2.0.204.61 (March 10th, 2023)
- Gaze and light-based attacks are now blocked by vantabud and vantabloom darkness.
- Spaser rifles now deal plasma damage instead of light damage.
- Phase cannons and decarbonizers now deal disintegration damage instead of light damage.
- Plasma damage now has its own death message.
- Nerfed psychodyne helmet.
- Added several new wall descriptions.
- Added an Ego requirement to [redacted].
- You now need to be adjacent to a creature to perform the water ritual.
- Primordial soup no longer cools into shale.
- Removed an outdated version of cryokinesis from ice frogs and gave them Freezing Ray.
- Star kraken no longer excrete quasi-real starch and lignin.
- It's no longer possible to deal negative damage.
- Dromad traders now politely pretend to be fooled by the disguises their customers wear.
- Made further adjustments to make creatures prefer not to use non-weapon equipment as improvised weapons.
- Messages displayed for taking zero damage now say "no damage" rather than "0 damage".
- Added rules text for what camel bladder does.
- Accomplishments based on eating something no longer complete if you fail to eat the thing.
- Pyrokinesis and Cryokinesis can no longer be activated on the world map.
- Cooking effects triggered by drinking freshwater no longer trigger on the world map.
- Added a basic description to Rebuke Robot ability.
- The heads of high-level robots now more consistently contain high-level bits.
- You now get an appropriate message when you attempt to shield slam a target you can't reach because it's playing.
- You now get an appropriate message when you attempt to shield slam a target who's out of phase with you.
- Twinning and trining lampreys now spawn with the same effects in place that the lamprey spawning them has.
- Fixed various bugs that caused the allegiance of twinning and trining lampreys to behave strangely in some interactions of their spawning behavior, Proselytize, Beguiling, love injectors, and/or cloning.
- Fixed a bug that caused Disintegration, Light Manipulation, and Stunning Force not to benefit from Two-Headed.
- Fixed a bug that allowed you to eat a luminous hoarshroom at no action cost if you did it through thethe overlay UI inventory view.
- Fixed a bug that caused agolmaggots to lack any natural weapons.
- Fixed a bug that made non-companion creatures sucked through spacetime vortices create action queue inconsistencies.
---
#### Update 2.0.204.60 (March 4th, 2023)
- We refreshed the corpus of game text used to generate text for white-titled books, graffiti, urn inscriptions, and bird dialog. You'll now see text from the last several updates appear.
- Beak and hooks for feet no longer benefit from having the Horns mutation.
- Quantum ripplers have a new tile.
- Two quantum ripplers a space apart now spawn a spacetime rift between them and stabilize it so that nothing emerges.
- Dyvvrach now only mentions the chiming rock if you've talked to it.
- Acid humors now leave behind brackish acid pools rather than pure acid pools, meaning they'll evaporate over time.
- Creatures now have considerably greater tolerance for friendly fire incidents from allied creatures that are not controlled by the player.
- Flashbang grenades can now confuse creatures that are immune to psychic confusion.
- Being confused now prevents vantabuds and vantablooms from absorbing light.
- Unidentified modded pickaxes no longer appear as small boxes.
- Creatures are now less willing to equip items that have missile weapon, shield, or thrown weapon functionality as melee weapons.
- Flying companions are now more mindful when swooping with friendlies in their paths.
- Exiled Keh & Kesehind no longer immediately disappear when dismissed as proselytes.
- Crafting recipes listed in the water ritual no longer include the penetration and damage values of weapons.
- Fixed a bug that made thrown phials of neutron flux fail to explode and instead leave behind a strange puddle of null liquid.
- Fixed a bug that caused gigantic pieces of armor to be considered highly potent melee weapons by NPCs.
- Fixed a bug that caused Stingers to not always sting when charging or lunging.
- Fixed a bug that caused jump animations to play on inactive zones.
- [modding] Implanted missile weapons now validate whether they are equipped on an appropriate body part using CyberneticsBaseItem.Slots rather than Physics.UsesSlots or MissileWeapon.SlotType.
- [modding] Previously, when objects were being destroyed with the Obliterate flag, the return value of BeforeDestroyObjectEvent was ignored, meaning the normal object destroy process continued (as opposed to without Obliterate, where returning false would prevent destroy). Now, the return value of BeforeDestroyObjectEvent is always honored, and BeforeDestroyObjectEvent handlers are responsible for checking the Obliterate flag if they need to before returning false.
---
#### Update 2.0.204.59 (February 18th, 2023)
- Spacetime vortices can no longer be coated in liquids.
- We made some performance improvements to spacetime vortices. They no longer immediately load new zones when spawned, meaning playing with Spacetime Vortex and Quantum Jitters should be smoother.
- The Discharge power from the Electrical Generation mutation now requests confirmation before targeting yourself.
- Barathrumite tinkers now spawn with a leather cloak rather than a cloth robe they cannot wear.
- Baetyl rewards received as part of the [redacted] creation process are now written to the message log.
- Gaslight weapons now consistently display their powered performance in the tinkering UI, rather than gaslighting you about their stats.
- Fixed a bug that caused the reputation bonus from the custom visage implant to persist when swapping bodies.
- Fixed a bug that made creatures with random cybernetic implants sometimes receive implants in excess of their license tier.
- Fixed some bugs with Juke, like how juking out of your own force bubble left the forcefield in place until you moved again.
- Fixed a bug that prevented dreamcrungles from becoming sated after you woke up peacefully.
- Fixed a bug that caused mutation ranks not to stack with the [redacted] if you gained ranks from multiple sources.
- Fixed a bug that caused [redacteds] with the custom visage implant not to apply their reputation bonus when controlled.
- Fixed a coloration issue with dromad caravan journal entries.
- [modding] Added IfZoneVisited conversation predicate, which is true when the specified zone ID has been visited by the player. Fixed the RemoveItem/RemoveSpeakerItem delegates.
---
#### Update 2.0.204.58 (February 11th, 2023)
- Pickaxes now count as axes for melee purposes.
- Pickaxes and nanopneumatic jackhammers now display rules text for their wall penetration behavior.
- Gigantic pickaxes and nanopneumatic jackhammers, and burrowing claws on gigantic creatures, now destroy walls in half as many penetrating hits.
- NPCs with air current microsensors or optical multiscanners implanted no longer reveal stairs to you. The exception is if the NPC is your follower and close enough for you to hear them.
- Added an animation to jumping.
- Arrows wielded as melee weapons now use the Short Blades skill.
- Dawngliders have a flaming bite again.
- Turret tinker followers now respect being told not to set up turrets.
- You now get an appropriate failure message when you try to apply a tonic to a robot.
- The repulsive device can no longer be taken back from the Children of the Tomb.
- Conveyor belts now stop animating when their drive is destroyed or disabled.
- Animated doors and walls are now affected by Slam as creatures, not as walls/doors.
- Stunning from Slam can no longer allows a successful save on a natural 20.
- Slam now propels creatures across pits in the middle of their path of being slammed.
- Slam now moves items on the ground along with a slammed creature regardless of whether the creature dies as a result of the slam.
- Slam now shakes the camera if the player is anywhere in the chain of creatures moved, rather than only if the player is the initial target.
- Creatures are no longer blocked from being moved by Slam by non-square-occupying items on the ground.
- Death due to the damage from being Slammed through walls now has case-specific death messaging.
- Using Slam while engulfed now results in slamming the engulfing creature in the direction indicated (unless you choose no direction, in which case you still Slam yourself).
- Creatures that are rooted in place can no longer be knocked prone.
- You are no longer considered able to move your extremities while enclosed in furniture like an iron maiden, regen tank, or sarcophagus.
- Removed the penetration cap from phase spider bite.
- NPC and starting player equipment usage is now less willing to use non-melee-weapon items as improvised melee weapons.
- Fixed an issue causing fungal infections to misbehave.
- Fixed a bug that made creatures fail to equip items over natural gear.
- Fixed a bug with applied tonics that looked at the applying creature's attributes rather than the applied-to creature.
- Fixed an issue with the rendering of taproot floor in Chavvah's keter.
- Fixed a rare infinite zone generation bug when generating dynamic quests after all secrets have been exhausted.
- Fixed a bug that caused amnesia to trigger on the world map.
- Fixed a bug that rarely caused the Bell of Rest to recall the player directly over an open pit, killing them.
- Fixed a bug that caused data disks to give every effect when used as hamsa.
- Fixed a bug that caused qudzu and their symbiotes to not rust your items.
- Fixed a bug that caused beguiling via cooking effects to always fail.
- Fixed a bug that caused creatures temporarily beguiled via cooking effects to replace your permanent followers.
- Fixed a bug that caused limb regeneration faculties to fail to regenerate dismembered treads and hardpoints from cybernetics. (Treads and hardpoints already severed in saved games are not affected.)
- Fixed a bug when you acquired Monochrome in the body of a dominated creature that resulted in being permanently unable to cure it.
- Reverted the input manager change that caused some issues on Linux machines. This will re-break some issues on MacOS without the bugfix enabled, but now it's broken in a more historically normal way.
- Fixed a bug that caused some small inconsistencies in spawns.
- Fixed a bug that made Slam destroy items on the ground in the same square as a slammed creature in some circumstances.
- Fixed a bug that usually made Slam's damage message from hitting walls not be displayed.
- Fixed a bug that could cause crashes when wading and proneness interacted.
- Fixed a bug that caused some NPC and player equipment loadouts to feature items being equipped multiple times in the same loadout.
- Fixed a bug that could cause games to crash on startup.
- [modding] Body parts added by cybernetics (motorized treads, gun rack, equipment rack, magnetic core) are no longer tracked as extrinsic (like body parts added by helping hands and two-faced headgear). They're instead considered long-term parts of the body in the same way limbs added by mutations are.
- [pets] Creatures no longer fruitlessly try to attack Gloaming or Either/Or. You'll have to re-redeem these pets for this change to take effect.
---
#### Update 2.0.204.56 (February 4th, 2023)
- Increased the default HP for all items.
- Increased the default HP for all armor to 100.
- Put the Phase harmonic modulator implant in cybernetic loot tables.
- On the equipment screen, when you default interact with a natural weapon, you once again attempt to equip over it. You can press Ctrl+Space to look at it instead.
- You no longer autoexplore over dilute warm static.
- Items unintentionally dropped by your companions are now auto-picked-up when the "Auto-pickup special items" option is enabled.
- Natural gear of gigantic creatures is now always gigantic (including +3 damage and Slam bonus for cudgels).
- Rampaging sultans who earn a title as a result of their rampage are no longer called the Untitled.
- Removed the "flower" object from the game but left "flowers", making baetyl requests less ambiguous.
- Creatures are now pickier about equipping gear over their natural gear if the natural gear might be better.
- Added some more wall descriptions.
- Made magnetic bottles in trader (particularly tinker) inventories more reliably generate empty.
- Tweaked the ANSI in sultan murals.
- Fixed a bug that made glowmoths and gamma moths fail to attack.
- Fixed a bug that made True Kin register as mutants.
- Fixed a bug that made normality gas pumps use two slots even when you had giant hands.
- Fixed a bug that made some creatures' natural gear disappear when they gained some physical mutations.
- Fixed a bug that made most creatures' natural gear that had previously been visible in their descriptions stop showing up.
- Fixed a bug that made the Ruin of House Isner fail to have a guaranteed critical on its seventh shot.
- Fixed an issue that occasionally occurred with Sheba Hagadias's detail color.
- Fixed a grammar issue with some implant-related historical messages.
- Fixed some grammar errors in historical information and village quest text.
- Fixed several issues with MacOS and non-English keyboard layouts.
- Improved the grammar of some polygel duplication messages.
---
#### Update 2.0.204.53 (January 27th, 2023)
- Chimeras can now eat the Cloaca Surprise and Crystal Delight.
- Extra floating nearby slots you obtain are no longer removed by transformative meals.
- Any time the player is forced to drop an item, that item is now considered a "special item" until the next time the player or a companion of the player picks it up, meaning autoget will pick it up if "Auto-pickup special items" is on.
- Space-time vortices caused by Quantum Jitters now have a short delay before they begin moving.
- Creatures' natural weaponry can now be equipped over, generally. This change resolves various cases of natural weapons appearing twice in creature descriptions. It also allows creatures to equip items over some natural weapons, like bites and claws.
- Shield Wall can no longer be activated without a shield equipped.
- Natural gear can now be interacted with from the equipment screen.
- Gigantic items can no longer be randomly generated by tinkering.
- Transkinetic cuffs are now actually spawnable.
- Extradimensional True Kin are no longer unable to install implants. (Existing instances in saves will not be affected.)
- Made metachrome weapons count as gigantic (and so get the +3 bonus) but reduced their base damage roughly by half.
- Palladium electrodeposits now implant into the head slot of your [redacted], if available.
- The "Auto-pickup ammo" option no longer strips energy cells out of devices.
- You can now harvest plump mushrooms from mushroom cases.
- You can no longer pour neutron flux to or from magnetic bottles if they aren't in working order.
- You're now warned when pouring neutron flux from a magentic bottle to an unsafe container.
- Schrodinger pages now display their faction when offered as a reward.
- Renamed cactus cherub to fractus cherub.
- Fractus cherubim are now considered members of the fractus species.
- All urshiib now have the Triple-jointed mutation.
- You can now throw recycling items or items fitted with filters down the Sacred Well.
- Turret tinkers are considered now hexapedal robots.
- Robot cheburim are now considered wheeled robots.
- Drillbots have short blades skills now.
- Pulse field magnets can no longer pull away natural gear.
- Small spheres of negative weight can now have some mods.
- You can no longer get infinite chrome keys from Otho.
- The hindren of Bey Lah are now interested in secrets about Kindrish.
- Heartbiter goatfolk now have the modern Adrenal Control mutation instead of the old one.
- Asphodel no longer becomes unresponsive at certain phases in the Earl of Omonporch quest.
- The gesticulating mod strength bonus now scales with item tier.
- Wheeled creatures like the mopango charioteer now have two wheels.
- Phase cannons are now considered heavy weapons.
- You can no longer get Chavvah's roaming keter by traveling to the map above Eyn Roj.
- Modified the stats of Wardens Esther so that they appropriately spawn 4 clones with Temporal Fugue.
- Table [redacted] no longer have blue detail color.
- Fixed a bug that caused skulk injectors not to be consumed if you were already under the effects of one.
- Fixed a bug that caused certain invalid limbs to break the Atzmus menu.
- Fixed a bug that caused old saves with Issachari present to behave strangely.
- Fixed a bug that caused some effects not to be listed in your status effects readout on the main screen.
- Fixed the pronoun for the Slam bonus in the description of gigantic plural weapons.
- Fixed a grammar issue in message for fully identifying an artifact.
- Fixes Tau's gender.
- Fixed some grammar in generated text.
- [modding] Robots and [redacted] are no longer considered mutants by the method GameObject.IsMutant().
- [modding] Fixed an error that could occur with custom Options.xml loading
- [modding] Added optional predicates to several GetCreatureAroundPlayerLevel methods in EncountersAPI.
- [modding] ModColossal is no longer hardcoded to be disallowed as a bonus mod, so its settings in Mods.xml are better adhered to.
---
#### Update 2.0.204.52 (January 21st, 2023)
- Added a new item: transkinetic cuffs.
- The slynth of the Hydropon can now resettle on Chavvah, the Tree of Life.
- The bottom level of the rusted archway now consistently builds with an electrical power grid rather than a hydraulic system.
- Being on fire no longer shows a damage message when the damage amount is zero.
- Reduced slynth level and gave them more AV.
- Crypt sitters should be more responsive to attacks.
- Tillifergaewicz now wears her clay pot and also has an extra one.
- Certain significant body transformations now change your species.
- Urn dusters now equip and attack with their ash shovels.
- Added a couple seats to the Grit Gate library.
- Leeches are now worms instead of mollusks.
- Eating luminous hoarshrooms now costs energy.
- Several creatures that had hands or hands-variants but not a Hands slot now do.
- Something being coated in neutron flux now results in its immediate explosion.
- Responsibility for neutron flux explosions is now tracked better.
- Added new hamsa effects to tartbeard glands and gallbeard glands.
- The reshaping nook and pad are now rebuilt if destroyed.
- Dromad [redacted] are no longer uniformly brown.
- Mopango charioteers now make [redacted] charioteers.
- The repulsive device now has an associated incantation when chosen for the [redacted].
- Reduced the chance that extradimensional hunters ambush you inside your [redacted].
- Tweaked the wording of Wilderness Lore skills to be clearer.
- Added new descriptions to several creatures.
- Changed kipper detail color.
- Changed beetlebum's color.
- Fixed a bug that made neutron flux poured or spilled on the ground fail to explode.
- Fixed a bug that caused using the Spacetime Vortex mutation to undergo two normality checks instead of one.
- Fixed a bug that made broken power lines sometimes appear working and working power lines sometimes appear broken.
- Fixed a bug that caused craftmarks to appear in the middle of some partially identified artifact names.
- Fixed a bug that made shots fired by your point-defense drone incur an action cost on you and interrupt your ongoing actions like Sunder Mind.
- Fixed a bug that caused dynamic village mayors to become unresponsive after the slynth had settled there for a week.
- Fixed a bug that gave you the Repair option on your [redacted] if you had the tinkering Repair skill.
- Fixed a bug that caused non-standard limbs with metachrome to not be eligible for offhand attacks.
- Fixed a bug that caused sub-limbs of extra body parts acquired from the an incantation to not receive metachrome natural weaponry.
- Fixed a bug that caused reputation giving items equipped to bodies you have released control of to be retained.
- Fixed a bug that caused the crystal chimes of Chavvah to not comment on the death of Aoyg-No-Longer when it occurred by your hand.
- Fixed a bug that prevented fungicide from destroying fungal spores.
- Fixed more instances of music notes appearing in quest texts.
- Fixed some grammar errors in village histories.
- Fixed some grammar errors in Two-Headed shake off messages.
- [debug] When The Golem quest has been completed, any subsequently wished-in mounds now have a 'Build' option available to construct it.
---
#### Update 2.0.204.51 (January 13th, 2022)
- Added a tree [redacted].
- Fulling identifying an artifact now gives a different message than partially identifying it.
- Magnetic bottles now alert you when they're nearly out of power.
- Magnetic bottles generated in vendor inventories are now always empty.
- Great magma crabs now bleed lava.
- Ink now has value.
- Having something explode in your inventory while you're on the world map no longer destroys significant portions of the world map.
- Village mayors, wardens, tinkers, apothecaries, and merchants can no longer generate hidden.
- Somewhat reduced the priority Repair has as the default interaction on repairable items.
- You are now always able to make contact with equipped or inventory items for the purpose of repairing them.
- Creatures resistant to acid and heat are now more willing to traverse acid and lava, respectively.
- Extradimensional dromad hunters no longer spawn with their caravans.
- The masterwork carbine now bears Sparafucile's mark in its display name.
- Gave sandals of the river-wives a different tile.
- You can no longer eject from the [redacted] on the world map.
- Added some new creature descriptions.
- The repulsive device is now marked as important.
- Dormant waydroids are now marked as quest items.
- Deleted some extraneous conversation for Aoyg-No-Longer.
- Attempting to build a campfire in open air or over a pit now generates a better failure message.
- Fixed Klanq's pronouns in Barathrum's dialog.
- Fixed some bugs with the partially identified states of recoilers and chiral rings.
- Fixed a bug that caused creatures to spawn over pits in some contexts.
- Fixed a bug that with the Six Day Stilt n-pointed asterisk buff.
- Fixed a bug that caused repair attempts on scrapped waydroids to cost energy when they shouldn't have.
- [pets] Esbear is now of species bear. You'll have to re-redeem him for this change to take effect.
---
#### Update 2.0.204.50 (January 7th, 2023)
- Albino apes now have the Albino defect.
- The data disk options you get for buying Tinker I, II, and III now match the item tier range for each of those skills.
- All winged mammals now correctly have wings.
- Robot cherubim now correctly use treaded body plans.
- You can now complete Decoding the Signal if you manage to do the decoding without traveling to the quest location.
- The Null Face can no longer be modded or generate with mods.
- Villager tinkers and merchants in dynamic villages should more often include their roles in their display names.
- Barathrum now correctly states the number of drams of neutron flux needed for [redacted] battery.
- Checkpointing and autosaves are no longer triggered when you enter or exit an interior space.
- Dream wrens now have their peck.
- Breathbeard gland paste no longer has the odd chance to bestow Teleportation when used as a hamsa.
- Mazebeard gland paste can no bestow Confusion when used as a hamsa.
- The interior of the [redacted] is now less prone to catching fire from its own catalyst liquid.
- Legendary soup sludge pariahs that get catalyzed by new liquids now update their names accordingly.
- Soup sludges that get catalyzed by warm static now grow entropic pseudopods.
- Legendary pilgrims in lairs no longer leave their lairs to go on pilgrimages.
- Slightly increased the population density of the Moon Stair.
- Fixed a bug that caused Klanq to wander inappropriately.
- Fixed a bug with the rendering of piped walls in the dark.
- Fixed a bug that made magnetized two-handed melee weapons, bows, rifles, and heavy weapons require two Floating Nearby slots. (Existing magnetized items in saved games won't be fixed.)
- Fixed a bug that made plasma-coated creatures and objects to not radiate heat.
- Fixed a bug that caused some crystal chimes to hide under the crystalline branches of Chavvah.
- Fixed a bug that let you start If, Then, Else several times and get multiple crystal keys.
- Fixed some branch confusion in Dyvvrach's dialog.
- Fixed a bug that caused Aoyg-No-Longer to respawn under certain conditions.
- Fixed a bug that caused you to sometimes be unable to reshape the [redacted].
- Fixed a bug that caused clones of the [redacted] to not follow you until piloted.
- Fixed a bug that crashed the game on systems using decimal commas when certain mods were installed.
- Fixed a bug that caused the tile of unidentified artifacts to be revealed when throwing them down the Sacred Well.
- Fixed a rare UI deadlock.
- Fixed some bugs with legendary creatures generating as village pets.
- Fixed a few grammar issues with generated text.
- [modding] Moved Moon Stair objects out of Staging.xml and into their appropriate data files.
---
#### Update 2.0.204.49 (December 24th, 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.
##### Below are some additional notes from the Moon Stair patch.
- 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. {{color|shaders}}) 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.
---
#### Update 2.0.204.48 (December 16th, 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.
---
#### Update 2.0.203.54 (July 23rd, 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.
---
#### Update 2.0.203.52 (July 9th, 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.
---
#### Update 2.0.203.51 (July 2nd, 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.
---
#### Update 2.0.203.50 (June 25th, 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".
---
#### Update 2.0.203.49 (June 18th, 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.
---
#### Update 2.0.203.45 (June 11th, 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.
---
#### Update 2.0.203.41 (June 4th, 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.
---
#### Update 2.0.203.39 (May 28th, 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.
---
#### Update 2.0.203.38 (May 21st, 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.
---
#### Update 2.0.203.37 (May 14th, 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.
---
#### Update 2.0.203.35 (May 7th, 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.
---
#### Update 2.0.203.34 (April 29th, 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.
---
#### Update 2.0.203.33 (April 23rd, 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.
---
#### Update 2.0.203.32 (April 15th, 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.
---
#### Update 2.0.203.29 (April 1st, 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.
---
#### Update 2.0.203.28 (March 26th, 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.
---
#### Update 2.0.203.27 (March 19th, 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.
---
#### Update 2.0.203.25 (March 12th, 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.
---
#### Update 2.0.203.23 (5 March 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.
---
#### Update 2.0.203.21 (26 February 2022)
- 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.
##### Additionally, the following patch notes are from last week's Deep Jungle update.
- Items on the ground that were you marked as important now appear as points of interest whes use the 'Move to points of interest' command.
- 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.
---
#### Update 2.0.203.19 (18 February 2022)
Note: This update will invalidate existing saves. If you want to keep playing your current character, switch back to a previous branch.
##### DEEP JUNGLE AND BAROQUE RUINS
- 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.
##### LATE-GAME HISTORIC SITES
- 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.
##### RED ROCK
- We gave Red Rock a big makeover. It's now much more cavern-like, includes unique encounters, and is home to a snapjaw settlement.
##### RUST WELLS
- 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.
##### BETTER RUINS
- 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.
##### GAMEPLAY
- 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.
- ou 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.
##### UI
- 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.
- 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.
##### POPULATION REFACTOR
- 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.
##### MISCELLANEOUS AND BUGFIXES
- 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.
- 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 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.
##### DEBUG AND MODDING
- 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 IfZoneNamebvconversation 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.
---
#### Update 202.102 (17 December 2021)
- Equipment with power switches, such as ontological anchors, night-vision goggles, and ninefold boots, now grasts you an activated ability for toggling their power.
- Creatures that are immune to being damaged are now also immune to being dismembered.
- Jewelers and gemcutters now have guards.
- Corrected resonance grenade damage to non-structural objects in the grenade description.
- Frog cherubim now correctly belong to the frogs faction.
- Regeneration tanks now tolerate impure convalessence mixtures as long as they contain at leats 100 drams and the mixture is at least two-thirds convalessence. Regen tanks in existing saved games won't be affected, though.
- Regen tanks now properly regenerate tongues even when they're the only body part you lost.
- Creatures no longer attempt to use Disintegration against enemies they are out of phase with.
- Gave the [redacted] sapient plant properties.
- You can no longer [redacted] before starting the Tomb of the Eaters quest.
- Added the arcology names back to the true kin caste selection screen.
- Cooking effects that identify all artifacts on the local map now identify implanted cybernetics.
- Fixed a bug that caused variables to occasionally display in the names of village factions.
- Fixed a bug that caused hologram bracelets to have infinite range.
- Fixed an issue that occasionally caused invalid text to be generated after leaving a zone with an object you were lovesick for.
- Fixed a bug with temporal fugue clones and other temporary objects that prevented zones from unloading, degrading performance.
- Fixed an issue that occasionally caused out-of-date copies of your body or your followers to return from [redacted].
- Made the text color consistent across hyperbiotic object names.
- Fixed a wrong identation in Corpus Choliys.
- Fixed a bug that made sower's seeds considered inorganic and eligible for donation at the sacred well.
- Fixed the pluralization of 'moments in time chosen arbitrarily'.
- Fixed a pluralization issue in dynamic quest text.
- Fixed a rare bug that caused saves to fail to load.
- Fixed a bug that caused your [redacted] to fail to generate properly.
- [modding] Made the 'sheeter' wish more robust.
---
#### Update 202.101 (10 December 2021)
- Robots and mutated plants can now be stunned.
- Baetyl, hermit, and mysterious stranger cherubim now belong to the correct factions.
- Pax Klanq is now immune to fungal infections.
- Dynamic quests no longer use player map notes as landmarks.
- White esh now honk instead of caaw.
- Meyehind and Liihart now rejoin the hindren faction if Eskhind becomes Hindriarch.
- Wardens Esthers, Lulihart, and Tszappur now more consistently get along.
- Argyve no longer offers to sell his scratched data disk, and Q Girl no longer offers to sell her data disk with encoded instructions.
- Made some tweaks to low-tier melee relic base types.
- Fixed pluralization of 'boot' in sultan histories.
- Fixed a bug that caused excessive CPU use in cybernetics terminals.
- Fixed a bug that caused rhinoxen to get a number of free melee attacks on their targets when charging.
- Fixed a bug where if a rhinox's charge killed a creature, a copy of that creature's corpse was spawned in each tile of the charge path.
- Fixed a bug that caused extremely odd names to get generated for sultan cults and sultan relics.
- Fixed a bug that occasionally caused ovens to do nothing.
- Fixed several rare exceptions in the display of cooking recipies.
- Fixed a typo in arc winder's description.
---
#### Update 202.100 (3 December 2021)
- Regen tanks no longer generate with drained capacitors.
- Mechanical cherubim no longer spawn as psychic thralls.
- Drinking algae or algal water now dehydrates you.
- Kraken hired as guards no longer swallow things whole on the job. This change applies broadly to a whole range of disruptive creature behaviors.
- Grit Gate doors that somehow failed to unlock when they should have now unlock at the beginning of A Call To Arms.
- The wielder of [redacted] now wields it more reliably.
- Statues now render on top of doors.
- Fixed a bug that caused you to never stop being inspired to cook after cooking in the inspired state.
- Fixed a bug that caused equipment-granting physical mutations to consume energy when you ranked them up.
- Fixed a bug that caused stack overflow crashes in situations where several force fields interact.
- Fixed a bug that caused a rare crash when looking at a psionic item.
- Fixed some late game performance issues.
- Fixed some inconsistent spellings of Kasaphescence.
- Fixed a typo in unfinished sculpture.
- [modding] Item mods added to Mods.xml now merge by part name.
---
#### Update 2.0.202.98 (28 November 2021)
- Added hotkeys to the campfire menu.
- Neutronic sludges no longer spit neutronic liquid mixtures. Their melee attacks still cause neutronic explosions, though.
- Fixed a bug that caused loading default keybindings to fail to properly reset most keybindings.
- Fixed a bug that caused the regen tanks in the Yd Freehold to be treated as a separate type of device from other regen tanks.
- Fixed a bug that caused flaming NPCs to attempt to douse themselves using lava.
- Fixed a bug that caused AoE effects such as explosions to persist through a precognitive vision.
- Fixed a bug that caused quest objectives involving the placiment of an item inside a container to not complete if the container was not originally empty.
- Fixed a bug that caused greater voiders to place you inside the northwestern-most wall if there was no space for their lair.
- Fixed a bug that caused page down to close the tinkering menu if less than a page of blueprints were available.
- Fixed Thah being referred to with a definite article.
- Fixed an invalid "Enigna Cap" blueprint reference.
- [modding] The campfire now emits a GetCookingActionsEvent on itself and the player to collect options for the cooking menu.
---
#### Update 2.0.202.97 (19 November 2021)
- Made some tweaks to the price of identifying artifacts, particularly around the exponential explosion at the high end.
- The Tinker I Recharge ability now allows you to choose how many bits to use.
- Creatures are now more aggressive about fleeing from approaching krakens.
- Automove is now better at avoiding krakens.
- Temporal fugue clones and clones of psychic assassins no longer have absorbable psyches.
- Items duplicated with metamorphic polygel now inherit the temporariness, existence support, and phase characteristics of the polygel.
- Looking at extradimensional items now only reveals the secret of their home dimension if you've identified the item.
- Fixed a bug that prevented ubernostrum from regenerating limbs and disabled the keybind to regenerate limbs.
- Minorly improved turn performance.
- Fixed a bug that caused NPCs to always reload with the first energy cell in their inventory, regardless of current charge.
- Fixed a bug that caused NPCs to remove charged energy cells from their equipment.
- Fixed a bug that caused companions to continuously unload and reload energy cells if they had spares in their inventory after trading.
- Fixed various grammar issues in some messages, particularly when dismembering your own limbs.
---
#### Update 2.0.202.95 (12 November 2021)
- Fonts are now much crisper on the main gameplay screen.
- Hyperbiotic beds no longer regenerate limbs.
- Regeneration tanks now rejuvenate health and regenerate limbs.
- The tank must be filled with at least 100 drams of pure convalessence or homogenized convalessence to heal hitpoints.
- Additionally, the tank must be filled with at least 1 dram of cloning draught to regenerate limbs. If it is, all lost limbs are regenerated, and 1 dram of cloning draught is consumed. Excess cloning draught is not consumed.
- Added useful information about these rejuvenation/regeneration mechanics to regeneration tank's description, including a live operational status based on its liquid contents.
- Reduced the chance of hurting yourself while getting into or out of a regeneration tank.
- Added an option to flush a regen tank's liquid contents down a drain.
- Adjusted the starting liquid contents of regen tanks to occasionally include homogenized convalessence. More adjustments are likely to come.
- The regen tank in the Yd Freehold now starts with a homogenized convalessence mixture that includes two drams worth of cloning draught.
- Considerably reduced plasma jelly's plasma damage.
- Fixed a bug that allowed you to select the starting location for daily runs.
- Fixed a bug that prevented daily run scores from being recorded.
- Fixed a bug that caused Ironshank to become incurable upon reaching the maximum penalty.
- Fixed a bug that caused the northwestern-most cell of the Palladium Reef to generate without contents.
---
#### Update 2.0.202.94 (5 November 2021)
- Disassembling a single item now has no action cost and no longer drops you out of the inventory. We may change this behavior again once we do more refinement to inventory action cost.
- Added worldmap descriptions for Lake Hinnom, the Palladium Reef, and the Yd Freehold.
- Added a description for gutsmonger.
- The villagers of Ezra is now considered an old faction.
- Yondercane is no longer considered meat.
- Mechanical cherubim heads now disassemble to a 7-bit.
- Villagers in village outskirts now act more like villagers in the village proper.
- Blank sultan murals no longer show up in villages.
- You can no longer build Six Day Stilt recoilers.
- Small boulders now weigh less than medium boulders.
- Fullerite melee weapons are now considered metal due to their steel shafts.
- Removed unused flail and chain blueprints.
- Clarified in the message for polyp plucking that you aren't collecting the polyp.
- You can no longer duplicate the n-pointed asterisk.
- Mechanical creatures whose descriptions are written in verse now have the description of their persistent hum better integrated.
- Removed an extraneous secret for the Mark of Death.
- Wandering creatures that tend to path around deep pools and other obstacles are now less likely to choose those obstacles as destinations.
- Legendary jilted lovers now get the correct colorization.
- Severed giant amoeba limbs now get the correct colorization.
- Changed the option for pushing right on the inventory screen to equip to also apply to pushing left on the equipment screen to unequip.
- Fixed a rare bug that caused roleplay and wander mode games to be deleted when quitting to the main menu after a death.
- Fixed a bug that caused items to vanish during trade or container use.
- Fixed a bug that caused subterranean deathlands zones not to have names.
- Fixed a bug that caused sultan cult leaders in historic sites not to be identified as leaders in their titles.
- Fixed pentaceps pluralization.
- Fixed a typo in the ornate chair description.
- Fixed a bug that caused canyons, rivers, and roads to sometimes end abruptly between zones.
- Fixed a bug that caused canyons, rivers, roads, and stairs to not build if you had visited the zone or or a connecting zone and then loaded an earlier save.
- Fixed a bug that caused you to occasionally be placed inside walls when you became lost.
- Fixed rare grammar issues around the possessive case.
- [modding] Line numbers are now included in runtime error messages for mods if the "Write compiled mod assemblies to disk" option is enabled.
- [modding] Like Subtypes, Genotypes can now define individual <extrainfo> elements instead of <chargeninfo>.
- [modding] Fixed invalid manifest IDs breaking certain mods.
---
#### Update 2.0.202.93 (29 October 2021)
- Added a third completely transparent opacity setting to the minimap, nearby objects and message log opacity toggles.
- Added a window position lock toggle which removes the position and size borders of the message log, minimap and nearby objects windows.
- Fixed a bug that prevented you from toggling certain toggleable abilities off before their cooldowns expired (including gas generation, Phasing, and Force Bubble).
- Fixed a bug that caused ironshank to stop progressing if you reached over 200 move speed.
- Fixed [redacted] ignoring the combat animations option.
- Fixed a bug causing minimap and message log size persistance to not work correctly when the UI was not at 1.0x scale
- Overloaded arc winder no longer appears as a blueprint on data disks.
- [modding] Added preprocessing symbols for compiled mods to define optional behavior if another mod was loaded.
- For example, #if MOD_BLUE_CTESIPHUS
- will only compile what's within if the Blue Ctesiphus mod was loaded earlier.
- [modding] Added [HasOptionFlagUpdate] and [OptionFlagUpdate] attributes that are invoked whenever an option is updated.
- [modding] Added an option to write compiled mod assemblies to disk.
- [modding] Fixed a bug that caused character creation to freeze if you did not define a detail color for a genotype.
---
#### Update 2.0.202.92 (26 October 2021)
##### GAME MODES
- Alongside the classic mode of play, we added two new game modes. You choose a game mode when you start a new game. Here are all the modes.
- Classic. This is the standard Qud experience with permadeath. Nothing has changed.
- Roleplay.
- Checkpointing at settlements. When you die, you have the option to reload from the last checkpoint. Your checkpoint is automatically set whenever you enter or leave a settlement. You can also set your checkpoint manually while at a settlement by hitting Esc and then 'c'.
- Wander.
- Checkpointing at settlements.
- Your reputation with every faction starts at 0 (or higher), meaning most creatures start neutral to you. Aggressive creatures of neutral factions will still attack you.
- You get no XP for kills.
- You get more XP for discoveries, completing quests, and performing the water ritual. This amount scales with your level.
- Daily. This is the daily challenge as it currently exists. We removed the weekly challenge.
- You can't change your game mode once you start a game. To check what game mode you're on, your turn counter, and your world seed, hit Esc in game and select Game Info.
##### NEW CHARACTER CREATION SEQUENCE
- We entirely refactored the character generation sequence to be much more sensible, highly moddable, and use an all-new, responsive, fully keyboardable and mouseable UI.
- We added nine new preset character builds with their own tiles: Marsh Taur, Dream Tortoise, Gunwing, Star-Eye Esper, Firefrond, bzzzt, Praetorian Prime, First Gardener, and First Child of the Hearth. These are designed to help new players get started, but they're also fully customizable.
##### LATE-GAME REGIONS
- We added two new late game regions to the east side of the map: Lake Hinnom and the Palladium Reef.
- Added a new two-tiered settlement, the Yd Freehold, with many new NPCs.
- Added lilypad people, the slynth, and a hidden slynth settlement.
- Added two new factions: svardym and the denizens of the Yd Freehold.
- Added svardym eggcopter storms.
- Added a new side quest: Landing Pads.
- Expanded the Rainbow Wood and configured it to include dynamic sites like villages, ruins, and lairs.
- Added new creatures: svardym hatchling, svardym jut, svardym scrounge, svardym eld, prism perch, white esh, quatravolt glider, trining lamprey, giant clam, reef hermit, plasma jelly, kaleidoslug, enigma snail, junk dollar, tongue tyrant, sultan croc, star kraken, galgal, slynth, and slynth wanderer.
- Added new plants, plant-like animals, and reef infrastructure pieces: coral polyp, palladium strut, palliud strut with coral growth, finger coral, tunnel sponge, bop sponge, and arsplice hyphae.
- Added two new liquids: algae and sunslag.
- Added new butcherable and harvestable consumables: bop cheek and tongue twist.
- Added three new cooking effect domains: rubber-based, powerful rubber-based, and tongue-based.
- Added three new ingredients: congealed rubbergum, sliced bop cheek, and fermented tongue.
- Added [extremely redacted] and all its miscellaneous [redacted].
- Added a new music track for the Rainbow Wood, Lake Hinnom, and the Palladium Reef.
- Added many new items, implants, furniture, and other objects. They're listed below in the OTHER NEW THINGS section.
##### OTHER NEW THINGS
- Added a new wayfaring skill, Wilderness Lore: Rivers and Lakes.
- Added new items: gravity grenade, plasma grenade, eigenpistol, arc winder, high-voltage arc winder, light rail, hand rail, di-thermo beam, spaser rifle, spaser pistol, space inverter, psychal fleshgun, step sowers, 3D cobblers, slip ring, gas tumbler, thermo cask, high-energy thermo cask, chiral rings, tri-hologram bracelet, night-sight interpolators, precision nanon fingers, psychic meridian, kaleidocera cape, kaleidocera muffs, kaleidocera krakows, enigma cone, enigma cap, and sharpened polyp.
- Added new cybernetic implants: tibular hydrojets, optical multiscanner, magnetic core, skin glitter, stasis projector, crysteel hand bones, and [redacted].
- Added three new item mods: snail-encrusted, nanon, and fitted with beamsplitter.
- Added a new gas: plasma.
- Added a new type of cybernetic implant merchant: gutsmonger. There's one guaranteed in the SE corner of the Stiltgrounds.
- Added organ markets.
- Added two new books: In Maqqom Yd and The Murmurs' Prayer.
- Added new walls: crysteel plate shear wall, star orchid marble wall, and fulcrete with square wave.
- Added a whole bunch of new furniture.
- Added a whole bunch of new tile art.
##### GAMEPLAY
- Flawless crysteel gear is now a bit rarer.
- Zetachrome gear is now much rarer.
- Gunslingers now start with Akimbo instead of Weak Spotter, and they start with much more ammo.
- Water Merchants now start with Short Blade.
- Gave several existing merchants cybernetic implants as wares.
- You can no longer disassemble non-takeable furniture.
- Tier 6 bits are now a little more common.
- You can no longer manipulate the results of cooking with nectar by using Precognition.
- Creatures beguiled via the cooking effect triggered action now lose interest in their beguilers after the metabolizing effect expires.
- Salt kraken now have their own unique behavior.
- Modified how plant-based cooking effects work.
- Updated Burgeoning plant-summoning tables to be better distributed and include more plants, particularly late-game plants.
- Soup sludges now appear in dynamic encounters.
- Moved the river referenced in Raising Indrix to south of the Kyakukya instead of north. Also fixed a bug with its starting location.
- Made moving across rivers, lakes, and the Rainbow Wood a little slower.
- You can now jump through squares that contain creatures who are out of phase or flight with you.
- Village ovens can no longer include psychal gland paste.
- Serrated and nanon weapons now have a very small chance to decapitate independent of whether you have the Decapitate skill power. Having Decapitate does not augment this chance.
- The Rainbow Wood is no longer considered a jungle for the purposes of wilderness lore.
- Generated villages now interact more robustly with their surrounding terrain.
- Gorged growths now dehydrate and crumble apart after a while.
- Meditation no longer occasionally cures gamma moth mutation.
- Damage reflected by equipment is now attributed to the equipment's wearer.
- You can no longer talk to your original body while dominating another creature. (This led to bad things.)
- Psionic weapons no longer affect inanimate objects.
- Night-vision goggles are now overloadable.
- Eater's flesh and luminous hoarshrooms now count as mushrooms for the purposes of triggering cooking effects.
- Creatures are now a little better at escaping environmental damage.
- Creatures no longer use Force Bubble if an ally is adjacent. This prevents rare Force Bubble + Temporal Fugue crashes.
- Nulling weapons now apply astral burdening for a short time after they hit, rather than only instantaneously as they hit.
- Temporal fugue clones are now placed a little more intelligently with respect to natural movement modes (e.g., aquatic creature clones will prefer spawning in swim-depth water).
- Rummaging creatures, such as arconauts, no longer rummage as villagers.
##### UI
- Made several general enhancements to the look and feel of the new UI.
- Added all new tiles for most missile weapons.
- Most things that interrupt autoact now provide a visual indicator of what caused the interruption, if it's something external.
- Disassembling something now exits the inventory menu when you're done.
- Disassemble-all is now interrupted if you become threatened by a nearby creature.
- Morphotypes now show up in the character sheet.
- Added a prerelease input manager binding for "move to point of interest".
- The carrying capacity bonus from Multiple Legs now reflects its description.
- Looking at objects in force fields and stasis fields now gives info on the object instead of the field.
- Rephrased messages about additional body parts needed to equip items in more abstract, inclusive terms.
- Slightly decreased the traversal speed of most projectiles.
- Irritable Genome's message now includes the mutation that was affected.
- Added a popup confirmation for targeting yourself with a geomagnetic disc.
- A visible rhinox getting ready to charge now interrupts autoact.
- The prerelease input manager now lets you rebind the cancel action.
- Getting from the current cell now prioritizes takeable items over liquids.
- Missile weapon targeting now has a bindable context menu.
- Changed ghost perch's color.
- Changed memory eater's ASCII glyph.
- Changed giant amoeba's ASCII glyph.
- Change twinning lamprey ASCII glyph color.
##### MISCELLANEOUS AND BUGFIXES
- Our official, community-managed wiki has a new home: https://wiki.cavesofqud.com. We updated the link in the Modding Utilities.
- Made significant visual enhancements to the world map.
- Made some changes to the ASCII worldmap.
- Added Omonporch and the Yd Freehold as landmarks.
- Renamed Wilderness Lore: Mountains to Wilderness Lore: Hills and Mountains.
- Having the equipment rack cybernetic implant no longer prevents you from receiving a certain achievement.
- You no longer receive a certain achievement earlier than is appropriate just by being repeatedly dismembered.
- You can no longer use the following items and abilities on the worldmap: hologram bracelet, Force Wall, Light Manipulation, Time Dilation, gas generation, and Spinnerets.
- The trip back from [redacted] now works more consistently.
- Using the sit interaction on a chair that's in your inventory now places the chair on the ground and sits on it, rather than silently failing.
- Recycling suits can no longer (uselessly) get the recycling mod.
- Added a new description, name color, and eat message for arsplice seed.
- Turrets mounting blood-gradient hand vacuums are now called blood-gradient vacuum turrets.
- Crab cherubim and mechanical crab cherubim now have claws.
- Clarified that the fitted with filters mod only protects against harmful gases if you're breathing them.
- Clarified in the description of giant hands that it applies to all weapon types.
- Clarified in the description of Akimbo that it applies to all missile weapon types.
- Greatly improved performance when a large party of creatures is on screen.
- Fixed a bug that caused autoexplore to dig around boulders and rubble instead of through them.
- Fixed a bug that caused Temporal Fugue clones to always spawn northwest of you.
- Fixed a bug that caused jewelers to occasionally have double-jewel-encrusted items.
- Fixed a bug that caused you to occasionally get stuck inside walls when using Space-Time Vortex.
- Fixed an error when a creature with no back grew wings.
- Fixed the worldmap tip displaying too soon (during world generation).
- Fixed incorrect pronouns in the description of sultan crocs.
- Fixed a bug that caused Regeneration to regrow your tongue while you were still affected by glotrot.
- Fixed a bug that caused ubernostrum tonics to remove glotrot without the cure.
- Fixed a bug that caused Light Manipulation's lase ability to fail when targeting a creature with mental mirror.
- Fixed a bug that caused creatures to sometimes generate inside walls.
- Fixed a bug that caused natural claw weapons from Skulk Tonic to remain after the effect expired.
- Fixed a bug that caused map notes to not load until you opened your journal.
- Fixed a bug that caused recipes intended to give corrosive gas generation to have no effect.
- Fixed a bug that made it impossible to complete an important Tomb of the Eaters quest step.
- Fixed a bug that prevented relics that bestow extra carry capacity from working.
- Fixed a bug that caused you to be referred to in the third person when dealing damage with Sunder Mind.
- Fixed a bug that caused [redacted] to fail to render correctly if entered with penetrating radar enabled.
- Fixed an issue that would prevent [redacted] from carving murals if interrupted by a serialization cycle.
- Fixed a bug that caused pits and chasms to drop you into solid walls.
- Fixed a bug that caused objects to be placed on top of pits, leading to excessive build times as multiple zones were built.
- Fixed a bug that caused zone transitions to happen rapidly every time an object was swallowed by a vortex.
- Fixed a bug that caused gas generation to continue after transitioning to the world map.
- Fixed a bug that caused visual effects like torches to sometimes persist after teleporting to another zone.
- Fixed a bug that caused geomagnetic disc to sometimes bounce to neutral and friendly creatures.
- Fixed a bug that caused villages or village outskirts to build over Pax Klanq's hut.
- Fixed a performance issue caused by aquatic or wall-walking creatures in your party trying to pathfind to you.
- Fixed a bug that caused Mental Mirror to be very unlikely to reflect mental attacks.
- Fixed a bug that caused bonded companion cherubim and soup sludges to spawn without their party leaders or factions set.
- Fixed a bug that caused soup sludges to only render their first four liquid colors.
- Fixed a rare exception that prevented the ability manager from opening.
- Fixed a rare crash in Grit Gate.
- The "you" pronoun is no longer incorrectly used when creatures collect liquids.
- Fixed a bug that caused the minimap to share the message logs opacity setting.
- Fixed the pluralization of pneumatic pistons, anchor spikes, palladium electrodeposits, and tibular hydrojets.
- Fixed a bug that caused Golgotha and Bethesda Susa to not build properly.
- Fixed a bug that caused Joppa's opening story popup to give incorrect info.
- Fixed a bug that confused Joppa and the ruins of Joppa in certain contexts.
- [pets] Fixed a bug that caused You, but Mechanical not to inherit your anatomy.
##### DEBUG AND MODDING
- Added a new, highly-extensible data file, EmbarkModules.xml, that drives character creation.
- Added three new body types for clams, jellies, and starfish.
- Added some new predicates to conversations: IfTrueKin, IfNotTrueKin, IfGenotype, IfNotGenotype, IfSubtype, and IfNotSubtype.
- Unity impostors now support X and Y offsets.
- Fixed populations being replaced instead of merged.
- AllowedMutationCategories defined in Genotypes.xml now supports a comma separated list of included/excluded categories. E.g., "Physical,Morphotypes" = only physical and morphotypes; "*,-Mental" = everything but mental.
- Added a context menu to objects in the map editor for adding a part without the need of a new blueprint.
- Fixed a boot crash when defining duplicate conversation nodes.
---
#### Update 202.80 (17 September 2021)
- Added a new kind of fauna: bop sponge.
- Added new butcherable and harvestable consumables: bop cheek and tongue twist.
- Added three new cooking effect domains: rubber-based, powerful rubber-based, and tongue-based.
- Added three new ingredients: congealed rubbergum, sliced bop cheek, and fermented tongue.
- The Yd Freehold now has a signature dish: Tongue and Cheek.
- Svardym no longer rain down on the Yd Freehold.
- Added a prerelease input manager binding for "move to point of interest".
- Added new descriptions for the following creatures: twinning lamprey, trining lamprey, reef hermit, junk dollar, enigma snail, and plasma jelly.
- Having the equipment rack cybernetic implant no longer prevents you from receiving a certain achievement.
- You no longer receive a certain achievement earlier than is appropriate just by being repeatedly dismembered.
- Billowing conch of the Aji can no longer produce plasma.
- You can no longer use the following items and abilities on the worldmap: hologram bracelet, Force Wall, Light Manipulation, Time Dilation, gas generation, and Spinnerets.
- Generated villages now interact more robustly with their surrounding terrain.
- The trip back from [redacted] now works more consistently.
- Fixed an error when a creature with no back grew wings.
- Fixed the worldmap tip displaying too soon (during world generation).
- Fixed incorrect pronouns in the description of sultan crocs.
- Fixed a zonegen error in the Yd Freehold.
- Fixed a rare exception that prevented the ability manager from opening.
- Fixed an issue causing "BoxColliders does not support negative scale or size." spam in the message log.
- Fixed an issue that would prevent [redacted] from carving murals if interruped by a serialization cycle.
- [modding] Fixed populations being replaced instead of merged.
---
#### Update 201.114/202.74 (24 July 2021)
- If you already have Burrowing Claws, taking a skulk tonic now boosts its level.
- Creatures who feel victimized by inanimate objects no longer become retributively angry, usually.
- In order to bask, photosynthetic skin mutants must now be able to move their extremities and not be in combat.
- Items marked as important no longer show up in the picker for donating at the Sacred Well.
- Books marked as important now ask for confirmation before you donate them to Sheba Hagadias.
- Roads that pass through Bey Lah and its outskirts now connect properly.
- Data disks now display the shortened names of the items they build.
- Fixed a bug that caused diagonal autowalk to allow zone transitions.
- Fixed some inconsistency in the appearance of data disks for gaslight weapons.
- Fixed a bug that made overloaded laser pistols continue to appear as a distinct objects from laser pistols.
- Fixed a bug that caused skulk tonics to display endless popups if you lost your burrowing claws or dark vision before the tonic duration expired.
- Fixed a bug that caused zone building to sometimes fail if you saved and reloaded on the world map.
- Fixed a bug that sometimes caused you to forget things too frequently with Amensia.
- Fixed a bug that sometimes caused quest steps based on visiting a zone to complete before you visited the zone.
- Fixed a bug that caused ruins to build endlessly if a door was animated.
- Fixed a bug that caused the entrance to Oboroqoru's lair to build endlessly if there was a tree in the northwest corner.
- Fixed a bug that caused the up and down stairs in Oboroqoru's lair to be disconnected if you approached them from below.
- Fixed a bug that occasionally caused the hollowed tree to generate too close to Bey Lah.
- Fixed a bug that caused the hollowed tree to generate without floor tiles and Bey Lah's outskirts to generate with grass instead of flowers.
- Fixed an exception when cancelling aggression.
---
#### Update 201.113/202.73 (16 July 2021)
- Digging tools now work on rubble and boulders.
- You can no longer clean things while frozen.
- You are now asked for confirmation when loading ammo that's marked as important.
- You no longer get popup messages for unlocking security doors during autoact.
- In their requests, sparking baetyls now refer to cooking ingredients in terms of servings rather than sets.
- The root knot is more friendly.
- Added an option to control the 'press right to equip selected item' behavior on the Inventory screen. It defaults to on.
- Fixed a variety of bugs related to primary limb selection becoming unset over serialization cycles
- Fixed a bug that made autoexplore inaccurately say there was nothing left to explore when actually it was being sensitive to the presence of enemies, particularly when using clairvoyance.
- Fixed a bug that caused dropping objects to exit the inventory screen.
- Fixed a bug that made it possible to be a point of interest when dominating some creatures.
- Fixed a bug that caused map generation in ruins to prefer to spawn sultan statues in the northwest corner.
- Fixed a bug that caused psychic hunters to occasionally spawn on the world map.
- Fixed a bug that prevented turrets who gained mobility through flight from flying in combat.
- Fixed a bug that caused world generation to fail if you became loved by a faction before the game started.
- Fixed the Bey Lah zone name appearing as "flower fields" instead of Bey Lah.
- Fixed a bug in how electrical discharges are attributed.
- Fixed a bug that caused the interact menu of [redacted] to persist through after you [redacted].
- Fixed some text coloration issues when noting a location in your journal.
- Fixed a bug that caused action queue inconsistences at the start of a new game.
- [modding] You can now use placement hints for zone and party objects in faction encounters.
---
#### Update 201.110/202.70 (9 July 2021)
- Added a new item mod, overloaded, that can be tinkered or found on a variety of electronics, including most energy weapons. Overloaded items have increased performance but draw extra charge, generate heat when used, and have a chance to break relative to their charge draw.
- Overloaded laser pistols are now normal laser pistols with the overloaded mod applied.
- You can no longer repair items in combat, generally.
- The micromanipulator array implant now lets you repair items in combat at an action cost of one turn.
- Added new dialogue for crab farmers, leech farmers, cat herders, snail farmers, goat herders, amoeba farmers, beetle farmers, and schematics drafters.
- You can no longer enter yourself if you are a piece of enclosing furniture such as an iron maiden, a regeneration tank, or a psionic sarcophagus.
- Spray bottles can now be manually sealed and unsealed.
- Ganglionic teleprojectors now cost less charge to activate but have a per-turn cost while active.
- Nulling armors, ontological anchors, and items with co-processors no longer consume charge on the world map.
- Added the option to set a custom autosave interval for zone transitions (Options > Automation > Automatic save on zone transition).
- Cases where chairs, beds, and enclosing furniture move or are picked up while someone is using them are now handled properly.
- Fixed a bug that caused psychic hunters to never spawn if you abandoned your original body.
- Fixed a bug that caused AI to continuously reload their magazine and liquid-loaded weapons if they also had an empty energy cell socket.
- Fixed a bug that caused visible damage you were responsible for not to be printed to the message log unless the recipient was adjacent to you.
- Fixed a bug that caused creatures to continue to display as enclosed when the furniture that was enclosing them was destroyed.
- Fixed a bug that caused Sunder Mind to end prematurely when targeting a companion.
- Fixed a bug that caused Sunder Mind to not play its sound or visual effects when the target died.
- Fixed a bug that caused Sunder Mind to print its damage message after the target had died.
- Fixed a bug that made the walk command attack a wall you arrive at if you have a digging capability active.
- Fixed an exception when cancelling aggression.
- Fixed a bug that caused VSync to stop functioning when the game window was resized on Linux.
- Fixed some missing spaces in preacher sermons and generated book text.
---
#### Update 201.109/202.69 (3 July 2021)
- Moving via the Walk command now displaces neutral creatures the same way manual movement does.
- Added a new Automation option: "Show finding items while scavenging through trash as message log entries instead of popups." Defaults to off.
- Robots with mental-mutation-equivalent modules can no longer be detected by Sense Psychic.
- You can no longer attempt to sit on yourself, if you are a chair, or sleep on yourself, if you are a bed.
- You can no longer be a point of interest.
- If a chair a creature is sitting in is destroyed, the creature is now knocked prone.
- If a bed a creature is sitting in is destroyed, the creature is now awakened in a daze.
- Made a small content edit to the text of Council of Gamma Rock.
- Fixed a bug that caused bedrolls you drop to suppress NPC idle behavior throughout the zone.
- Fixed a bug that caused some forms of autoact to mysteriously fail at zone edges.
- Fixed a bug that, when the chair a creature was sitting in was destroyed, made the creature continue to be shown as sitting in the chair.
- Fixed a bug that caused Oboroqoru's Lair to build infinitely.
- Fixed a bug that caused dynamic starting villages to not be constrained in the western portion of the map.
- [modding] Fixed a bug causing the map editor to not register keyboard input.
---
#### Update 201.107/202.67 (25 June 2021)
- Tweaked madpole frenzy behavior. Now when they sense blood in their tile, they enter a frenzied state for 10 rounds that gives them +10 Quickness and makes them prefer bleeding targets. They also go berserk for 5 rounds, per usual.
- Temporary mutations gained from items or cooking are now displayed on the character sheet.
- If you give a companion or other creature a book that trains a skill or increases an attribute, they now read it on their own.
- The temperature of creatures and objects in stasis no longer adjusts toward the ambient temperature of their surroundings.
- Inventory categories now stay collapsed after closing and reopening the inventory.
- Decarbonizers now have their attacks interrupted if they are moved out of the tile they are firing from.
- You can now start campfires on bridges.
- High-powered magnets now only magnetize one item if applied to a stack.
- Rusted creatures now have a -70 Quickness penalty.
- Praetorian's cloaks can now be modded.
- You can no longer name locations after your culture, for now.
- Deactivated turrets no longer interrupt autoact.
- The "attack" interaction now requests confirmation before attacking non-hostiles unless they are your target.
- The Sacred Well now accepts more kinds of artifacts.
- Items treated as artifacts because of item mods are more consistently techscannable rather than structural scannable.
- When your items are unequipped due to body changes that aren't dismemberment (for example, due to equipping a two-faced helmet), the unequipped items now go to your inventory rather than dropping on the ground.
- Various quest-related data disks are now marked as important.
- When entering text into popup dialogs, the characters '&' and '^' are now handled properly.
- Dynamic generation of indefinite articles now works correctly for the words "heiress" and "heirloom".
- Fixed a bug that caused owned objects being taken from containers using the trade screen to disappear if you declined the confirmation prompt.
- Fixed a bug that prevented decarbonizer beams from working.
- Fixed a bug that caused inventory categories to stick around when empty.
- Fixed a bug that cuased hologram bracelet decoys to not move.
- Fixed a bug that caused dynamic villages to generate overlapped with their own outskirts.
- Fixed a bug that caused empty ground tiles to appear in desert villages and ruins.
- Fixed a bug that caused the hollow tree hideout to generate without ground tiles.
---
#### Update 201.106/202.66 (12 June 2021)
- You can now disassemble HE Missiles. The chance of recovering any given bit from dissassembly of a missile is very low, since multiple missiles are created per batch. (Note: This won't affect missiles already generated in saved games.)
- Crocs are now good swimmers.
- Phase shift grenades are now capable of shifting out-of-phase things to in-phase, in addition to their existing behavior of shifting in-phase things to out-of-phase. They continue to only shift the phase of things they are phase-interactive with.
- Decarbonizers' molecular cannons can now be shut down by more conditions, such as being EMPed.
- Decarbonizers can now fire through obstacles that missiles can normally pass through.
- Added new dialogue for tinkers, gemcutters, and jewelers.
- If you have the option to confirm before moving into dangerous liquids enabled, and autoact would take you into a pool of dangerous liquid, you are now asked via popup whether you wish to move there, and autoact is cancelled if you disconfirm.
- Simplified the signoff for several merchants.
- You can now eat gross food such as corpses without being famished if you have Mind over Body.
- Tattoo guns are no longer EMP sensitive.
- Ichor merchants and kippers now actually sell the neutron flux phials they occasionally spawn with.
- Using a Schrodinger page on a village faction from a hidden village now reveals the location of that village.
- Mechanical wings can now have the following item mods: feathered, reinforced, scaled, and wooly.
- You can no longer sleep in a bed that you are out of phase with.
- You can no longer tinker recoilers to preset locations. This doesn't apply to random-point recoilers.
- Lowered the item tier of Ezra and Six Day Stilt recoilers.
- Using metamorphic polygel to duplicate a severed body part with a cybernetic implant in it now properly duplicates the implant as well.
- Biological clones no longer have their coloration altered by the tattoos of their original creatures.
- Temporal fugue clones, evil twins, and shadow duplicates now inherit the tattoo descriptions of their original creatures.
- Items carried by temporal fugue clones, or that are otherwise temporary in nature, can no longer be butchered or harvested.
- If you complete the Earl of Omonporch quest by leveraging your high reputation, you can no longr convene the Council of Omonporch.
- Glass bottle descriptions now include cooking ingredient info for the liquids they contain.
- Important villagers no longer occasionally spawn as malformed dual-named uniques.
- Extradimensional cultists no longer occasionally spawn as malformed dual-named uniques.
- These cherubim now belong to the right faction for their species: bat, cat, equine, grazing, mushroom, pottery, root, swine, tree, and urchin.
- The targets of quests to interact with an object are now points of interest even if they can be taken, though they cease being points of interest if taken.
- Young ivory and lurking beth attacks now generate floating text instead of a popup.
- Fixed a bug that caused young ivory and lurking beth to destroy themselves when attacking.
- Reduced the intensity of visual effects produced by the the morphogenetic item mod.
- The vestigial 'village robot' no longer spawns.
- Simplified some basic color patterns.
- Corrected Sparafucile's ASL.
- Night-vision goggles no longer consume charge on the world map.
- Fixed a bug that caused some effects, such as phasing, to last indefinitely on inanimate objects.
- Fixed a bug that caused grenades and thrown weapons to be auto-equipped improperly.
- Fixed a bug that caused the estimated weight of water for a trade to be inverted.
- Fixed a bug that caused your turn to pass when cancelling a reload attempt of a cell-loaded weapon.
- Fixed a bug that caused electrical discharges gained from cooking to count as free actions.
- Fixed an issue causing the entire upper level of villages to fall to the ground below immediately upon entering the zone.
- Fixed an issue causing dynamic encounters to sometimes be improperly overlapped with village outskirts, which caused a variety of issues in villages and dynamic encounters.
- Fixed an issue causing some new-style popups to not properly respect key delay and repeat settings when keys were held down.
- Fixed an issue that caused the hollow tree hideout in the flower fields to have encounters it shouldn't have.
- Fixed an issue causing item duplication on return from [redacted].
- Fixed a rare issue causing village build failures.
- Fixed a rare exception.
---
#### Update 201.105/202.65 (4 June 2021)
- If you know Meditate, you automatically begin meditating when you rest for 10 or more rounds uninterrupted.
- The effects of multiple items of serene visage on Meditate's cooldown now work properly.
- Added a new UI option: "Show ability cooldown warnings as message log entries instead of popups". Defaults to no.
- You can now choose to treat disarmed mines and bombs as scrap.
- Carapaces are now sturdy and cannot be cleaved.
- Evil twins and shadow duplicates no longer inherit the party leader of the original creature.
- Being wet no longer produces a visual effect.
- Bonuses to your cybernetics license tier granted by equipment no longer count toward your base tier for the purposes of upgrading your tier. (Note: This won't affect equipment already generated in saved games.) New language was added to becoming nooks to reflect this.
- Clarified in the item mod description that sturdy items cannot crack.
- Multiple sound effects playing at the same time are now better compressed into fewer effects.
- Made some performance improvements to liquid-rich environments.
- The estimated weight on the trade screen now includes the weight of the water that will be traded to pay for the transaction.
- Extrinsic limbs can no longer be set as primary limbs
- Fixed a bug that caused starting villages in the salt marsh and salt dunes to always be known for Butchery.
- Fixed some bugs with hostility cessation when creatures changed allegiances.
- Fixed ulnar stimulators remaining operational when switched off.
- Fixed a bug that caused spontaneous combustion to only trigger outside of combat instead of during combat.
- Fixed a bug that prevented newly sentient beings from being considered creatures in some contexts.
- Fixed a bug that prevented psychic Ego absorption from working.
- Fixed a bug that occasionally prevented deaths from being correctly attributed to psychic Ego absorption.
- Fixed a bug that made creature names come up as blank in some circumstances.
- Fixed a bug that caused UI sounds to always play at full volume.
- Fixed a grammar error in trash rifling messages.
- Fixed some cases where creatures' cultures were not mapped properly for naming purposes.
- Fixed a bug that caused cloned sludges to share component liquids.
- [modding] The Chance property in population tables now supports "n/m" format to express "n chance in m". If no denominator is specified, 100 is assumed, per the current usage.
---
#### Update 201.104/202.64 (28 May 2021)
- Added new descriptions for books and crocs.
- Urchins now bleed ink.
- Books are no longer breakable.
- You now receive a popup when a non-trifling companion is sucked into a space-time vortex.
- Dynamically-named mutants who start with the Two-Headed mutation, including you, now sometimes generate with a name for each head, such as Ishrutep/Emehiras or Famoroq/Famaar.
- Tweaked the wording on the new companion engagement style options.
- Tonic application no longer messages as if the entire stack of tonics had been applied.
- Made some refinements and corrections to the iteraction between Shield Slam and Charge.
- You now get a single Shield Slam per charge, not one per melee attack made.
- Your Shield Slam no longer depends on any other attack made during the charge successfully hitting.
- Shield Slamming at the end of a charge is now free of action cost rather than occasionally costing multiple additional turns.
- A number of powered items -- including bioscanning bracelets, telemetric visors, and powered exoskeletons -- no longer consume charge on the world map. (Unless they have the nav mod, which does consumes charge.)
- Techscanning now makes data disks show what they are for in the display name even if the player does not know Tinkering.
- Takeable containers on the ground now respond to smart use.
- Holographic shimscale mangrove trees and holographic dicalyptus trees no longer block movement. (This won't affect trees already generated in saved games.)
- Severed body parts no longer inherit the colors of liquid coverings affecting the creature they were severed from.
- Nacham's Ribbon and Vaam's Lens can now be powered via the biodynamic power plant implant or Electrical Generation. (This won't affect items already generated in saved games.)
- Compacted bone walls are now referred to as "some compacted bone" in sentences, not "a compacted bone".
- Made some improvements to pathfinding through friendly creatures.
- Spontaneous Combustion on NPCs now matches its player behaivor and no longer triggers in non-combat situations.
- You can no longer use the fill interaction to transubstantiate liquids from other dimensions.
- Campfire remains in liquid pools that prevent them from being reignited no longer count as campfires for purposes of whether you can start a new one. (This won't affect campfire remains already generated in saved games.)
- More types of objects now get in the way of making a campfire.
- Turrets can no longer be deployed on stairs or open shafts.
- Items that cannot be unequipped no longer message you about it when a process like breakage is trying to unequip them.
- Fixed a typo in autoact interrupt messages caused by your companions fighting.
- Fixed a bug where you could attempt taking all of your own inventory when equipping an item.
- Fixed a bug that caused you to equip the item under your cursor when you pressed a category shortcut key.
- Fixed a bug that caused item shortcut keys to not twiddle the item if the cursor was on a category.
- Fixed a bug that occasionally made you spend a turn while prone instead of standing up.
- Fixed a bug that made it impossible to talk to mayors of villages with complex signature liquids.
- Fixed a bug when you used ganglionic teleprojector from the equipment menu that let you continue to navigate the equipment menu.
- Fixed a bug that caused clones of creatures with proper names to also be treated as if they had proper names.
- Fixed a bug that caused you to warp back to the zone you left if you were dominating a creature with a party leader in that zone.
- Fixed a bug in the floating text that appeared when you were grabbed by a livid creeper.
- Fixed a typo in the messaging for activated ability cooldown durations.
- Fixed a bug that caused trailing commas to be included in some creatures' shortened names.
- Fixed a bug with dynamic tiles on some objects, like tombstones.
---
#### Update 201.103/202.63 (21 May 2021)
- Added the ability to direct companions to engage with enemies aggressively or only engage defensively. When only engaging defensively, your companion will not look for hostile targets to attack on its own initiative, only attacking targets in reaction to aggression against itself or another party member.
- If you and your companion both have Trash Divining, you now receive any secrets they discover by rifling through trash.
- The Lacquered item mod can now be applied to a wider range of items with hard surfaces and not just rustable metal items.
- Cloaks are now eligible for more item mods.
- Hookahs can now have common item mods like painted and engraved.
- Basic toolkits are now a bit more valuable.
- Extradimensional robots no longer leave behind non-extradimensional scrap when killed.
- Extradimensional glittermensch no longer drop non-extradimensional gemstones when damaged.
- Robots no longer leave behind ashes when killed by fire and lasers.
- The Love and Fear quest now has an additional step, more dialogue, and can now be completed after Kith and Kin.
- Neelahind now has her new dialog if you return Kindrish.
- Severed body parts now use shorter versions of the names of the creatures they were severed from..
- You can now swap positions with neutral, immobile creatures that have become mobile due to uplifted status (e.g., a turret that's a village warden).
- The AV and DV values of equipment are no longer averaged across multiple Floating Nearby slots.
- If you autoexplore while you have the capacity to dig, you now dig through walls to get to new locations rather than striking a wall once then stopping.
- Clarified that Wings gives 300 reputation with birds and winged mammals, not 400.
- Primordial soup sludges catalyzed by brain brine now spit dilute brain brine rather than the pure stuff.
- Messages about damage you've dealt now only ignore visibility if you are adjacent to what's being damaged.
- The Cybernetics tab of the Equipment screen now displays body parts using simpler language (e.g., "Hands" instead of "Worn on Hands").
- Improved generated text for "living as a nomad" snippet.
- Tweaked the stats of umber frock.
- Point-defense drones no longer consume charge when traveling on the world map.
- Added more safeguards against members of the same party deciding they should kill each other.
- Made companions joining party leaders in other zones more reliably immediate.
- Made companions joining party leaders able to overcome Stuck and Overburdened effects.
- Fixed a sequence break where you could asked your dynamic starting village about the Barathrumites after you started More Than a Willing Spirit.
- Fixed a bug that let you encode the psionic bits of an esper's psyche onto your own multiple times if you repeatedly dealt killing damage with one action.
- Fixed a bug that caused creatures to stand still when their next step would take them over a hostile plant.
- Fixed a bug that caused the position of the cursor to become unclear if you modded an item on the Tinkering screen with the last mod in the list.
- Fixed a bug that caused you to get equip failure messages when other creatures with complex equipment setups used temporal fugue.
- Fixed a bug that made some mopango burrow through walls when they were not intended to.
- Fixed a bug with gas-breathing mutations that caused their damage not to get attributed to the breather.
- Fixed a bug that caused some items not to stack after they had been repaired.
- Fixed a rare build error when a village was generated in a biome, such as slimy or tarry terrain.
- Fixed a bug in village farm and garden placement.
- Fixed a bug that caused hyperbiotic chairs owned by the Barathrumites to show up in Bethesda Susa.
- Fixed a bug that caused hyperbiotic chairs owned by the Barathrumites to be treated as a different item type from other hyperbiotic chairs.
- Fixed a bug that caused hyperbiotic chairs owned by the Barathrumites to not be automatically identified when you were promoted to Journeyfriend.
- Fixed unwanted asterisks appearing in tomb mural text.
- Fixed a typo in the Wings mutation description.
- Fixed a color issue in some dynamic quest dialog.
- Fixed color bleeding in the names of Templar phylacteries.
- Fixed a bug in Ereshkigal's dialog.
- Fixed a bug that caused two versions of the [redacted] secret to exist.
- Fixed a bug that caused various text-based indicators to be flipped on followers.
- Fixed a bug that caused Charge rendering to not respect flipped tiles.
- Fixed a bug that caused flower fields creatures to spawn in Bey Lah.
- Fixed a bug that caused some artifacts to retain their unidentified tile appearance after being identified.
- Fixed a bug that caused [redacted] to be rendered inert when the player was blocked from entering.
---
#### Update 201.102/202.62 (14 May 2021)
- Added a new movement command: Move to Point of Interest (default mapping: backspace). The command prompts you with a list of points of interest that you've discovered on the local map, then it autowalks you to the one you choose.
- Your companions' tiles now face the same direction as you do.
- Akimbo and Decapitate are now toggleable.
- Added better messaging when autoact is interrupted for reasons that may not be obvious, such as when one of your companion starts fighting something.
- NPC evaluation of which items to equip now takes move speed bonuses and energy-supply-dependent stat bonuses into account.
- Autoact is interrupted less frequently due to trifling companions such as burgeoned plants.
- Autoact is now interrupted by returning to the beginning of a sphynx-salt-induced precognitive vision.
- Mayor Haddas no longer generates as hated by pariahs or the Farmer's Guild.
- Default attacks such as fists no longer show up as physical features.
- Dynamically named items and extradimensional items are now marked as important by default.
- Bridges are visible again.
- Improved hostile creature AI to be better at advancing toward you when other creatures are in the way.
- Implants that are unidentified but installed on your body now have their real names displayed in becoming nook terminals.
- Attempting to create a campfire when there's already a campfire nearby now prompts you to move to the existing one if you aren't already next to it.
- Otho no longer has precognitive visions of the [redacted].
- Changed the tile and ASCII character color of oilskins to light black.
- Items offered as quest rewards by Warden Indrix are now always identified.
- Activating Stopsvalinn now works when it is equipped in a hand.
- You now see combat messages you are involved in even if the other creature involved is invisible.
- Liquid pools now conduct electricity.
- Fixed a bug that caused some adverse tonic reactions to lock up the game.
- Fixed creatures not being dragged when successfully hooked by Hook & Drag.
- Fixed Time Dilation not activating.
- Fixed some buggy behavior when using multiple sphynx salt tonics.
- Fixed a bug that caused you to not get the reputation bonus with highly entropic beings from the Space-Time Vortex mutation.
- Fixed a bug that caused liquid coverings to incorrectly flash color.
- Fixed a bug that caused Zothom the Penitent, Doyoba, Dadogom, Gyamyo, and Yona to be treated as if they didn't have proper names.
- Fixed some rogue punctuation in Barathrumite dialogue.
- Fixed typo in Q Girl's dialog.
- Fixed a persistent case of double-pariah naming.
- Fixed a grammar error in the death messages of companions with pseudo-plural pronouns.
- Fixed a bug that caused creatures to attempt to attack gas clouds they had been injured by.
- Fixed a bug that generated error messages in some liquid behavior, mostly in Golgotha.
- Fixed a bug that made some uniquely named recoilers have odd names.
---
#### Update 201.99/202.59 (7 May 2021)
- Added two new tracks for the [redacted].
- Improved creatures AI for movement and use of activated abilities. As a result, Companions are now less prone to inexplicable states of inactivity.
- When joining their party leader in a new zone, creatures now enter the zone closer to the party leader.
- Your own fungal spores no longer interrupt automovement.
- Compute power now improves the performance of ganglionic teleprojectors.
- Compute power now improves the range of electromagnetic sensors.
- Smart use now triggers interaction on unsealed liquid containers like vases.
- The fill interaction no longer appears on liquid pools.
- Renamed goatfolk savage to goatfolk bully.
- Warden 1-FF no longer generates as being hated by pariahs or the Daughters of Exile.
- Yla Haj no longer generates as being hated by the villagers of Ezra, the Consortium of Phyta, or pariahs.
- The currently selected item in the trade UI now displays the name and weight for a single item and not the entire stack.
- Barathrumites now more consistently use your current guild rank in conversation.
- Clones of molting basilisks now behave more like normal molting basilisks.
- If you talk to Otho in person before using the communications panel after completing More Than a Willing Spirit, the Grit Gate doors that should open for you now do.
- Fixed a bug that let you trade over long distances using telepathy.
- Fixed a bug that caused brain brine to fail to give mental defects.
- Fixed a bug that caused items meant to grant telepathy fail to do so.
- Fixed a bug causing non-crossfaded music to not play properly.
- Fixed a bug that caused robots detected by an electromagnetic sensor implant to continue to be tracked after the implant was removed.
- Fixed a bug that caused some uppercase 'E' letters to disappear from weirdified text.
---
#### Update 201.98/202.58 (30 April 2021)
- Villagers now indicate direction when guiding you toward quest givers in the village.
- Carapaces and quills now appear in creature descriptions as physical features.
- True Kin who gain mutation points can now access mutation options in the character sheet.
- Added new dialog to goatfolk.
- Added a message for when you enter a holy place. This won't apply to existing saved games.
- Newly sentient beings now properly offer to teach you to think like a child during the water ritual.
- Individual animated artifacts are now always identified.
- Grenades now detonate when damaged.
- Force fields are now 100% resistant to heat, cold, and acid, and 50% resistant to electricity.
- Stasis fields are now immune to damage.
- Creatures now avoid activating Phasing if it's already active.
- Creatures now use Phasing defensively.
- Normality gas now damages highly entropic beings.
- You can no longer ask the mopango about the repulsive device before speaking to Lebah about it.
- Default [Scrap] objects no longer appear in the moango hideout.
- For the Kith and Kin quest, you can no longer question Eskhind's sisters until you're deputized by Neelahind.
- The death of clones and duplicates of NPCs critical to the Kith and Kin quest no longer forces the quest to fail.
- Added a period to the end of fractus damage messages.
- Improved the grammar in Berserk's remaining duration message.
- Improved some grammar in the assessment after A Call to Arms.
- When you [redacted], you are now more consistently treated according to your reputation.
- The beginning of A Call to Arms now interrupts autoact.
- Otho yelling for you now interrupts autoact.
- Barathrumite repairs to Grit Gate after A Call to Arms now take place while you are traveling overland in addition to other forms of time passing.
- When the Barathrumites repair destroyed doors and force projectors after A Call to Arms, they are now as accessible to the player as pre-existing versions would have been.
- Fixed a bug that prevented things that were supposed to happen when a creature or item was destroyed from happening, which had an especial impact on the assessment after A Call to Arms.
- Fixed a bug that prevented Barathrumite crops from being registered as such during A Call to Arms.
- Fixed a bug that made the eastern force projector of Grit Gate fail to be disabled at the beginning of A Call to Arms when there is an attack from the east.
- Fixed a bug that made Barathrumite repairs to Grit Gate after A Call to Arms repair a maximum of one thing each time you visited Grit Gate after enough time had passed for repairs instead of a minimum of one thing.
- Fixed a bug that caused power to continue passing through broken portions of power grids.
- Fixed a bug that granted the Starry Demise achievement when creatures other than the player were crushed under the weight of a thousand suns.
- Fixed a bug that caused the Children of Mamon to request the wrong liquid while performing the water ritual.
- Fixed a bug that caused dynamic factions with hyphens in their names to generate errors.
- Fixed double punctuation in some melee combat messages.
- Fixed the capitalization of names that start with a single character followed by a hyphen.
- Fixed a bug that could occur under esoteric circumstances only known to be triggered by mods.
- [modding] Legendary creature naming is now handled via Naming.xml.
- [modding] Generation of gender names, person terms, immature person terms, formal address terms, offspring terms, sibling terms, and parent terms is now handled via name styles defined in Naming.xml, not via Genders.xml. Pronoun generation is still handled by Genders.xml.
---
#### Update 201.97/202.57 (23 April 2021)
- Slugs now below to the mollusk faction.
- If you are unable to use Take All because of a nearby hostile creature, you now get a popup message.
- Made sprinting and power skating work on the same sort of toggle mechanism, and made their effects more legible.
- Your companions are now smarter about when they engage in combat.
- Acquiring a mutation while dominating a creature no longer adds an entry to your chronology as if you acquired the mutation.
- Added a death message for being bitten to death.
- Naming creatures according to their culture, and naming items according to creatures' culture, now works more often.
- Gamma moth mutation can grant MP to True Kin again.
- Fixed a bug that caused the length of stacked copper wire to not be counted properly.
- Fixed a bug that caused letters to occasionally disappear in creature names on the sidebar of the classic UI.
- Fixed a bug that caused Sling and Run to apply to non-pistol weapons.
- Fixed a bug that caused injuries suffered by creatures falling on something below them to be messaged as if the creature below had fallen.
- Fixed a bug that caused your companions to tolerate being attacked by NPCs.
- Fixed a bug that caused some creatures' hostility status to be ignored at closer distances than intended.
- Fixed a bug that caused hologram bracelets to become disabled.
- Fixed a typo in mural text.
- Fixed a bug that prevented successfully pouring liquids on non-flying things while you were flying.
- [modding] The general cultural naming patterns used in the game are now moddable via Naming.xml. (Most hero naming currently still runs via the tags in ObjectBlueprints.xml.)
---
####Update 201.89/202.49 (16 April 2021)
- You can now talk to nests.
- Holographic plants are no longer affected by defoliant.
- Holograms can no longer be dismembered or decapitated.
- Holograms can no longer be pushed around.
- Baetyls are no longer vague about their requests for corpses.
- Baboons are no longer frightened by blood-stained neck-rings unless you have them equipped.
- Linear cannons can now be drum-loaded.
- Clarified in Unstable Genome's description that you get one mutation per instance of Unstable Genome.
- You can no longer use Menacing Stare on yourself unless you have two or more heads.
- While digging, you no longer autoattack walls if they are considered owned by someone else.
- Drum-loaded missile weapons that use multiple ammo per shot now round the increased ammo capacity to a multiple of the ammo used per shot. For example, drum-loaded carbines now hold 30 slugs and drum-loaded chainguns now hold 48 slugs.
- You now can't use Proselytize in most of the same situations you can't talk to someone. - For example, you can no longer proselytize someone who is asleep.
- You can no longer pour liquids on flying creatures if you aren't flying.
- You can no longer pour liquids on creatures that you aren't in phase with.
- You can now see what's happening around you while resting.
- Webs no longer "break", they just get destroyed.
- The result of detonating a grenade by direct interaction now has your phase characteristics, the same as the result of throwing the grenade.
- If defensive lunge results in hitting a wall, this no longer results in oddly repeated messages about it.
- Making a campfire is no longer blocked by most things you could move through.
- Yurl, Sixshrew, Asphodel, and the oddly-hued glowpad can now give directions.
- The tinkering screen no longer case-sensitively sorts recipes beginning with capital letters to the start of the recipe list.
- Pathfinding now avoids lava and acid more if you have equipment or inventory that may be affected by them, even if you are personally resistant to heat and acid, respectively.
- Pathfinding now avoids the [redacted] in [redacted].
- Elcatl no longer asks you to confirm harvesting it because of its importance.
- Updated the game's copyright date.
- Fixed a bug that caused creatures to frequently attack dreadroot.
- Fixed a bug that caused Light Maniuplation charges not to be consumed if you used - Lase but the beam was refracted or reflected.
- Fixed a bug that caused the bonuses from Weathered to be retained indefinitely and to stack on top of each other when you gained the skill via a skillsoft implant.
- Fixed a bug that caused liquids to pour through creatures and onto the ground without wetting them.
- Fixed a bug that caused abilities and natural equipment from temporarily-granted mutations to remain after the mutation was gone.
- Fixed a bug that caused buggy gray band visuals and spammed error messages when the visual effect of Time Dilation hit unexplored map tiles.
- Fixed a bug that caused glowpad corpses to be colored red.
- Fixed a bug that caused unidentified liquid containers to appear as cooking ingredients.
- Fixed a bug when equipping or auto-equipping from outside your inventory where item stacks would be pulled into your inventory.
- Fixed a bug that caused some prospective evaluations of saving throw chances to be processed as if the save were actually taking place.
- Fixed a bug that made waveform worms' attacks visible offscreen.
- Fixed a bug causing multiple elevator platforms to stack up in a single square in Bethesda Susa.
- Fixed most zone generation issues where solid things would spawn on stairs.
- [modding] Fixed the position of the mod visibility selector in the Workshop Uploader.
- [modding] Fixed binary serialized mod types not using their own type code.
- [modding] Fixed a bug that caused AddMutation(Mutation, Level) to not set levels above 1 correctly for some mutations.
- [modding] ModifyAttackingSave and ModifyDefendingSave events now have a Source field that tracks an "originating" GameObject for the save, such as a weapon or cloud of gas. These objects aren't considered to have the role of "attacker" if one is relevant. A new event, ModifyOriginatingSave, is now called on such objects as part of saving throw resolution.
- [modding] There is now a CanTrade event that is dispatched to both parties in a conversation and can be used to revise whether trading is possible in the conversation.
- [modding] ConsoleChar now has a SetDetail(Color color) method.
- [modding] We tuned mod compilation and loading.
- Compilation now continues even if a mod fails.
- Mods that failed to compile now display a failed status in the Mod Manager.
- Clicking on a failed mod now displays a truncated list of its errors and copys them to the clipboard.
- Failed mods are now temporarily disabled and do not load their data, such as XML data, sounds, and textures.
- All mods now get their own assembly and Harmony instance.
- The keys (ID, Title) in configuration files, such as manifest.json, workshop.json, etc, are no longer case-sensitive.
- Mods with duplicate IDs are no longer loaded. If there are duplicates, the mod in the local mod directory has preferred loading status.
- Mod-enabled state and approval hashes are now persisted to ModSettings.json instead of separate modcheck-{ID}.json files, which could fail to write.
---
####Update201.81/202.40 (28 March 2021)
- You can now disassemble unidentified artifacts.
- Willpower now affects the recharge rate of Light Manipulation.
-The dispersion rate of gases is now somewhat higher.
- Rocket skates no longer burn oil on the world map.
- You can now clean items using liquids from sources in the same tile as you or in an adjacent tile.
- When using the "clean" interaction, you now see the locations of possible cleaning liquids in your inventory and around your person.
- You can now use liquid inside an item to clean the item.
- You can no longer perform the water ritual with duplicates of creatures created by shade oil, gelatinous prisms, and gelatinous antiprisms.
- Cloned items no longer inherit the notes of the original.
- Autoact and other hostility-checking functionality is now better at ignoring hostile aquatic creatures that cannot reach you.
- Creatures are now better at problem solving to extinguish themselves when they're on fire.
- Thick Fur now appears in creatures' descriptions as a physical feature rather than a separate descriptive sentence.
- It is now possible for players who have intrinsic AV to have that AV reduced by Cleave.
- The [redacted] masks can no longer be replicated with metamorphic polygel.
- Made some pain-related messaging inaccessible to you if you cannot feel pain.
- Added variant death messaging for dying of illusory damage.
- Made recharge interactions prefer to use capital R as their hotkey.
- Creatures that are shielded from mental attacks no longer get nosebleeds from Sunder Mind.
- Creatures that don't bleed or breathe no longer get nosebleeds, though they still hemorrhage.
- When penetrating radar illuminates objects that block it, those objects now flash red.
- Cooking now works harder to give you a sensible option for the source of a given cooking liquid. For instances, it'll prefer to use the acid in a canteen vs. the acid in a lead-acid cell.
- Improved the appearance of some ground, liquid, fence, and tent tiles when using night vision or penetrating radar. These tiles may look odd in current saved games.
- Removed color-coding as good or bad from some messages that are unsurprising or inconsequential or ambiguous as to whether they are good or bad.
- Painted and engraved village walls should look a bit nicer.
- Made the descriptions of several save bonuses more readable.
- Armor with to-hit bonuses or penalties no longer applies these when equipped as weapons or thrown weapons.
- Evil twins are now more reliably hostile.
- Fixed a bug that caused a certain phase spider to free itself from its cryotube.
- Fixed a bug that prevented any screen updates while you were asleep.
- Fixed a bug that caused night vision to not work and Clairvoyance to mostly not work.
- Fixed a bug that caused sleep, EMP, and cracked status effects to not wear off.
- Fixed a bug that caused the "disassemble" and "disassemble all" interactions to sometimes swap hotkeys.
- Fixed a bug that caused slumberlings to able to move and attack while asleep.
- Fixed a bug that caused organic creatures to be subject to techscanning rather than bioscanning when they had artifacts equipped.
- Fixed a bug that caused you you to become momentarily overburdened when you ranked up Double-Muscled.
- Fixed an exception when creatures overdosed on sphynx salt tonics.
- Fixed a bug that caused the effects of padded helmets to continue to apply after they were removed.
- Fixed a bug that caused some items in your starting inventory to fail to stack until interacted with.
Fixed a bug that caused rubbergum tonics to give +5 to saves vs. bleeding instead of a -5.
- Fixed a bug that let you use telepathy on the Grit Gate communications panel.
- Fixed a bug where spiral borer would place a single up staircase one level before it stopped boring.
- Fixed a graphical bug with the center-south tile in large liquid pools.
- Fixed a bug that caused Evil Twins, and occasionally other hostile creatures, show up as green in the alt display.
- Fixed a bug that caused some inappropriate colors to show up while using night vision or penetrating radar.
- Fixed a bug that caused some liquids and color-changing objects to retain their natural color under night vision and penetrating radar.
- Fixed a bug that allowed Hook and Drag to sometimes continue to restrain a target from far away.
- Fixed a bug that caused unidentified injectors to be known as *med.
- Fixed a bug that caused hired guards, psychic thralls, and domesticants to not follow their leader.
- Fixed a bug that prevented precinct navigators from granting their bonus to encounter ruins outside of ruins terrain.
- Fixed a bug that allowed Schrodinger pages from temporal fugue clones to be used.
- Fixed a bug that made persistent duplication of some items possible via evil twins.
- Fixed a bug that made Phinae Hoshaiah spawn with only one overloaded laser pistol rather than two.
- Fixed a bug that would sometimes make geomagnetic disks thrown by NPCs fail to activate.
- Fixed a bug that caused Pax Klanq to request you puff in Joppa when it lay in ruins.
- Fixed a bug that prevented kills caused by the damage from freezing and flaming mods from being attributed to the attacker.
- Fixed a bug that made pouring cloning draught not work for cloning purposes.
- [debug] The testhero wish now adds the creature to the action queue if they have a brain.
- [modding] There is now a method UpdateStatShifts() on the Armor part that can be used to resynchronize armor's effects on stats after any updates made while it is worn. CarryBonus on Armor also now updates the armor's wearer immediately upon being changed.
--
####Update 201.77/202.36 (19 March 2021)
- Magazine-loaded heavy weapons can now be drum-loaded.
- Force fields, stasis fields, and normality fields can no longer be frozen.
- You no longer get to confirm whether you want to jump down a deep shaft while you are confused.
- You no longer get to confirm whether you want to move into a dangerous liquid pool while you are confused.
- When you aim and fire a missile weapon directly at a creature, your target is now set to that creature.
- When you aim and fire a missile weapon directly at a non-creature object, your target is now set to that object if you have no current target.
- Suppressive Fire no longer stops teleportation or externally-forced movement.
- Suppressive Fire no longer bothers applying to immobile creatures.
- Digging tools now only bestow the Dig activated ability when they're equipped in the right slots.
- The "Wait a number of turns" command now defaults to either the highest current cooldown of your activated abilities or the last number of turns you manually entered to wait, whichever is higher.
- Carnivorous creatures are no longer able to eat the severed limbs of plant creatures without getting sick.
- Defensive Swipe can no longer push liquids and gases.
- Taking 0 damage no longer interrupts autoact.
- When an NPC is attacked for 0 damage, their friends now ignore the threat like they do.
- The Recharge activated ability can now recharge items at any depth in your inventory (for example, energy cells slotted in weapons or stored in chests).
- You can now recharge a rechargeable energy cell that's slotted in an artifact by interacting with the artifact, provided you know how to recharge.
- You can now fill a liquid-fueled energy cell that's slotted in an artifact by interacting with the artifact.
- Partially recharging an artifact now has a sound effect, a quieter version of the capacitor whine.
- The Fill interaction is now usable on liquid containers even when the container is full.
- When modding a stack of items using the "mod with tinkering" interaction, the other items in the stack are now visible on the Tinkering screen.
- Force Bubble, Force Wall, force bracelets, force projectors, and Stopsvalinn now produce fields with the same phase characteristics as their source or their source's user.
- Waveform worms can no longer use Waveform on the world map.
- Creatures that fall down deep shafts can no longer rejoin their party leaders until the party leader enters the zone they're in.
- Fixed a bug where forced movement while you were stuck would make a check as if you yourself were trying to break free.
- Being stuck now gives resistance to forced movement.
- Teleporting or otherwise moving away a creature that's grabbing you now breaks the grab.
- Creatures made of liquid, gas, or energy can no longer become stuck.
- Destroying or moving a web you are stuck in now releases you.
- Generalized some language in skulk tonic messaging.
- Fixed a bug that caused "mark as important" and "mark as unimportant" to not work.
- Fixed a bug that caused your level to appear as "True" your the character sheet.
- Fixed a bug that broke sultan history text generation and produced nonsense like 'cliff cliff'.
- Fixed a bug that broke the autocollection of liquids.
- Fixed a bug that occasionally caused your inventory or chest inventories to bug out on opening.
- Fixed a bug that caused some items to never become wet when dropped in liquid, which meant dropping them in liquid did not extinguish them when they were on fire.
- Fixed a bug that sometimes caused creatures, including the player, to be unable to pathfind through gases they were immune to.
- Fixed a bug that caused some pathfinding creatures to avoid other hostiles based on how dangerous they were to those hostiles instead of vice versa.
- Fixed a bug that caused swimming-depth liquid pools not to be avoided while pathfinding.
- Fixed some bugs in creature pathfinding between zones.
- Fixed a bug that prevented Suppressive Fire from taking effect.
- Fixed a bug that deprived slumberlings of their claws and made them unable to attack.
- Fixed a bug that caused clones of you spawned while you were under the effect of Eater's flesh to have permanent Quickness penalties.
- Fixed a bug that made it possible to learn how to craft an artifact via Psychometry and have that artifact remained unidentified.
- Fixed a bug that caused light sources to occasionally override night vision, depending on the order items were equipped.
- Fixed some hotkey collisions in the new interactions.
- Fixed a bug that caused the nearby campfire indicator to float away.
- Fixed a bug that made the "load" interaction on magazine-loaded missile weapons not work unless they were equipped.
- Fixed the placement of the classic UI 'look' interface actions when they appeared on the right side of the screen.
- Fixed the coloration of the right angle brackets in the keybind indicators on the Manage Abilities screen.
- Fixed some cases where the hotkey for an interaction was highlighted on an insignificant word.
- [debug] The "Show debug information on object and system internals" option now adds an action to the classic UI 'look' interface that displays the navigation weight of the square you're looking at.
---
####Update 201.74/202.33
- We changed how robots and mutations interact.
- Robots now have modules rather than mutations.
- Robots no longer receive mutation points nor do they rapidly mutate.
- Robots can no longer buy mutations.
- You can now mark items in your inventory as important.
- You no longer automatically butcher, harvest, or disassemble important items.
- You're now asked for confirmation before manually butchering, harvesting, or disassembling important items.
- You're now asked for confirmation before applying important tonics.
- Important tonics and applicators now have a low priority for apply being their default interaction.
- While cooking, the "Preserve your fresh foods" option ignores important items and - "Preserve your exotic foods" asks for confirmation on important items.
- While trading, you're asked for confirmation when you select important items, and important items are ignored when you select all.
- Quest items are important by default.
- If you have Disassemble, you can now choose to treat a type of item as scrap. If you do, it'll be considered scrap for the purposes of autoget and autodisassemble.
- Disassembling items things now puts a message in the message log.
- Auto-disassemble during autoexplore now directly disassembles items in the environment rather than needing autoget to pick them up first.
- You now autoget zero-weight artifacts if "Auto-pickup artifacts" is off but "Auto-pickup 0 weight items" is on.
- Electrical charge consumption now prefers to draw per-turn charge first. For example, when using a jacked phase cannon with a biodynamic power plant, firing now draws the 5000 charge from the biodynamic power plant before consuming charge from the phase cannon's energy cell.
- Stasis is now a status effect.
- Force modulators now make you immune to stasis.
- The lair of Oboroquru is now a holy place to apes.
- Compute power now reduces the ammo regeneration time for blood-gradient hand vacuums.
- Sparking baetyl demands and rewards are now less subject to manipulation via Precognition.
- Special items for village quests are now worth more than normal items of their type.
- Special items for village quests are no longer categorized as Quest Items once you have completed the quest.
- Your game score is now calculated using each item in a stack rather than treating the stack as a single item.
- Preserved cooking ingredients and empty injectors are no longer factored into your game score.
- When you're cleaved the message log now indicates what part of you was cleaved.
- Strip flies now have the Wings module.
- You no longer attack yourself while swooping.
- Defensive Swipe now respects phase and flight.
- Applying a tonic to another creature else now takes a turn.
- Dying by cooling into a block of shale when you're a magmatic sludge now results in a proper death message.
- Unctuous sludges now properly have unctuous pseudopods.
- Holograms now have their status revealed by techscanning rather than bioscanning or structural scanning.
- Holographic ivory and holographic beth are now excluded from consideration as hostiles -- like young ivory and lurking beth -- and are no longer inaccurately considered organic.
- Convalessence pools now only heals living things.
- Hypertractors, normality gas pumps, defoliant pumps, and fungicide pumps no longer put 0-damage hit messages in the message log. Hypertractors still message about their effect taking place.
- Move-into-liquid confirmations are no longer requested during autoact.
- Immobile creatures now fall through space-time vortices rather than climbing through them.
- Decarbonizers' decarbonizer module no longer appears with a blank name in the character sheet.
- The repair, add notes, remove notes, load ammo, unload ammo, and desecrate interactions now have hotkeys.
- Tweaked the blaze injector item and effect descriptions.
- Improved the grammar of generated text around items with qualifiers in their names.
- Fixed a bug that doubled the action cost of modding items when you had them equipped.
- Fixed a bug that occasionally caused exceptions when creatures with luminous fungal infections temporally fugued.
- Fixed an exception when tarry sludges spit.
- Fixed a bug that caused creatures at the Six Day Stilt to shop when they shouldn't and to not shop when they should.
- Fixed some bugs that caused gaslight weapons to lose proper names and some relic enhancements when they were activated or deactivated.
- Fixed a bug that caused gentling masks and cones to corrupt the faction alignments of dynamically generated villagers.
- Fixed a bug where failing to drag an opponent using a latching weapon did not take a turn.
- Fixed a bug that caused stasis field to fail to put things in stasis.
- Fixed a bug that caused your companions to hit your when you were in the same tile as a creature they were attacking.
- Fixed a bug when you tried to disassemble an owned item where the owners would get mad but the disassembly would fail to happen.
- Fixed a bug that caused physical clones to get permanent versions of mutations their parent organism had granted by relics or cooking.
- Fixed a bug that caused lava not to heat up containers carried in your inventory.
- Fixed a bug allowed you to preserve exotic foods dropped from temporary creatures.
- Fixed a bug with the Brightness & Contrast sliders in the classic options menu when you assigned a value below 0.
- Fixed a bug that caused some damage messages to be visible when the target wasn't visible.
- Fixed a bug that caused blaze injectors to increase cold resistance instead of decreasing it.
- Fixed a bug that caused the classic UI sidebar to handle some target names poorly, especially ones with complex color patterns.
- Fixed a bug that caused item qualifiers like '[implant]' or 'illuminated' to show up twice in the names of village quest items.
- Fixed some extra spaces and incorrect a/an cases in village quest text.
- Fixed a bug with the conjugation of 'catch'.
- Fixed a typo in the glotrot tomb inscription.
- Fixed a bug that made electrical arcs and some other visual effects sometimes display strange floating Unicode characters instead of the desired effect.
---
Update ####201.73/202.32
- Tweaked the layout of the Tinkering screen.
- Improved the display of very large numbers of bits on the Tinkering screen.
- Removed some extraneous information from the display names and descriptions shown for tinkering blueprints.
- Cherubim you find out in the wild now belong to the faction of the creatures they are modelled after.
- Electromagnetic sensors now detect mechanical cherubim.
- Jump now respects phase and other physical interactivity conditions to determine what you can jump through and into.
- You can no longer jump through or into closed doors.
- Juke now respects phase and flight.
- Juke can no longer move holograms or creatures that are rooted in place.
- Disabling the "Color player's @ based on HP level" option no longer stops mutations from changing your @ color.
- Reputation gains and losses with hidden factions are no longer displayed.
- Fork-horned helm now displays its melee performance characteristics in its display name and description.
- Horns and fork-horned helms now indicate their bleeding damage in their descriptions.
- The "collect liquid" action now requests confirmation if collecting more than 128 drams of liquid.
- Klanq now gives you more puff attempts if the infection didn't take on the limb you chose.
- Ultra Fire now correctly applies Suppressing Fire and Flattening Fire.
- Made some improvements to how reloading chooses which missile weapons to reload with in complex equipment setups.
- Reloading no longer reloads missile weapons that aren't equipped in your missile slots.
- Fixed some bugs that made missile weapons fail to fire and equip to inconsistent slots when magnetized.
- Sewage eels no longer trip you if they are not hostile to you.
- Liquid cooking effects are no longer described on objects other than purpose-specific liquid containers and pools of liquid.
- Changed Berate's description to indicate that the Quickness penalty of Shamed is -percentage-based.
- Added Shamed's to-hit penalty to its description.
- Extradimensional psychic hunters no longer spawn as broken, double-legendary creatures.
- Improved creature AI for getting away from objects that are setting them on fire.
- The "Show debug information on object and system internals" option now adds a "show internals" interaction to objects rather than appending the info to their descriptions.
- Decarbonizer beams no longer cause excessive zone builds.
- The smart use action on enterable furniture is now interact, not enter.
- The enter action on enterable furniture now has a higher priority for being the default interaction.
- Liquid collection now prefers not to collect into items that produce the liquid being collected.
- Relic-granted mutations and skill enhancements are now only granted if the relic is equipped as designed.
- Fixed the color pattern on the frowning moon mask.
- Fixed a bug that caused NPCs to occasionally lose their base hit points when they leveled up.
- Fixed a bug that caused some cherubim to appear as weird artifacts.
- Fixed a bug in missile weapons' PV values.
- Fixed a bug that caused mental mutations gained from cooking effects to not count toward [redacted].
- Fixed a bug that caused the overburdened status effect to occasionally fail to apply or be removed.
- Fixed a bug that occasionally caused missile firing sounds and "Your shot goes wild!" messages to trigger even if the weapon was out of ammo.
- Fixed a bug that prevented the schematics for lead slugs and shotgun shells from being learned via Psychometry.
- Fixed a bug that caused creatures to stand in acid indefinitely rather than move through it.
- Fixed a bug that prevented flight from letting you fly over ground obstacles in some circumstances.
- Fixed a bug that prevented death sounds generated by creatures being killed by Juke + - Pointed Circle from being audible.
- Fixed a bug that occasionally caused a crash when you interacted with a tile containing multiple liquid containers.
- Fixed a bug that caused examining certain relics to produce incorrect messages.
- Fixed a bug that made the performance characteristics of fork-horned helms fail to persist across save/load.
- Fixed a bug that prevented gelatinous frustrums from wandering while they have a creature engulfed.
- [modding] Genotypes now have an IsTrueKin flag, separate from IsMutant. - GameObject.IsTrueKin() now looks for this flag being true on the creature's property defined genotype, with creatures with no genotype presumed to not be true kin. GameObject.IsMutant() now looks for IsMutant being true on the creature's property-defined genotype, with creature with no genotype presumed to be mutants.
---
#### Patch 201.71/202.30 (26 Feb 2021)
- Renamed miasmatic ash to osseous ash.
- Added a new gas type: miasma.
- Black ooze now vaporizes into miasma.
- Green goo now vaporize into poison gas.
- Brain brine now vaporizes (at very high temperatures) into confusion gas.
- When your Toughness changes while you are wounded, your HP now maintains the same proportion to your max HP.
- NPCs are now more urgent about extinguishing themselves when on fire.
- Grenades no longer display their thrown weapon penetration and damage stats.
- Ubernostrum tonics now properly cure both major and minor biological debuffs.
- Hyperbiotic beds and regeneration tanks now cure minor biological debuffs.
- The Broken status effect no longer applies to things that cannot reasonably break.
- Penetrating radar no longer recolors your non-radar field of vision.
- Ice humors now correctly lower your temperature on hit instead of raising it.
- BaseSludges no longer appear in dynamic encounters.
- Made the description of long blades' critical hit effect more accurate.
- Passing by a walkway no longer generates a message in the message log.
- Creatures and plants expected to inhabit water are no longer subject to the flashing blue visual effect for 'wet'.
- Sheba Hagadias's name appears correctly now when she spawns as a miner.
- The message from autodrink now tells you the source of the water you drank.
- When consuming liquids from a nonspecific source, as with autodrink for example, you - will now prefer to drink from renewable sources
- Fixed a bug that prevented NPCs from wandering around the Six Day Stilt.
- Fixed a bug that prevented Clairvoyance from seeing through vantabud and blood darkness when you had direct line of sight to the area.
- Fixed a typo in the description of Psionic Migraines.
- Fixed some capitalization inconsistency with 'Sightless Way'.
- [beta] Fixed a bug that caused Sheba Hagadias to always spawn as a breathbeard.
---
#### Patch 201.70/202.29 (19 Feb 2021)
- Added all new tiles for melee weapons, over 50 in total.
- Added basic mouse support to field placement for force wall, force projectors, and portable walls.
- The activated abilities menu now supports page up and page down.
- You no longer attack yourself if you slip while charging, but you are sent careening in a random direction and may charge a different target than intended.
- NPCs no longer charge when there's a wall or non-hostile creature between them and their target.
- NPCs are now less willing to charge through hazards between them and their target, especially where hazards are in the tile they would wind up in.
- Critical hits are now noted in the message log.
- Reworked and rephrased the critical hit bonus from the masterwork item mod and the Weak Spotter skill.
- Trees that are rooted in place can no longer be knocked prone.
- Disassemble is now only the default interaction for scrap and empty injectors.
- Reordered the pour options: the first option is now to pour into another container and the third option is now to pour on yourself.
- The lighting status of torches no longer appear in the short versions of their display names.
- Drastically reduced the chance to spawn vantabuds and vantablooms with high-level Burgeoning.
- Made reload messaging with a single projectile have better grammar.
- Made pulse field magnet's Pulse cooldown 5x as long.
- Made the description of the Sturdy item mod clearer.
- Sturdy objects now have their hit points increased by 25%.
- Inanimate objects that are reduced to 25% of their hit points now become broken if they are not sturdy.
- Clarified in the description of Strapping Shoulders that it only affects heavy weapons.
Village colonists can now properly engage in dialog.
- Removed some unnecessary error condition reports from sultan relics.
- Fixed a bug that made NPCs sometimes wind up inside walls when teleporting.
- Fixed a bug preventing some goatfolk shamans from having the mutations appropriate to their epithets.
- Fixed a bug that disabled long blades' critical bonus.
- Fixed a bug that made strength-based penetration on arrows from compound bows and turbows not work properly.
- Fixed a bug that caused some equipment effects to persist after the equipment was unequipped.
- Fixed a bug that caused the village intro message to display multiple times at the start of the game if you spawned on top of aloe fugues.
- Fixed a bug that caused a slight misreporting of bits received in large Disassemble All batches.
- Fixed a bug with pack-spawning creatures (like segmented mirthworm) when they were generated as hired guard, psychic thralls, or domesticants: their packs would not be properly affiliated with them.
- Fixed a bug that caused extradimensional psychic hunters to often fail to materialize.
- Fixed some cases where the energy pulses from blast cannons could become interactable objects.
- Fixed a bug that broke an intervention to prevent young ivories and lurking beths from stacking.
- Fixed a zone generation error in the banana grove worldmap tile directly above the Spindle.
- Fixed an unintentionally incongruous mismatch between the historical record and tomb inscriptions for certain historical events.
- Fixed a bug that added extra caste descriptions to the ornately filigreed walls in the Tomb of the Eaters crypts.
- Fixed verb conjugation in the description of phylactery squire.
- [debug] Added a new wish, "allskills", that gives you every skill.
---
#### Patch 2.0.201.60 (8 January 2021)
- Creatures can now pathfind through force bubbles they are emitting.
- Creatures now care when you damage their force bubbles.
- Gamma moth's mutating gazes no longer have non-functional energy cell sockets.
-Historic sites now reward a more appropriately tiered amount of cybernetic credits.
- Legendary pilgrims no longer up and leave their lairs.
- While socializing at the Six Day Stilt, burrowing creatures no longer burrow and restless creatures are now less restless.
- Passing the turn to put yourself out while on fire no longer loosens your carapace or interrupts Heal or Meditate.
- If you successfully fence a stolen object, it's no longer considered owned by someone else.
- Attempting to cure glotrot before your tongue has completely rotted away no longer cements the disease in its first bleeding stage.
- Changed some properties for clockwork beetles to make them more fully automaton-like.
- Meditate is now smarter about what status effects it reduces the duration of and can now include effects added by mods.
- The interior of the Tomb of the Eaters is now correctly treated as indoors for the purposes of Albino.
- Once you've discovered the Mark of Death, the mark itself is now displayed in your journal.
- The Mutating effect can now bestow multiple defects and properly mutates you after a save/load.
- Entourages of fort snapjaws are now excluded from dynamic encounters.
- Whipping up a meal in [redacted] now properly uses local ingredients.
- Ovens no longer generate in liquid volumes.
- Signs now appear on the alt overlay.
- Mushroom walls now paint together nicely.
- Removed some wall tiles with broken descriptions from the town square of Ezra.
- Identified hologram bracelets now provide an activated ability that activates and deactivates them.
[redacted]
- Fixed some cases where companions of companions incorrectly got angry at you.
- Fixed some figurine grammar.
- Fixed a bug that turned the Barathrumites against you when you damaged Barathrumite-owned furniture or equipment during A Call to Arms.
- Fixed a bug that showed the player failure popups from NPCs' Syphon Vim usage.
- Fixed a bug that caused NPCs with Syphon Vim to lock up when they became hostile to non-creature targets.
- Fixed a bug that made ape pilgrims path to the Six Day Stilt instead of to [redacted].
- Fixed the particle text color of dazed, stunned and bonded.
- Fixed a text color bug in Blood and Fear: On the Life Cycle of Lah.
---
#### Patch 2.0.201.58 (25 December 2020)
- Burrowing Claws, nanopneumatic jackhammers, and pickaxes now enable an activated ability Dig. This is a form of autoact that allows you to automatically move in a straight line from your current location to somewhere else on the map, attacking walls as necessary. All events that normally interrupt autoact will interrupt autodig, as will being displaced from your planned path and failing too many times in a row to damage what you are attacking. Hazards that would be avoided by autoexplore are NOT avoided by autodig.
- When naming an item based on its qualities and choosing to name it after a creature (most relevantly, the player naming after themself), item naming now preserves the capitalization pattern of the creature's name rather than converting it to standard title case.
- Manual equip now reports properly on some process failures which previously failed silently, and on items unequipped in the equip process.
- Heat resistance and cold resistance now affect the absorption of ambient temperature when absorption does not appear to be desirable (for instance, if you are on fire, it would not be desirable for your cold resistance to interfere with ambient temperature cooling you down).
- Poisoning and asphyxiation now have specific death messages.
- Pathfinding now avoids revealed yonderbrush.
- The gemstone transmutation power of some relics now only works on creatures that are hostile to the relic's wielder.
- Sparking baetyls no longer ask for items with the Sharp mod.
- Joppa's zone is no longer treated as having a proper name, and has the display name "an abandoned village", when Joppa is abandoned.
- The sultan gospel learned from the shrine in Joppa is no longer annotated as having been learned from the villagers of Joppa when the villagers of Joppa are not a visible faction.
- Warden 1-FF no longer generates as hated by the Farmers' Guild.
- The Jacked mod's description now reflects its interaction with mutants with Electrical Generation.
- Liquids being poured out onto the ground now retain the phase characteristics of their pourers briefly, and some internal mechanics of neutron flux explosion have been adjusted, such that neutron flux explosions will generally have the phase characteristics of the individual causing them.
- Move speed now has a floor at 1, disabling exploits involving slowing move speed down to 0 to achieve a mathematically undefined rate of motion.
- If you are dominating a temporary or existence-supported creature at the time when it ceases to exist, this now breaks the domination rather than ending your game.
- Being in the target area of a fulcrete catapult, or seeing that your companion is, now interrupts autoact.
- Twinning lamprey generated twins now take on the party leader and target of the current lamprey.
- The names of village building materials made from creature parts now preserve the case pattern of the names of the creatures they are made from.
- Attempting to charge while overburdened now fails early and shows a relevant error message, rather than attempting to charge and failing in a fashion that costs action points and puts Charge on cooldown.
- Disguises are no longer generated for breathbeards and elder breathbeards.
- Sheba Hagadias no longer generates as a breathbeard or elder breathbeard.
- Fixed a bug causing the deathlands and the Spindle's parasang to have the wrong difficulty tiering.
- Fixed a bug causing explosions to terminate early on an exception.
- Fixed a bug causing single leather bracers to still be treated as plural.
- Fixed a bug that made maghammers and leather whips ignore their wielders' relevant attribute bonuses when calculating the difficulty of saves to escape from being latched onto by them.
- Fixed a bug that caused player companions to lose their faction memberships and other attitudinal tracking when left behind in a zone which was then returned to, with this then carrying on down the leadership chain where applicable.
- Fixed a bug that disabled the action cost benefits of plastifer chem vests and medassist modules.
- Fixed a bug causing wraith-knights to be friendly to more phylactery users than they should have been.
- Fixed a bug that caused flamethrowers and swarm racks equipped on the back slot provided by an equipment rack implant fail to fire.
- Fixed a bug that could cause exceptions interacting with chests using the trade screen.
- Fixed a bug in tomb inscriptions describing sultans' forging of relics.
- Fixed a typo in Agyra's dialogue.
- [modding] GetEnergyCostEvent now has its Type field set properly.
- [modding] added support for 'populaton' zone tags in worlds.xml
---
#### Patch 2.0.201.57 (18 December 2020)
- Sparking baetyls now sometimes request items modded in some way; for example, "SIX JEWEL-ENCRUSTED ITEMS" or "THREE ITEMS FITTED WITH SUSPENSORS".
- Vaporizing pools of water and acid now produce steam and acid gas, respectively, once more.
- Lase has unlimited range again, and this is now reflected in the UI and by AI behavior.
- You can no longer trade with creatures who are out of phase with you.
- Resting and waiting no longer honor the "ignore enemies easier than" option.
- Resting and multi-turn waiting now check for hostiles before starting, rather than using a turn then checking for hostiles.
- Autoexplore now only attempts to open doors you are in phase with.
- Interruption messages are now only displayed for autoget (messages about "gathering") if you have autogotten at least one item.
- Being shot at with missile weapons now interrupts autoact under more circumstances.
- Haggabah is now invisible when lit by penetrating radar and visible to psychic observation.
- Temporal Fugue clones can no longer use Temporal Fugue.
- There is now a pair of protectors of the Stilt inside it.
- Improved the visibility of explosions, particularly near walls.
- Campfires and ovens now heat themselves up.
- Campfires are now extinguished if they freeze.
- North-facing and south-facing industrial fans no longer need to be identified separately.
- Yla Haj no longer generates as hated by the Fellowship of Wardens or the Farmers' Guild.
- Anomaly extinguishers no longer have a message about compute power in their description.
- The description of Staunch Wounds no longer mentions the decommissioned defect Hemophilia.
- When a creature you have performed the water ritual with is cloned, the clone's description no longer incorrectly reports that you have performed the water ritual with it.
- Wood floor and bridges made of brinestalk no longer render as if they were on top of non-flooring objects.
- Walltraps no longer trigger on the world map, should they find themselves there in some way, such as by being animated using a nano-neuro animator or Spray-a-Brain, then being dominated by the player.
- Reputation change messages now correctly report reputation levels influenced by Socially Repugnant and faction attitudes toward mutations.
- Activating flight while swimming no longer temporarily leaves you in a state of both flying and swimming.
- Procedural grammar composition now uses the article "an" with the word "heir" rather than "a".
- Encounter tables for generating random items of armor no longer sometimes redirect to tables for generating non-armor-specific artifacts, meaning among other things that sparking baetyls promising A SPLENDID VESTMENT will no longer occasionally give people a cybernetics credit wedge.
- Buying skills no longer bypasses the requirements for their basic powers (the 0 SP ones included with the skill).
- While auto-exploring you will no longer notice hostiles outside your actual vision range, i.e. when myopic.
- Fungal infections no longer print unequip messages when cured and instead specify what body part they were cured from.
- Removed legacy torch sconces hidden in the walls of the Stilt ground floor.
- Creatures and companions should now have a higher preference for using vibro weapons.
- Puffing Klanq on items and creatures now works on items and creatures that are in the same square as you.
- Summoning curios will now normally summon a creature of a faction that existed during the Sultanate of Qud.
- Two-handed weapons no longer fail to be equipped to the thrown weapon slot, and multi-slot armor equipped to the thrown weapon slot or in a hand as a melee weapon no longer additionally occupies body parts related to its armor functionality unless the thrown weapon or hand slot is normally part of the armor's slot usage pattern.
- Fixed a bug causing Swimming and Wading statuses to sometimes hang around longer than appropriate, especially with high move speed and/or quickness.
- Fixed a bug causing displacer bracelets to be more common than intended.
- Fixed a bug that made some forms of being stuck show you, when preventing actions, a failure message of "You are!" or "You are !" rather than "You are stuck!"
- Fixed a bug causing NPCs to use Slam on themselves in some circumstances.
- Fixed a bug that generated an inconsequential exception when unmatched piston presses Slammed things.
- Fixed a typo and exception in the Spread Klanq mural text.
- Fixed exception when waiting a number of turns.
- Fixed the hollow tree playing music of the last visited zone.
- Fixed some bugs causing errors when soup sludges attempted to spit liquid.
- Fixed a bug causing chromelings affected by the chrome beacon to sometimes have two Overclocked effects active.
- Fixed a bug that made disassembling an energy cell slotted in an item fail to immediately update carried weight.
- [modding] Physics.ExplosionDamage() now passes its WhatExploded parameter to GameObject.TakeDamage() as its Source parameter, making it available in the TakeDamage event.
- [modding] The Source parameter from the TakeDamage event is now available in the AttackerDealtDamage, BeforeTookDamage, TookDamage, and TookEnvironmentalDamage events.
- [modding] XRL.UI.ConversationUI.HaveConversation() now has a default of null on its Speaker parameter, and an effort has been made to make sure it and its downstream dependencies can handle a conversation without a Speaker.
---
#### Patch 2.0.201.56 (11 December 2020)
- Turbows now allow Strength bonuses to apply to arrow penetration.
- Autoexplore and autowalk now open doors as a separate action before moving into the doorway.
- Attack-nearest can no longer target adjacent enemies that you cannot see.
- Auto-attack will now be interrupted if you cannot see your target.
- Auto-attack and attack-nearest can no longer be used while confused.
- Auto-attack and attack-nearest now produce movement/attacking in random directions if used while furious.
- Smart use on an active force projector now deactivates it rather than prompting for a new deployment pattern.
- Holographic plants no longer produce sap when attacked.
- Rifle and pistol relics can now be part of sultans' histories.
- You can no longer sacrifice biotech-based artifacts at the Sacred Well.
- Lasing with Light Manipulation no longer has infinite range.
- Mental Mirror will now properly reflect and terminate Sunder Mind on a failed penetration.
- Sunder Mind damage now ignores phase.
- Improved the composition of biome zone names in forgotten ruins.
- Improved the road layout in Bey Lah.
- Tattooing now uses the names rather than the descriptions of body parts.
- Tinkers now properly repair certain rusted, broken, or damaged items, such as scrap.
- Assigned tier values to various tonics, crystals of Eve, and arsplice seeds, fixing several related issues including sparking baetyls asking for them will no longer tend so much provide rewards dramatically out of keeping with their difficulty of obtainment.
- Fixed a but where it was possible for curing glotrot to not work if you drank the Flaming Ick on the very last turn before you would have transitioned from having a sore throat to having full-on glotrot.
- Fixed a typo in Herododicus's dialogue.
- Fixed a typo in Frivolous Lives, Vol. I.
- Fixed a pronoun in tomb inscriptions.
- Fixed a bug making puffing Klanq on objects sporadically fail.
- Fixed a bug that made resupplying clonelings with cloning draught only work if you did not have any cloning draught.
- Fixed a bug causing color bleeding in some hero names.
- Fixed a bug where the bonus MA of Mental Mirror was not being applied.
- Fixed a bug causing Psionic Migraines not to unequip items on your head.
- Fixed an exception when resisting Sunder Mind damage.
- Fixed an exception when a creature was attempting to reload while wielding a geomagnetic disc.
- Added "zonebuilders" wish to display the builders of the current zone & their parameters.
- [modding] PopulationTables.xml now supports merging. <population> elements with Load="Merge" attributes now support basic merge semantics, and <group> elements now have Name attributes that can be used to either replace or, with Load="Merge", merge with the group of the same name in the base XML file.
- [modding] The TinkerItem part no longer supports the field CanRepair; repairability is now simply a matter of the object being in a state that can be repaired.
---
#### Patch 2.0.201.49 (7 November 2020)
- New items: wristcomp, turbow, a variety of arrows.
- New implant: palladium electrodeposits.
- New helmet and mask mod: fitted with filters.
- NPCs no longer choose to use most tonic injectors as thrown weapons.
- Many liquid vessels now leak if broken.
- Waterbeds now break if someone with Quills sleeps in them.
- Some biotechnological items and components are now identified or displayed via bioscanning rather than techscanning.
- Stun gas stunning now appears in the message log.
- Floating text for critical hits will now only be displayed if the hit results in damage or a special effect.
- Lunging while in aggressive or dueling stances will now correctly trigger a Stinger strike.
- Socially Repugnant no longer affects trade prices.
- Compound bows now correctly enable Strength bonuses to penetration.
- Kickback now respects phase and flight, and does not affect inanimate objects, sessile creatures, or creatures a kick would not affect such as holograms.
- Baetyls no longer ask for portions of steel boots.
- Point-defense drones now always return to your inventory when they become inoperative.
- Sheba Hagadias is now able to provide you with directions if you are lost.
- Charging no longer gives the player a warning when charging through liquid hazards.
- Dismember can no longer be used when stuck or frozen.
- Wrecking Charge can no longer be activated on the world map.
- The Regeneration mutation can now regrow your tongue if you have drunk the Flaming Ick, but will not regenerate your tongue otherwise.
- Using an ubernostrum tonic or other regenerative intervention while infected with an early stage of glotrot will no longer tell you your tongue regrew if you have not yet lost your tongue.
- The [redacted] no longer spawns in every map surrounding [redacted].
- The lair of Oboroquru no longer has odd dot-like tiles under some terrain features.
- Trying to trade items with a creature that has no inventory now gives a message rather than failing silently.
- Spinnerets no longer starts a cooldown when toggling the ability off.
- Fixed an issue causing NPCs to improperly evaluate shields during auto-equip.
- Fixed an issue causing textures to load from disabled mods.
- Fixed an issue causing textures to not properly hotload when changing mod -configuration.
- Fixed a crash in the secret ascii editor.
- Fixed an issue that made flaming and freezing ray fail to affect the most distant square of their range.
- Fixed biodynamic power plant displaying debug internals information regardless of whether debug internals was on.
- Fixed some bugs in Stunning Force, in particular an action cost being assessed when it pushed you against a solid object.
- Fixed some issues with creatures being unable to act for several turns after spawning because they were assessed an action cost to equip their initial gear.
- Fixed a typo in the manual.
- Fixed an issue that would cause an error trying to continue a game after having deleted a different save file.
- Fixed an issue where various walkways had a higher rendering priority than appropriate, which made some items get hidden by them and made the squares they were in not be considered "empty" for purposes such as companions joining you in a zone.
- Fixed an issue that made it possible to give energy weapon relics the Jacked mod by deploying turrets using them.
---
#### Patch 2.0.201.46 (9 Oct 2020)
- Clonelings' cloning ability now respects phase and flight.
- Magnetized items are now disabled by EMP.
- Magnetized containers can now carry a maximum of 25 lbs before they are too heavy to float.
- When you miss or fail to penetrate with a weapon, the weapon name now appears in the message log message.
- Glowcrust now causes you to grow an icy outcrop instead of a fungal outcrop.
- Fungal infections now prefer to colonize fungal outcrops grown on your body (such as via chimera limb growth).
- NPCs no longer automatically use Eater's nectar injectors. (This change won't apply to injectors in current saved games.)
- Removed the rubber tree.
- Excluded a base sultan wall object from dynamic encounters.
- Updated the credits.
- Fixed a bug where talking to NPCs who had glotrot altered your conversation options as if you had glotrot.
- Fixed some bugs that caused inconsistent faction attitudes when your reputation was exactly at an attitude boundary.
- Fixed an issue that made uniquely named stat saps lose their names.
- Fixed some cases where duplicate messages appeared in the message log for XP awarded via quest steps.
- Fixed a bug that caused odd behavior and occasional game freezes on the Skills and Powers screen.
- Fixed a bug that caused you to _always_ be left-handed.
- Fixed a bug that caused signature dish names to not have certain text variables replaced with real text.
- Fixed a bug with the prerelease input manager not accepting enter in text-entry fields.
- Made some memory use improvements in the renderer.
---
#### Patch 2.0.201.45 (2 Oct 2020)
- Village quests no longer have the chance to ask you to find a location "with a parasang" of another location. Instead, they may ask you to find a location "next to" another location, in which case the two locations will be in adjacent maps.
- Two-Headed no longer wakes you up from voluntary sleep.
- You no longer see troll budding messages when you cannot see the troll.
- Nerve Poppy is no longer called Numb on the character sheet.
- Creatures without faces no longer get bloody noses.
- Relic and extradimensional books now provide skill training on read.
- While performing the water ritual, you're no longer offered to learn a skill's introductory power without being offered to learn the skill itself.
- We made some changes to clonelings and clones.
- Clonelings now have a cap on how many creatures they can clone. If you're friendly with a cloneling, you can refresh their cloning capability by supplying a dram of cloning draught.
- Clonelings can now clone you.
- If a cloneling is in your party, you can now direct them to clone creatures.
- Clonelings in your party no longer wander around randomly.
- Clones created by clonelings are now worth half the base creature's XP rather than no XP.
- Clonelings now rarely cloning draught on death.
- Freshly grown clones are now uninjured.
- We added new support to the prerelease input manager and fixed some bugs.
- Added a wait command.
- Accept now interacts with the selected object in the looker.
- Fixed interact nearby not working.
- Vendor actions in trade now work properly.
- Accept now interacts with the selected object in the looker
- Added Take All and Store Items keybinds for containers
- Armor AV/DV averaging across body parts now rounds down.
- Leather bracers have been singularized into a 1 AV single-arm slot "leather bracer".
- Autoexplore now interacts with interesting objects before taking them. Example: you'll now read engraved items before taking them.
- The attack nearest enemy command now counts enemies that are currently engulfing you.
- The item picker dialog for spray bottles now shows any context for the listed items, like the body part they're equipped on, for example.
- Lit torch tiles now display color variation in their flame part instead of their wood part.
- Kindled flames and luminous motes now have tiles.
- Reduced the number of novices of the sightless way that appear in various regions.
- Panhumors now use their own correct tile instead of using the gelatinous frustrum tile.
- Changed the appearance of putrescence to be distinguishable from slime.
- Made some improvements to the behavior of pathfinding around potentially damaging gases.
- Pathfinding now strenuously avoids aloe pyra and aloe volta.
- You can no longer get unlimited data disks by repeatedly installing and uninstalling SkillSoft Tinker implants.
- Made plurally gendered players correctly addressed in the second person in a number of contexts.
- Made the popup to confirm switching a hotkey to a new ability show the old ability's display name, not its internal command name.
- Improved ganglionic teleprojector's messaging when used on a square with no robots in it.
- Fixed a bug that prevented Two-Headed's chance to remove negative mental status effects from working.
- Fixed a bug where evil twins arrived without a popup message.
- Fixed a bug that caused unpowered items with boot sequences to have their operational status treated as "booting" rather than unpowered.
- Fixed a bug that disabled the floating text that appears when an item rusts.
- Fixed some color formatting errors.
- Fixed a formatting issue in the level descriptions of Sleep Gas Generation and Corrosive Gas Generation.
- Fixed some typos in Sleep Gas Generation and Spontaneous Combustion.
- Fixed a rare exception during world generation.
---
#### Patch 2.0.200.97 (18 Sep 2020)
- You can no longer be flying and wading at the same time.
- Lasers are no longer considered heat/fire damage or resisted by heat resistance.
- Boxes of crayons now have their own tile.
- The "clean" action on liquid-covered objects now yields hotkey assignment priority to other actions, such as the "direct to attack target" action on companions.
- Fixed a bug that made armor that occupies more than one body part unable to receive the Jacked mod.
- Corpses left by temporal fugue clones now disappear at the expiration of Temporal Fugue.
- Cybernetics from temporal fugue clones can no longer be implanted.
- Unlit torches no longer set things on fire.
- Autoexplore no longer attempts to open chests or bookshelves that are on imperceptible alternate vibrational planes of existence.
- Robots no longer go prone when entering sleep mode.
- The Billowing Conch of the Aji no longer produces non-functional blinding gas and stinking gas.
- The player's torch burning out now interrupts autoact.
- Baetyls now habitually reality-stabilize themselves.
- Baetyls now get angry at 20% of their HP, not 80%.
- Fixed a bug that made NPCs with Cleaved effects active repairable.
- Fixed some color formatting in village quest giver referral messages.
- Fixed a bug that made reality-stabilized objects coming into contact with a space-time vortex get sucked through the vortex after it was destroyed by the reality stabilization.
---
#### Patch 2.0.200.91 (5 Sep 2020)
- Dying from a lithofex gaze now gives a better death message than "You die! (good job)".
- Phasing in now triggers any appropriate gravitational effects.
- Deep liquids no longer stop autowalk if the "Confirm before going swimming" option is off, and dangerous liquids no longer stop autowalk if the "Confirm before drinking and movement into certain dangerous liquids." option is off.
- Pathfinding now considers hostile creatures to be navigation obstacles and avoids the squares next to non-ignored ones depending on their difficulty.
- Precognition reversion now interrupts autoact.
- Being lost now carries through Domination, and removes itself from NPCs should it somehow wind up on them.
- NPCs now intermittently display more interest in moving away from campfires they are standing on top of.
- Fixed some bugs in the logic of when you can put out fires.
- Fixed a bug that made grenades thrown by temporal fugue clones disappear before they could explode because they were grenades.
- Fixed a bug that made some forms of electrical damage not be acknowledged by rubbergum tonic and cooking effects.
- Fixed a bug that caused bleeding damage to fail to apply when out of phase.
- Fixed a bug that made the overlay UI autoexplore button flicker.
- Fixed a display bug in agate figurines.
- Fixed a typo in the message when trying to automove through a hostile creature.
- Fixed a bug that made Nocturnal Apex often usable during the day.
---
#### Patch 2.0.200.90
- Fixed a bug that caused certain worldmap graphics to be improperly hidden.
- [modding] The mutation lists in character generation are now sorted by display name rather than displaying in order of their loading.
- [modding] Beak and Carnivorous are now public.
---
#### Patch 2.0.200.89
- It's now possible to use a shield unskilled at a 25% block chance.
- The section in the manual on the combat sequence now includes a description of shield blocking.
- Attempting to move past the edge of the world now gives a message instead of failing silently.
- When you fire a missile weapon without a target and your aim snaps to the nearest hostile creature, that creature is no longer set as your target.
- NPCs are now able to attack inanimate objects they want to destroy.
- Mutants with temporal fugue are now referred to as temporal fugitives in village histories.
- Lase now ignores targets it cannot hit when selecting a target.
- Dehydration notifications are no longer provided for companions who wouldn't generate a death notification.
- You can no longer swap position with neutral or friendly puffer fungi.
- Being involuntarily moved into a wall with burrowing claws or a drill equipped no longer forces you to attack the wall.
- Being involuntarily moved can no longer swap you with a hostile creature.
- Autoexplore can no longer swap you with an ignored hostile creature.
- Engulfed creatures now have the lowest priority for purposes of determining which creature is hit when a tile is attacked. The purpose of this change is to make it so that companions can reasonably attack creatures that are engulfing you.
- Village zones no longer fight with themselves over what music to play.
- Grenades, mines, and bombs can now be detonated as an inventory action.
- The classic UI key mapping screen now indicates that you can press delete to clear a command's bindings.
- The selection hotkeys for donating a book to Sheba Hagadias no longer goes into non-alphabetic characters when you have a lot of books.
- Projectile animations now become faster the longer the projectile's flight path is.
- Lase's animation is now faster in general, and becomes faster the longer its path is.
- Added variant death messages for being killed by electrical, acid, and disintegration damage.
- Fixed a bug that made delete in the classic UI key mapping screen fail to trigger the bindings being saved.
- Fixed a bug that caused temporary liquids (for example, acid pools produced by acid walltraps to become permanent through fluid dynamics processes.
- Myopia's effect on visibility distance now works in more contexts.
- Fixed a bug that degraded performance when creatures swam.
- Fixed a bug that caused NPCs with Flaming Hands, Freezing Hands, Freeze Breath, and other breath attacks to stand still when targeting an enemy in the same cell as a wall.
- Fixed a two-character grammatical redundancy in torches' description.
- Fixed the message given when you lay a mine or set a bomb.
- Fixed various instances of situation-specific death messages being overwritten by the generic, "You were killed by so-and-so".
- Fixed a bug that made agility contribute less to throwing accuracy than it was meant to.
- Fixed a bug that broke telepathy.
- [debug] Fixed a bug that caused the "Give 250000 XP" keybind to give the XP without leveling you.
- [modding] Creatures now respect their NoTrade tag in conversations.
- [modding] The Mods directory is now created on startup if it doesn't already exist.
- [modding] The ID attribute of your quests can now be used in QuestsByID. If an ID doesn't exist, Name is used.
- Proselytes and rebuked robots can now be dismissed from your service as an interaction command.
- Party members now more consistently behave in a fashion consistent with their leader's attitudes.
---
#### Patch 2.0.200.86
- You can once again acquire fungal infections.
- On the character screen, attributes that are modified above or below their base values now display as green or red, respectively. You can also now select an attribute on this screen to display its base level, which is used for meeting skill requirements.
- You can now disassemble without the Tinkering skill as long as you have the - Disassemble skill power.
- Confusion now affects artifact examination.
- The following objects are now tagged as being made of metal: HE missile, becoming nook, cybernetic rack, leering stalker's pneumatic piston, scrap shoveler's scrap saw, crypt sitter's chrome stilt, strip fly's mechanical pincers, Rodanis Y's tungsten carbide hammer-fist and axe-fist, and boosterbot's helping hand.
- Tinkered items can no longer generate fitted with suspensors or liquid-cooled.
- Baetyls can no longer be psychically attacked and are now subject to EMP.
- Industrial fans now respect phase.
- Steam no longer burns things to ash.
- Steam now tracks who is responsible for creating it.
- The Gas Generation mutations now produce gas in the same phase as the mutant producing it.
- Quest item torches no longer lose their unique display names.
- Using psychometry on a stack of items now results in better messaging.
- Reading passcodes using psychometry is now subject to reality stabilization.
- Loading a medassist module from the implant's interaction menu no longer loads an entire stack of tonics.
- The Mutating effect is now considered negative.
- Greater voider teleportation now respects normality but is powerful enough to contest it.
- Thrown weapon reequipping now reequips a similar item from your inventory if an identical one is not available.
- Autoexploring while wearing ninefold boots no longer teleports you between zones.
- Disassemble all is no longer usable with hostile creatures nearby.
- When you disessemble multiple items or use disessemble after performing another activity that has an action cost, you're now forced out of the interaction menu as you approach an action cost deficit that would place you in danger if hostile creatures arrived.
- Mechanimist snailmother converts now spawn ickslugs with the same faction attitudes as their mothers.
- Made item naming more reliably relevant to events that just occurred.
- Relics and relic-like items are now consistently unmoddable.
- Messages are no longer generated when creatures out of your line of sight use Shield Wall.
- Being asleep now generates a message only if the last message you received was about something other than being asleep.
- Popups are now used for messaging stat saps' permanent attribute drain.
- Being blocked by an object no longer displays any weapon performance characteristics it may have.
- Dominating someone you have performed the water ritual with and then looking at yourself no longer displays "You are water-bonded with you" in your description.
- Fixed the conjugation of the verb "get" in the companion thirst notification message for companions of pseudo-plural gender.
- Fixed a bug that disabled autoact rate limiting.
- Fixed some bugs around tracking body parts added by equipment.
- Fixed a bug that caused some liquid coverings, particularly acid-based ones, to not generate a clean action.
- Fixed a bug that sometimes caused fire-based abilities to end early when they encountered mixed liquids.
---
#### Patch 2.0.200.82
- Examining artifacts now requires being able to move your extremities.
- Eating snacks now requires being able to move your extremities.
- The "HP warning threshold" option now defaults to on at 40%.
- Various powered items, such as VISAGEs and ninefold boots, now correctly drain the last dram of their slotted liquid-fueled energy cells rather than leaving behind one unusable dram. If you find more items that do this, please report them on the public bug tracker: https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues.
- NPCs attempting to use broken and rusted tonics no longer cause messages popups for the player. NPCs also attempt to use broken and rusted tonics less often.
- Creatures are more willing to enter gas clouds, especially if they are immune to the gas.
- Stunning Force can no longer be used on the world map.
- Slumberlings are no longer Wakeful when they emerge from their natural hibernation.
- Item naming opportunities triggered by leveling up now occur after the level up message.
- Nullbeards are now permanently astrally tethered rather than immune to astral tethering or burdening.
- Puffer fungi once again take damage from damaging gases at the rate inanimate objects do.
- Frozen energy cells slotted into equipment no longer stay frozen forever.
- Implanting a cybernetic implant now makes it permanently understood. If it was only understood due to a techscanning ability, losing that ability no longer converts it to an implanted "weird artifact".
- Strip flies now respect phase and flight.
- Psionic weapons can no longer be disassembled.
- Items are now automatically weightless when equipped in a Floating Nearby slot.
- Autogetting from adjacent squares is now controlled by an option: "Autopickup from adjacent squares". It defaults to off and only covers non-autoexplore movement.
- You're now interrupted in the middle of autogetting multiple items when a hostile creature nears you (rather than being slammed by multiple enemy actions afterward).
- Whether you immediately pick up items butchered from corpses is now determined by your autoget settings, not by whether you were autoexploring.
- Pathfinding now avoids mines laid and bombs set by non-hostile creatures, to varying degrees by munition type.
- Added a new option, "Prerelease Stage Scale", in the Overlay UI section.
- Fixed a bug that broke mod tinkering when certain items had high-powered magnets applied to them.
- Fixed a bug caused the Wakeful effect to not work sometimes.
- Fixed a bug that disabled measures to prevent inappropriate objects from spawning on top of each other.
- Fixed a bug that made Flexiweaved sometimes give positive DV.
- Fixed some bugs that caused equipping certain items to fail to trigger their state changes, such as quest completion and DV updates for defensive stance.
- Fixed a bug that caused save modifiers provided by cybernetic implants to not work.
- Fixed a bug that caused the liquid-cooled item mod to be unapplyable in some cases where it should have been applyable.
- Fixed a bug that destroyed cybernetics when another implant was implanted directly in its slot.
- Fixed a bug that caused the value of cybernetics credit wedges to not show up in the short version of their display names.
- Fixed a color pattern typo in Ereshkigal's interface.
- Fixed a typo in a journal accomplishment.
- Fixed a stray color markup tag in save modifier rules text.
- Fixed some grammar bugs in the descriptions of hostile clones.
- [modding] Specifications for DefaultBehavior attributes in Bodies.xml part elements are now correctly respected.
- [modding] Fixed a bug that made less information available in some movement-related events than should have been.
---
#### Patch 2.0.200.81
- Trolls now know how to swim.
- Clicking a tile with a hostile creature now attacks the creature instead of attempting to speak with it.
- Gave rainboweave cloaks lower DV but a chance to refract light-based attacks.
- Added a new status effect, Wakeful, that gets applied for 3-5 rounds after you wake up from involuntary sleep. While wakeful, you can't fall asleep.
- Item naming now allows apostrophes.
- Baetyls no longer request the Billowing Conch of the Aji.
- Long blade stances now respect your restrictions on companion ability use.
- En garde! now takes Lunge and Swipe off cooldown when it activates.
- You no longer have the option to decline being moved by a factory arm into a deep - shaft.
- Penetrating radar now reveals hidden objects that can be discovered by searching.
- Messages for spotting hidden objects now include directional information.
- Missing skill prereqs now cause entries on the Skills screen to be grayed out, like they - are for unmet attribute requirements.
- Pathfinding now goes to much less effort to avoid many types of liquids and some types of gases.
- Skills that require a weapon of a given type to be wielded in the primary hand now accept weapons wielded in the first hand if your primary limb is not a hand, such as for animals whose primary limb is often their face or foot.
- Fixed a bug that caused hyper-elastic ankle tendons' behavior to be excluded from their description.
- Fixed a bug with stacking that resulted in permanent MA / DV loss.
- Fixed a bug that caused suspensors to not work properly on equipped items.
Fixed a bug that caused ceremonial vibrokhopeshes to repeatedly reboot while you - travelled on the world map.
- Fixed a bug that sometimes made it impossible to interact with companions.
Fixed some bugs that caused various types of cloned creatures to not be hostile when - they should have been.
Fixed some bugs that disabled the escape teleportation used by some relics, - extradimensional items, and chaotic cherubim.
- Fixed a bug that caused books to be unreadable from the prerelease equipment - screen.
- Fixed a misattribution in Lase messaging.
Fixed a typo in sultan history.
- Fixed a bug that made Saad Amus very lazy.
- [modding] Liquids' ObjectEnteredCell method now receives the relevant ObjectEnteredCellEvent as its second argument. The version that receives the GameObject moving as its second argument is still called for compatibility.
- [modding] WishCommands should now properly be loaded/unloaded with mod changes.
#### Patch 2.0.201.6 - beta
- Creatures that try to keep their distance from you now may now decide to take other actions, such as defend themselves directly, when they fall below 50% HP.
- Evil twins now reconsider their equipped items when they spawn.
- Stage layouts wider than 1080p now letterbox correctly.
- The look dialog is now only dismissble via Space or Esc.
- Mouse movement now paths through non-hostiles if necessary to reach your - destination.
- Rhinox charge now respects phase and flight.
- Fixed a bug that caused books to be unreadable from the prerelease equipment screen.
- Fixed a bug that caused books to continue to render in the background even after you exited out of the read book screen.
- Fixed a bug where hitting Esc from the Save Build prompt would save the build with no name rather than backing out of the menu.
- Fixed the "restore defaults" button on the prerelease control mapping screen improperly clearing all keybinds.
- [modding] Added native support for Harmony 2.0.2 patches in mods - (https://github.com/pardeike/Harmony). harmony.PatchAll() is called after mod assembly compilation, applying all mod-defined harmony patches.
- [modding] Upgraded the C# compiler to Roslyn.
- [modding] Errors and warnings generated by the mod compiler now include the associated filename and line number.
- [modding] The "playerwho" wish now properly allows turns to tick.
---
#### Patch 2.0.200.80 (25 July 2020)
- Swarmers now only contribute their swarmer bonus if they are hostile to the target.
- The swarmer bonuses of swarmers in the same tile no longer stack.
- Swarmers can now only receive one Swarm Alpha bonus. If multiple swarm alphas are adjacent, the highest bonus applies.
- Warmup chirps from visible turrets no longer interrupt autoact if your options are set to ignore the turret.
- Autoget (independently of autoexplore) now retrieves items from adjacent squares (no longer just liquids).
- The Spindle negotiation no longer occasionally produce strange, unusable shields.
- Fixed a bug that gave Swarmers +1 to hit all the time regardless of other swarmers instead of their described to hit bonus.
- When the tile at the bottom of a pit is occupied, things that fall down the pit now land in nearby tiles rather than failing to fall.
- When something falls down a shaft, a message is now generated.
- Fixed a bug that caused the Thick Fur mutation to give 8 heat and cold resist instead of 4.
- Fixed a bug that caused Graftek grafts to behave oddly.
- Fixed some occasional issues with the location you arrive at when entering a zone from the world map.
- Fixed a bug that made tonics not show their behavior in their descriptions for mutants.
- Fixed a bug that broke becoming unlost by returning to a familiar area.
- Fixed several issues with input in the overlay UI
---
#### Patch 2.0.200.71 (18 July 2020)
#####TOMB OF THE EATERS
- There's now a gigantic tomb complex built around the Spindle at Omonporch. It's 12 stories tall, contains several historically striated sections, and includes ~100 maps.
- There are now several archaeological features around the Tomb exterior, including the outer caryatid wall, the Arcade to the Twin Gates, and the Court of Sultans.
- Added many, many, many new creatures, NPCs, objects, and mechanics scattered across the Tomb and its surrounding environs.
- Added a new quest in the main questline: Tomb of the Eaters.
- Added two side quests: The Buried Watchers and Fraying Favorites.
- Added a new village: Ezra.
- Added a new settlement: the mopango hideout.
- Added three new factions: mopango, the villagers of Ezra, and the Daughters of Exile.
- Added four new music tracks to the Tomb.
#####NEW THINGS
- [mentioned above] Added many, many new NPCs, creatures, items, objects, and mechanics specifically tied to the Tomb of the Eaters. We aren't listing those here.
- [mentioned above] Added three new quests: Tomb of the Eaters, the Buried Watchers, and Fraying Favorites.
- [mentioned above] Added a new village: Ezra.
- [mentioned above] Added three new factions: mopango, the villagers of Ezra, and the Daughters of Exile.
Added 16 new cybernetic implants:
- equipment rack
- bionic liver
- pneumatic pistons
- reactive cranial plating
- high-fidelity matter recompositer
- anomaly fumigator
- phase harmonic modulater
- penetrating radar
- navigation system
- reactive trauma plate
- micromanipulator array
- onboard recoiler
- biodynamic power plant
- fire suppression system
- medassist module
- anchor spikes
#####Added the following new items.
- advanced toolkit
- point-defense drone
- syphon baton
- molly netting
- time dilation grenades
- ninefold boots
- displacer bracelet
- spring-turret grenades
- glitter grenades
- several new recoilers
#####Added the following new item mods.
- liquid-cooled
- padded
- gigantic
- displacer
- phase-harmonic
- fitted with electromagnetic shielding
- fitted with co-processer
- refractive
- morphogenetic
- nulling
- airfoil
- Added a new liquid: brain brine.
- Added a new gas: miasmatic ash.
- Added two new cooking ingredients: crushed grave moss and compacted bone meal.
- Added two new signature dishes.
#####GAMEPLAY
- We changed how movespeed is calculated. Instead of approaching near-infinite movespeed as you near 200, your movespeed above or below 100 is treated as a percentage increase or decrease.
Examples: 160 movespeed is 60% faster than 100. 50% movespeed is 100% slower than 100.
- The Multiple Legs mutation now costs 4 points.
- Motorized treads now gives more movespeed.
- Occasionally, upon gaining a level, completing a quest, performing the water ritual, or defeating a legendary foe, you may now become inspired to name one of your items.
- We made some changes to liquid and liquid pool behavior.
- You now swim through pools of size 2000+ drams. Swimming is now a status effect that penalizes movespeed and prevents creatures from taking move-related actions that require footing. You're asked to confirm movement when you first move into a swim-depth pool. The swimming confirmation message is toggleable via the option in the Prompts menu.
- Added a new status effect: wading. You now wade through pools of size 200-2000 drams. Wading gives -20 movespeed and interferes with some forms of movement, including sprinting.
- We renormalized the volumes of all the puddles, pools, and rivers in the game. Swim-depth pools (over 2000 drams) are now much more rare.
- Pools smaller than the wading threshold (200 drams) now use a different tile set.
- Entering a swim-depth pool from land now displays a warning message and requires you to confirm movement.
- Swim-depth pools now interrupt autowalk unless you are already swimming, flying, or out of phase with the pool.
- Small puddles now evaporate over time.
- Aquatic creatures now receive a -25 penalty to movespeed instead of the full -50. (The Swimming skill's +25 bonus offsets this penalty.)
- Objects now become coated in liquid more easily, and they also lose their liquid coatings more easily.
- Liquid-coated objects have a chance to stain.
- You can now use water to clean your stained equipment via inventory actions on either your water containers or your stained equipment.
- Some liquids now weight more than others.
- Creatures moving through pools of liquid now track the liquid around. Bigger pools are more likely to be tracked around.
- Footwear now protects you from being affected by small pools of liquid.
- Pathfinding now puts more weight toward pathing around large pools of liquids, even less deadly ones.
- Bilge sphincters now provide a movespeed bonus in liquid pools of 200+ drams instead of 1000+.
- The random-buy mutation choices should now be more stable for a given seed.
- If you're out of 2+ point mutations to buy, you're now presented with 1-point mutations.
- Spacetime vortices and rifts now deposit all objects that enter through them into a consistent destination zone (randomly determined per anomaly), rather than destroying non-player objects. Companions sucked into a vortex are unable to rejoin you until you find them.
- We tweaked the temperature-related behavior of liquids.
- You may find differences in how pouring liquids on you affects temperature.
- Standing in a pool of lava is no longer safe once you've dealt with the initial temperature shock.
- Your equipment and inventory now experience more temperature effects than before, particularly if you expose yourself to large amounts of lava.
- We made some changes to sparking baetyl rewards.
- Item rewards are now much better.
- Item rewards now scale with both the baetyl's zone difficulty and the tier of the demanded item.
- Reduced the maximum number of demanded items to six.
- Baetyls asking for Templar phylacteries no longer ask for the phylacteries of specific people.
- Baetyls no longer care about differently-colored display names in the items they request.
- Baetyls no longer care about taking small amounts of damage, but they become... significantly irritated... by larger amounts.
- Phinae Hoshaiah can no longer generate as hated by baetyls.
- Trees are now stronger and tougher.
- More NPC tinkers can now repair, recharge, and identify artifacts.
- Fungal infections are now immune to heat, cold, electricity, and acid.
- Any NPC with whom you can perform the water ritual can now give you directions.
- Puffer fungi can now be hit by normal ranged weapons.
- Lava and acid now spawn less often in containers that are unsafe to house them.
- Companions now attempt to generally follow you even if they can't pathfind all the way to you (for example, because you have Force Bubble active).
- Mirrorshades now give a very small chance to reflect light-based attacks.
- Multiple applications of Hobble now renew the duration of the effect rather than stacking the movespeed penalty.
- Carbide hand bones no longer modify hands added by Helping Hands, and they only affect the set of hands where the implant was implanted (in the event a True Kin has somehow acquired multiple sets of hands).
- You can no longer open and close doors while frozen solid.
- Magazine-loaded ranged weapons now account for the weight and value of the ammo loaded in them.
- Fungal infections and motorized treads are now immune to damage.
- Lunge now respects phase and flight.
- Juke now interacts better with effects that restrict your mobility.
- Wraith-knights can no longer be duplicated or cloned.
- Robotic and otherwise inorganic creatures are no longer made thirsty by thirst thistle attacks.
- Temporal fugue clones and various other forms of cloning no longer count toward the death and destruction toll of A Call to Arms.
- Wraith-knights now despawn if their phylacteries are destroyed for any reason.
- Temporary items are now worthless, can no longer be cooked with, can no longer be used as tinkering components, and can no longer have their bits harvested.
- Temporal fugue clones now leave behind any items they had acquired after being conjured.
- Eater's nectar injectors belonging to temporal fugue clones now affect only temporal fugue clones.
- Having thirst inflicted on you by an attack no longer triggers tongue bleeding from glotrot.
- The Amphibious trait no longer reduces thirst that's inflicted by attacks, and amphibious characters get the same log messages as do non-amphibious characters when an attack inflicts thirst.
- We changed the way acid damage is calculated. Exposure to either dilute acid or small acid pools now deals less damage.
- Metal items now take quarter damage from acid.
- Salty water now generates half as much steam when vaporized. Brackish water generates 90% as much.
- Lacquered items now note in their descriptions that they repel liquids (this is behavior they always had).
- Steam now only damages organic objects.
- You can now retrieve items from owned containers that you put in them without triggering hostility.
- Stairs, pits, and similar objects that represent open space can no longer be sucked into space-time vortices.
- You can now collect liquids into slotted liquid-fueled energy cells.
- Small spheres of negative weight now add to your weight when they're broken or otherwise inoperative.
- Psionic weapons with slotted cells now leave the cells behind when they evanesce.
- Psionic weapons can no longer be modded with tinkering.
- Miner bots no longer generate mines based on modded grenades.
- NPCs are now less interested in using random items from their inventories as improvised weapons.
- Girshlings you encounter outside of Red Rock no longer advance 'What's Eating the Watervine?'.
- Force fields you can pass through no longer interrupt automove regardless of their source.
- Destroying or teleporting a web now frees anything stuck in it.
- When an object is phased multiple times, damage from being forced into phase by reality stabilization now occurs only when the last effect is terminated.
- Items that affect the chance of salvaging multiple bits, like advanced toolkits, are no longer used on items that can only ever disassemble into one bit.
- Dromad trader psychic thralls or domesticated slaves no longer generate map notes.
- Geomagnetic discs can no longer spawn with elemental damage mods.
- Made some improvements to geomagnetic disc pathing.
- Mafeo now has a pickaxe for sale.
- Excluded some more creatures from spawning as Mechanimist converts, including pulsed field magnets.
- Powered exoskeletons can now have a variety of item mods.
- When you're under the effect of the gamma moth Mutating effect, random mutations you might acquire are now reseeded at some point during its duration.
- Sheba Hagadias no longer succumbs to natural behavior like going on a pilgrimage or urn dusting.
- Things without brains can no longer be dazed or stunned.
- Holograms can no longer be harvested or butchered.
- Small stones and large stones are no longer flammable.
- Goatfolk can now give directions in conversations.
- Objects without bodies can no longer be knocked prone.
- Exiting the world map now avoids placing you in cells where you would have to swim.
- Pathfinding now strongly avoids tiles next to non-allied puffer fungi.
- Moving within two squares of puffer fungi now interrupts automove regardless of your "ignore enemies" settings.[
- Eaters' nectar now re-randomizes your potential mutation buys.
- Meditation no longer instantly cures bleeding. Instead, it now triples the rate of recovery from more negative status effects, including bleeding.
- Giant beetle and beetlebum corpses can now be butchered for raw beetle meat, which can be preserved as beetle jerky.
- Waterskins, canteens, and similar liquid containers are now repellent to certain types of liquids.
- Quests no longer ask you to find forgotten ruins or use forgotten ruins as landmarks.
- Boxes of crayons now let you choose which color to draw with and draw in tiles you're adjacent to. Also, drawing now has an action cost.
- Bloated pearlfrogs no longer ignore phase when pulling creatures with their tongues.
- Being frozen now interrupts sprinting and other movement or body-positioning effects.
- The harvest action now has a higher default priority than the chat action when both are present.
- Snail eggs and luminous motes are no longer used as quest items.
- Albino ape pelts can no longer be eaten. As a result, you now control their autopickup status via the autopickup trade goods toggle instead of the autopickup food toggle.
- You'll no longer encounter creatures standing in the same tile as a closed door.
The walk command no longer generates an error if used in on the edge of a zone.
- Doors can no longer be closed on creatures or movement-blocking objects that occupy the same tile.
- Village catchbasins are now owned by the village faction.
- Attacking into a frozen zone now thaws it. This is most relevant when attacking up or down stairs.
- Removing energy cells from owned items now angers their owners.
- You can now pour into equipped liquid containers.
- Fix-It spray foam and other applicators, when unidentified, no longer reveal themselves when you back out of an interaction.
- Shank now respects phase and flight.
- Sheba Hagadias will no longer lay mines if a miner or deploy turrets if a turret tinker.
- Linear cannons can be tinkered now.
- You can now path through locked doors when you're carrying the appropriate key card.
- NPCs are now less avoidant of slime pools.
- Changed the way heirlooms gifted during the Spindle negotiation are generated and made their types respect the text in Heirlooms of Qud.
- Space-time vortices and rifts are no longer be pushed by forces like explosions.
- The AV bestowed by the Quills mutation now returns to the max value when your quills regenerate.
- Visiting the waterlogged tunnel no longer counts as visiting Red Rock.
- Removed the small per turn time delay while asleep.
- A given attack can now only have a block attempt performed with one shield. The limit on the number of attacks per turn that can be blocked is now per-shield; if you have multiple shields equipped, you will attempt to block a given attack using the best shield that you can presently use.
- You can no longer shield block while frozen, paralyzed, burrowed, or otherwise unable to freely move your limbs.
- Becoming famished now interrupts autoact.
- Creatures that are fleeing no longer count as visible hostiles.
- Creatures that try to keep their distance from the player now only count as visible hostiles at close range.
- Grenades are no longer destroyed before hitting the ground when thrown into a tile with acid gas.
- Flashbang grenades now affect a circular area instead of a square.
- Glowmoths can now use their gaze attack at point blank range.
- Only creatures who are able to engage in combat and can move their limbs now count for the purposes of preventing charge and causing missile weapons to fire wildly.
- Creatures now go prone if they can when they fall asleep for any reason, not just when they voluntarily go to sleep on a bed.
- Made most organic items leave behind ashes when they burn up.
- Ashes no longer catch fire.
- Village outskirts now properly have above and belowground features.
- The Bleeding effect is now described differently for creatures that do not have blood.
- Objects that are cloned while phased now properly assume their normal phase.
- Relics and extradimensional missile weapons now occasionally generate as armor-negating.
- Graftek-granted stat changes now count as permanent in all the usual ways.
- Factory arms now respect phase and flight.
- Item mods now include a native tier and will appear less frequently on items below that tier.
- Overdosing on a blaze tonic no longer cools you down, and overdosing on - hoarshrooms no longer warms you up.
- Companions now heal while moving on the worldmap.
- Chainguns are now heavy weapons.
- Relics now have extra hit points.
- The Barathrumites are now more forgiving of friendly fire during A Call to Arms.
- Item-collecting arconauts and graverobbers no longer collect items when player-led or dominated.
- Cultist without bodies are less likely to become cult leaders.
- Your turrets now allow you to deactivate and reactivate them regardless of your security clearance.
- Hitting or firing at something with your missile weapon no longer makes it your target if it isn't hostile to you or if you already have a target.
- Fix-It spray foam can now be applied to nearby objects.
- Fix-It spray form now restores hit points to inanimate and inorganic objects.
- Charging Strike now adds 1 to the maximum AV penalty that can be inflicted by Cleave.
- Campfires, corpses, boulders, and furniture now block doors from closing.
- Conveyor belts can no longer move force fields.
- Equipment that uses multiple slots now prefers to use slots that are near each other.
- Reduced the extreme stickiness of asphalt, wax, honey, and sap.
- Spinnerets no longer produce webs on the world map.
- Only debuff effects now break domination.
- Sleep gas no longer applies renewed Asleep effects to you while you are already asleep.
- Confusion gas, sleep gas, and poison gas waste less time causing things they can't affect to make saves against them.
- Shake It Off and Poison Tolerance now describe their effects more accurately.
- Shake It Off's effect on poison damage is now properly implemented.
- The Grit Gate communications panel is now more durable.
- The following are now considered negative effects: choking on ash, phase spider venom, time-dilated, warming up, famished, and holographic bleeding.
- Going to sleep no longer makes you cease being prone.
- NPCs no longer normally want to equip Hand-E-Nukes.
- Telepathy now allows Berate to be used at any range if telepathic contact can be made.
- NPCs now display the same degree of hostility to things that live on walls that they would otherwise.
#####UI
- We added a whole suite of vibrant combat animations. These can be disabled in the General options menu.
- We added a whole new UI infrastructure to support future UI changes, and exposed a new, in-progress overlay UI for the main game screen. You can enable it from the options menu (Overlay UI > Prerelease: Use prerelease stage screen).
- Changed the glyph and tile colors of non-mayor quest givers in villages from dark green to bright yellow. Accordingly, we also changed Mehmet's color to bright yellow.
- We made some changes to auto-equip.
- Auto-equip now gives you feedback on items that were unequipped as a result of your action.
- Eliminated most repetitive auto-equip messaging.
- Auto-equip now tries to unequip multiple items in order to equip an item that uses multiple equipment slots.
- Confirmation is now requested before automatically unequipping an item that will be destroyed by being unequipped.
- Added a new interaction menu command for companions, direct ability use, that allows you to forbid or permit your companions' use of their individual activated abilities.
- Added a new command to autoattack your current target in melee: Ctrl-A by default. -
- When autoattacking, you pathfind toward your target if necessary and attempt to melee attack them. All the conditions that interrupt automove also interrupt autoattack, with one exception: if your target is the only hostile in sight, their presence does not interrupt you.
- Added a new command to attack the nearest hostile target in melee (Shift-A by default). If there are any hostiles adjacent to you, this command attacks the one that appears easiest to kill. Otherwise, it pathfinds one step toward the easiest-appearing visible hostile.
- Added a new "Ignored Keys" keybind. Keys bound to this entry are completely ignored. (This is useful for reserving a push-to-talk or screenshot key, for example.)
- The following actions performed while autoexploring now also operate on adjacent tiles: autoget, harvesting, butchering, trash rifling, opening a chest, and interacting with a bookshelf.
- Electromagnetic sensors and the following mutations now interrupt autoexplore and automove when you identify a hostile creature: Heightened Hearing, Heightened Smell, and Sense Psychic.
- More autoexplore activities now respect the autoexplore options for ignoring easy and distant enemies.
- Autowalking on the worldmap now avoids the Rainbow Wood.
- Autoexplore now passes through tiles that contain animated walls if those walls are in your party.
- Autocollect can now be disabled on empty waterskins.
- We changed the option "Maximum autoexplore squares/sec" to "Maximum automove squares/sec" and made it apply to all forms of automove.
- The display format of some zone names has changed.
- Projectiles coming from a distance and passing near the player now produce a message in the message log.
- Objects embedded in walls can no longer be taken or interacted with via the interact nearby command (unless you are also in the same tile as the wall or can pass through the wall).
- The overlay inventory screen now better handles having two heads or two faces.
- Trader repair and recharge actions now more effectively handle plurality and stacking.
- Smart use no longer pets Sheba Hagadias by default if Sheba is pettable.
- Take-all no longer counts untakeable items when checking whether you're going over your weight limit.
- Cybernetics credit wedges are now stackable.
- Disassemble now requests confirmation before disassembling quest items and items you have equipped.
- Disassemble now provides a "disassemble all" inventory action that disassembles a stack of items at once.
- Disassemble now has an action cost.
- A message now periodically appears in the message log when your companions are dehydrated. If they are visible when they become dehydrated, you get a popup.
- The take-all command now skips the weight limit warning if you're already over your weight limit.
- Lay Mine and Set Bomb now allow you to press escape from the explosive selection menu to abort the command.
- When you're selecting an item to equip from the equipment menu, items listed within a given category are now sorted in descending order by a rough utility evaluation. This sort method was there previously, but code was since introduced that disrupted it.
- Added new loading status indicator art.
- Colored text now displays more reliably across multiple lines in the text UI sidebar.
- Added a black outline to the overlay XP and HP readout numbers.
- Made the container preference for liquid collection more consistent. The order is: containers designated for autocollection of the liquid, then devices that use the liquid, then containers that already contain pure liquid of that type, then empty containers.
- Collecting a liquid now reports on which containers the liquid was collected into.
- The collect liquid action now only collects into containers that are safe for the liquid.
- The [redacted] in Joppa now shows up in the alt display.
- We made some tweaks to the looting menu in the classic UI.
- The weights of takeable items are now displayed alongside the items themselves.
- The menu now has an adaptive width to avoid cutting off item names.
- Page up and page down now work more reliably.
- Encountering the following objects now interrupts autowalk: deep shafts, identified mines, aloes, spacetime rifts, and spacetime vortices.
- Artifacts with proper names are no longer treated as having proper names while unidentified.
- On the classic trade screen, we switched 'interact with the selected item' from the Tab key to the Space key. Tab now selects and deselects all items on the active column of the trade screen, as an analog to its take-all function in looting menus.
- You can now use the Walk keybind from the Look menu to autowalk to the tile you're looking at.
- Automove and rest are now interrupted by decarbonizer beams that are detectable to you by sight, sound, or smell.
- When you're about to stop flying and you're at risk of taking fall damage (ie, at least one stratum above ground), you're now given an appropriate warning message.
- Faction leaders now have their prowess more accurately judged and displayed in their look descriptions.
- Autowalk, autoexplore, and rest are now interrupted when your companions engage in combat, take damage, or die, as long as they're visible or audible.
- Changed the message when you try to remove an unremovable cybernetic implant.
- The look and target picker "Locked" status toggle is now remembered across games and reloads.
- In the classic UI, the cooking menu now returns to the selected option instead of the top of the list when you choose a recipe to cook then decide go Back.
- "Press space" dialogs now close only when you press Escape, Enter, or Space.
- The overburdened status effect is now updated more reliably when your carrying capacity changes.
- The weight display in the trade UI is now more accurate.
- You no longer receive messages about merchants restocking if you're not in the same zone as they are.
- In the classic UI option screen, slider and selection options that don't fit well in one line now occupy two lines.
- The weights of takeable items are now always shown in their short descriptions.
- Autoexplore now seeks out and examines objects that contained unrevealed secrets in their descriptions.
- Waiting for a specified number of turns now shows a countdown next to the loading status indicator.
- In the trade screen, you can now use the keyboard (not numpad) number keys to specify a number of whatever is currently selected to trade.
- PgUp and PgDn can now be used on the Reputation and Skills screens.
- The Skills screen now reserves a consistent amount of screen space for skill descriptions rather than adjusting the space depending on the description length. Some descriptions have been edited to accommodate this.
- When selecting a container to pour a liquid into, containers that already contain that liquid now appear at the top of the list.
- Smart use on environmental liquid pools and liquid containers now opens the interaction menu rather than going directly into the pour-into-container action.
- You now get a message when you try to swap places with a non-hostile creature but can't for some reason.
- Losing sight of your target now interrupts automove.
- Elevator and door switches can now be flipped via the interaction menu.
- You can now properly access help from the main menu with '?'.
- Numpad '/' now shows and hides the prerelease stage message log.
- Reputation change messages now include your new reputation and inform you if the faction's overall attitude toward you has changed.
- The reputation changes incurred by violating the water ritual are now displayed in a single message.
- You can now add notes to items in your inventory and equipment. The notes appear in the item's short description.
- The fill action on liquid containers can now be used on any container that is not full, not just empty containers.
- You now prefer to autouse liquids that aren't stored in functional containers like liquid-cooled firearms.
- Missile weapons that use spray fire ammo (shotguns, pumps, point-defense drones, and flamethrowers) now indicate in their short description that they aren't subject to firing wildly when multiple enemies are adjacent.
- Bows now display their loaded arrows' penetration and damage value.
- Made weapon class display, strength cap, and accuracy information the color of rules text.
- When you run out of water while traveling, you now receive a message and a chance to stop rather than only getting notified when you become life-threateningly dehydrated.
- The environmental item picker now refreshes when a taken action changes the list of items displayed, such as when an item is broken off a stack.
- The visual effects for being frozen, slowed due to temperature, or on fire now have higher visual priority.
- The Tinkering screen bit locker now displays the glyph for each bit type of bit next to its name.
- The Spindle negotiation menu now uses alphabetic hotkeys rather than numeric in order to prevent numpad-based selection accidents.
- Added damage and penetration displays to thrown weapons.
- Ashes are now categorized as corpses.
- Pulse field magnets ripping equipment off your body is now messaged via a popup.
- The menu for entering a local map from the worldmap was reworked for clarity.
- Hitting escape when you're asked for a character name during character creation now returns you to the character summary screen.
- Automove now ignores the hostility of dreadroots, young ivory, and lurking beth.
- The movement penalty from equipping heavy weapons now visibly alters your move speed and the weapon's description, rather than being an invisible modifier to action costs.
- Some liquids pools now require you to confirm movement into them.
- Some liquids now require you to confirm that you wish to drink them.
- There is now an option that lets you turn off confirmation for both moving into and drinking dangerous liquids.
- Activation and deactivation messages now mention if an item in your possession is what's giving you clearance to perform that action.
- Lase now gives a failure message when you try to use it and it's exhausted.
- The priority of the Read action on books now depends on whether you have already read them.
- Status summary displays appended to the rules text of some items now appear in more places, too. Examples include "EMP", "unpowered", and "warming up".
- Inventory actions are now (mostly) consistently alphabetized.
- Made Lase message properly on failure to penetrate armor.
- Heightened Hearing, Heightened Smell, Sense Psychic, and Electromagnetic Sensor now all use the same logic for interrupting automove.
- NPCs can no longer change their equipment loadout when incapacitated.
- Psionic weapons now show their status in their display name when given a proper name.
##### SOUND
- We added a whole suite of new combat sounds. These can be disabled in the General options menu.
- As mentioned above, we added four new music tracks for the Tomb of the Eaters.
Added sound effects for the following:
various creature deaths
- Broken effect getting applied
- Shattered Armor effect getting applied
- using Clairvoyance
- using Disintegration
- using Sunder Mind
- using Flaming Hands
- using Freezing Hands
- using Freeze Breath
- decarbonizers targeting and firing
- beep/ding/bloop artifact startup sequences
- resonance, stasis, and time dilation grenades exploding
- objects freezing
- the firing of phase cannons, rondures of light, laser rifles, linear cannons, eigenrifles, chain lasers, freeze rays, nullray pistors, hypertractors, and normality gas pumps
light being refracted
- teleportation
- Added caves music to the trembling dunes underground.
##### MISCELLANEOUS AND BUGFIXES
- Added a water wheel and millstone to Joppa.
- Added descriptions for the following objects: fulcrete, conveyor drive unit, conveyor belt, bones, metal door, plastic tree, hammock, and brick.
- Added new tiles for the following objects: stairs, basic toolkit, rubble, and Tam's sign.
- Gave an ASCII makeover to the following objects: gravestones, unripe banana trees, floor cushion, medium boulder, bookshelf, sign, power line, brick, woven basket, hammock, flux gauge, Asphodel, Asphodelytes, walkways, various vessels, yawning gap, and weathered wood.
- Graffitied text now appears in the color of the graffiti on the object glyph.
- Stairs are no longer moved by conveyor belts.
- Tattooing a companion no longer tattoos you instead of them.
- Renamed human child to woodsprog.
- Tables no longer change their tile when you remove and return the same object.
- Quartzfur hats now message themselves as being made of quartz rather than glass.
- Solar and radio-powered cells now receive their charge more reliably on the world map and should cause less lag.
- Temporal fugue clones no longer lose their items before they expire.
- Sturdy spectacles and mirrorshades no longer incorrectly report that they have broken in melee.
- Ice frogs no longer sit in immobile confusion until approached.
- Animating an object with Spray-a-Brain no longer causes every object of that type to be recategorized as a Creature.
- Items generated as quest items no longer cause every item of that type to be recategorized as a Quest Item.
- Answering no to using an unpowered advanced toolkit while autoexploring now interrupts the autoexplore, preventing message loops.
- The water ritual now consumes a dram of liquid only when you initiate it instead of consuming one for every action you take during it.
- Psychic hunters are no longer incorrectly interdicted on maps without reality stabilization.
- Cybernetic implants that occupy an equipment slot are no longer shown twice in the implantee's description.
- Improved the grammar in "you pass by" messages.
- Spiders no longer attack allied creatures that are stuck.
- Player-controlled spiders no longer autoattack stuck creatures.
- Save files now remember which mods are enabled and prompt you to re-enable those mods before loading.
- Made some improvements to creature pathfinding.
- The water ritual can no longer be used to obtain unlimited cybernetics credit wedges.
- Improved Domination's ability to handle problematic cases in its teardown process.
- [patreon] Sheba Hagadias can no longer spawn as Either/Or. To install this change, you'll need to re-redeem Either/Or's pet code.
- Fixed a bug that caused the onset of fungal infections to sometimes be 8-10 turns instead of 2-3 days.
- Fixed a bug that caused symbiotic fireflies to destroy themselves, and turn into "Objects", when equipped.
- Fixed an improper item ownership warning when you tried to examine or disassemble items in the inventories of certain creatures you were dominating.
- Fixed a bug that caused Flurry to not work on inanimate objects, which in turn caused NPCs with flurry to stand there inert instead of attacking inanimate objects they were angry at.
- Fixed some bugs with color rendering and formatting in books.
- Fixed a bug with liquid-fueled power consumption, such as in gyrocopter backpacks.
- Fixed some performance issues with normality gas and norm cores.
- Fixed some issues with Page Up and Page Down failing to scroll correctly on the classic inventory screen with very large inventories.
- Fixed some item duping exploits with evil twins and prism clones.
- Fixed an issue with legendary breathers' and miners' names not showing up properly.
- Fixed a bug that made Berate 10x as likely to take effect if you had an Ego modifier of exactly zero.
- Fixed some bugs with explosions, other types of forced movement, and the generation of maps with ruined buildings.
- Fixed a bug that made DV and MA penalties from confusion become permanent if the game was saved and loaded.
- Fixed some issues with companions re-joining the player after traveling on the worldmap.
- Fixed a bug that caused an item type's repair cost to permanently depend on whether the first item of that type you repaired was rusted.
- Fixed some bugs that caused modifiers to secondary statistics like AV, DV, and movespeed to be double-applied when they came from mutations and cybernetic implants selected during character creation.
- Fixed a bug that sometimes prevented the penalties from the Engulfed status effect from being removed when the effect wore off.
- Fixed a bug that caused the 'most recently played character' to net initialize properly.
- Fixed an issue with portable walls.
- Fixed an issue with nano-neuro animators.
- Fixed a typo in village monument descriptions.
- Fixed a bug that caused Rebuke Robot to fail way more often than it should.
- Fixed a bug that caused take-all to not work in the classic UI looting menu when the cursor was on a category rather than an item.
- Fixed a bug that caused the 'Tweet this character build' button to not work.
- Fixed a bug with acid gas that caused the game to hang.
- Fixed a bug that caused the Golgotha chutes to generate disconnected.
- Fixed a a bug that caused mouse movement to not work properly on the world map.
- Fixed a bug that caused missile weapons to hit non-blocking inanimate objects in their paths.
- Fixed a bug that caused merchants to spawn with double the inventory they're meant to.
- Fixed a bug that immobilized aquatic creatures.
- Fixed a bug that caused worn items effects to not go away when you removed the item.
- Fixed a bug that sometimes caused Barathrum's study to generate with a down staircase.
- Fixed a bug that caused resource exhaustion and error spam in the output log in some long-running games.
- Fixed some bugs that caused the decarbonizer beam selection to sometimes error out or create an infinite loop.
- Fixed a bug that caused some activated abilities to remain on the ability menu after those abilities were lost.
- Fixed a bug that caused the loss of some equipment benefits when using Temporal Fugue.
- Fixed a bug that allowed holographic plants to be harvested.
- Fixed a bug that indicated incorrect directions toward a detected hostile when automove was interrupted and that hostile was in an another zone.
- Fixed a bug that caused the genome destabilization message from the Mutating effect to be displayed for you even when you weren't the one mutating.
- Fixed a bug that caused weeped liquid and primordial ooze to fail to mix in the Rainbow Wood.
- Fixed a bug that made the hidden PhasedWhileStuck effect visible.
- Fixed a bug that caused certain pronouns to morph into "They" after games had been saved and reloaded.
- Fixed a typo in items that affect move speed.
- Fixed a bug that caused some village tinkers to not be members of their village's faction.
- Fixed a bug that caused companions to take steps in the wrong order when trying to follow their leader.
- Fixed a bug that caused one-shotting a creature to fail to trigger hostility in the creature's nearby allies.
- Fixed a bug that caused camel bladders to fail to negate the weight of the liquid in them when worn.
- Fixed some bugs in water ritual option coloring.
- Fixed a bug that made snapjaw forts, starapple farms, and pig farms not generate properly in village outskirts.
- Fixed a bad interaction when the snapjaw who wields Stopsvalinn generates as a villager.
- Fixed several issues that caused gas-generating creatures to not be immune to their own gas.
- Fixed some rare situations where the player didn't get a turn immediately following a game load.
- Fixed a bug that caused illuminated books to not have their display names altered.
- Fixed a bug in the way graffiti displayed on tombstones.
- Fixed a bug that caused reloading a linear cannon to always reload the energy cell instead of its slugs.
- Fixed a rare exception in the Multihorns mutation that prevented saved games from loading.
- Fixed a typo in soul curd's description.
- Fixed a bug that caused some non-blood-having creatures to bleed blood.
- Fixed a bug that caused simply targeting a creature to make it hostile.
- Fixed some bugs that caused several sensory effects to fail to detect walk-walking creatures.
- Fixed linear cannon penetration display.
- Fixed some issues that caused you to retain your marked target after using a special shot.
- Fixed a bug where pouring into a container you are emptying took the current contents of the container into account even though they were being emptied.
- Fixed a bug that caused missile weapons to display a damage message even when the damage was prevented.
- Fixed a bug with phase web animation.
- Prevented some rare corner cases where objects were destroyed multiple times.
- Fixed a bug that caused the 'show effects' menu to improperly linger beneath other windows when opened and closed.
- Fixed a bug that made reloading multiple magazine-loaded firearms behave strangely.
- Fixed a bug that set Face as goatfolk's primary attack limb.
- Fixed some cases where you would attempt to enter an occupied tile when entering a local map from the world map.
- Fixed music not playing properly after loading a game.
- Fixed an error when generating linear cannon relics.
- Fixed some (but not all) issues with world seeds.
- Fixed the background color of the trash sprite.
- Fixed a bug that made hoarshrooms fail to provide cold resistance.
- Fixed a bug that broke a mechanism for inventory action hotkey resolution. This fixes a number of issues with duplicate inventory action hotkeys.
- Fixed a bug that made temporal fugue clones leave ammo behind.
- Fixed a bug that disabled Proselytize's cooldown and sometimes caused the effect to occur multiple times when using it via a Skillsoft implant.
- Fixed a bug that prevented breathers from breathing.
- Fixed an issue that caused some double-slot equipment to use only one slot.
- Fixed some minor issues in goatfolk hero generation.
- Fixed a bug that made Fasting Way and Mind Over Body cause different thirst rate modifiers than what appears in their descriptions.
- Fixed some issues in the messages generated by drinking mixed liquids.
- Fixed some bugs with phasing.
- Fixed some intermittent thread-safety bugs with text processing.
- Fixed a bug that made horns try to use a nonexistent "Horns" skill.
- Fixed a bug that sometimes caused the End Domination ability to appear multiple times in Dominated creatures' ability lists.
- Fixed some issues with the classic UI inventory screen and made it more closely resemble the item picker.
- Fixed many problems that caused NPCs to spawn inside walls, on top of other solid objects, and on top of each other.
- Fixed a bug that caused dashing with the Flume-Flier of the Sky-Bear to not pass a turn if you ran into a wall.
- Fixed a bug that caused trading-based recharging of stacked energy cells to cost you water for the entire stack but only recharge one cell.
- Fixed a bug that made Shank fail to prefer to use the weapon in the primary hand.
- Fixed a bug that made gases dissipate more slowly and use more system resources than they should have.
- Fixed a bug that made items and creatures hover over pits.
- Fixed a bug that caused you to fall through the Bethesda Susa elevator platform instead of onto it.
- Fixed a bug that made the autosave cycle take longer than normal when creatures fell into pits.
- Fixed some issues with Grit Gate's main entrance force barrier disappearing.
##### DEBUG AND MODDING
- We made several improvements to the map editor.
- The map editor now loads with an empty map rather than looking like you're editing the main menu.
- Added x-y coordinates for the mouse position and selected cell.
- Holding Ctrl while hovering over an item in the blueprints list now displays a portion of the blueprint XML.
- Added a checkbox on the blueprint filter to only show blueprints in use on the map.
- Made the sidebar opaque.
- Alt-clicking on a tile now properly set the brush even when you have no brush selected.
- Added Transform > Flip Vertical to the map editor.
- Added File > Reload Blueprints to the map editor. This lets you reload ObjectBlueprints.xml without quitting and reopening the editor.
- You can now select regions in the map editor by holding shift and dragging the select box over tiles. Ctrl-a selects the entire map.
- Redesigned the "selected cells" region of the map editor. You can now delete, bulk replace, and set ownership on objects in the selected region.
- The map editor now supports Ctrl-C to copy a selected region, which turns your brush into a rectangle the size of that region. Ctrl-click pastes the copied region, and right-click deletes the region bounded by the selected rectangle.
- The map editor now properly renders most walls, water tiles, and fences.
- The map editor now has tile previews in the blueprint selector.
- You can now undo the "fill" action in the map editor.
- Die rolls can now be specified as follows: "1d6[foo]", "2d4[bar]", etc, where 'foo' and 'bar' are arbitrary names of randomizer channels. The die roll will source its pseudorandomness from the channel specified; this produces a consistent series of results for a given channel name and world seed.
- Conversation choices now support fields IfHavePart and IfNotHavePart that make the choice conditional on whether the specified part is present on the player.
The tag or string property ForceAnimatable now overrides an object animation's current walls-and-tables-only check.
- Bodies.xml now supports a BodyType attribute on anatomy elements that allows override of the body part type to use for the central body (normally "Body").
- Added an AfterGameLoaded event.
- Added default behavior for when a modded quest doesn't specify a hagiograph.
- Enabled anonymous access to workshop content.
- The starting location selector is no longer shown if a genotype or subtype has a defined starting location.
- Added a new Modding option: 'Select enabled mods on new game'.
- Space no longer accepts the 'Would you like to die?' prompt.
- We added a markup layer to our text coloring system. Example: {{red|this text will be red}}. This lets us treat color specification as a stack, so that text's color can be reset to the previously specified color at the end of a block. (Previously, we would try to emulate this behavior by resetting color to default grey [&y], but grey wasn't always the last specified color.) The markup layer also supports shaders that apply color patterns to text blocks. Color names and shaders are defined in a new moddable file, Colors.xml.
- We changed the implementation for how MinEvents are dispatched. Modders who are handling a MinEvent in one of their IParts (e.g. bool HandleEvent( EnteringCellEvent ev ) need to update each HandleEvent declaration to include 'public override' (e.g. public override bool HandleEvent( EnteringCellEvent ev )) in order for that event to be dispatched properly to the part.
- In character generation, whether a genotype is considered a mutant is now controlled explicitly by the new attribute IsMutant="true" in the genotype entry rather than by whether its name contains the substring "True". Mods affecting genotypes may need to add this attribute.
- The ability of NPCs to repair, recharge, and identify artifacts in the trade screen is no longer controlled by the CanRepair, CanRecharge, and CanIdentify properties. Instead, it's determined by the relevant tinkering skills. (Repair enables the repair action, Tinker I enables recharge, and Gadget Inspector enables identify, with Tinker II, Tinker III, Intelligence modifier, and any relevant equipment contributing to identification performance.)
- Added support for the ZoneFactory property on a world node, which contains the name of a class deriving from IZoneFactory in the XRL.World.ZoneFactories namespace.
- Added support for the ZoneFactoryRegex property on a world node, which optionally contains a regex that describes all worlds for which this world's zone factory should handle fabrication. Used when one world node handles several worlds.
- Added WorldFactory::addAdditionalWorld, which allows the addition of new worlds at runtime.
- Implemented Myopia as an AdjustVisibilityRadiusEvent, allowing equipment and parts to adjust the visibility radius.
- Restructured the loading of ObjectBlueprints.xml, solving many inheritance problems, most notably with Load="Merge" from mods.
- Deprecated the GameManager.Instance.ViewData interface.
- UI Views are now defined with the [XRL.UI.UIView] attribute on a class.
- Increased the warning level output for the mod compiler, allowing modders to see previously hidden compiler warnings.
- Updated the Modding Utilities link to the modding wiki: https://cavesofqud.gamepedia.com/Modding:Overview.
- The Blueprint Browser now shows all properties on blueprints, in XML.
- You can now select and copy in the Blueprint Browser.
- Exposed a method to add a Wish handler. See https://cavesofqud.gamepedia.com/Modding:Wishes.
- Added a "beguile" wish that forces the target into your party.
- Med names may now be extended by applying the [MedNamesExtension] attribute and implementing the IMedNamesExtension { int Priority(); void OnInitializeMedNames( List<string> medNames ); } interface.
- Added a wish, "clearstatshifts", to remove temporary stat shifts, even including shifts from items you have equipped or active status effects. To regain those stat shifts, you'll have to re-equip those items or re-up the effects.
- Added a new wish, "reveal settlements", that reveals all dynamically generated settlements on the world map.
- Added a new wish, "factionencounter:<faction>", that generates a special faction encounter in your current zone. For example, wishing for "factionencounter:Templar" generates a Templar faction encounter. You can override the tier and level values for the zone, both of which affect the creatures generated for the faction encounter, like so: "factionencounter:<faction>:<tier>" and "factionencounter:<faction>:<tier>:<level>".
- Added a new API, StatShifter, to Parts and Effects that helps track stat shifts. See https://cavesofqud.gamepedia.com/Modding:StatShifter.
- Added a new debug option: "Show debug text for stat shifts".
- Added a new wish, "showstatshifts", that displays a list of items and effects shifting your stats.
- Added a new wish: "bits" adds 20 of each type of bit to your bit locker. "bits:100" adds 100 of each bit.
- The ConversationScript part now supports a Color field that's used to specify a color or shader to be applied to the creature's conversation text.
- Self-closing <mutation ></mutation> tags in the XML no longer skip the next mutation when they're loaded.
- The new blueprints loader no longer crashes when given an <intproperty> with no Value (it assumes 0 instead).
- Made wish string matching more accurate.
- The "Do you really want to die?" promp no longer accepts space or enter as input.
- An object can now set the ReplacementObject member of an ObjectCreatedEvent to return a replacement object instead of itself during object creation.
- Effects may now whitelist themselves for most deep copy operations by overriding allowCopyOnNoEffectDeepCopy and returning true.
- Normalized the parameter name for number of penetrations to "Penetrations" across several combat messages.
- Negative/debuff effects for purposes of Shank and Domination are now designated by an [IsNegativeEffect] attribute on the effect class or an override of the method IsDebuff() for dynamic determination.
- Fixed a bug that caused GlobalConfig.json to be unmoddable.
- Fixed a bug that caused the JoppaWorldBuilderExtension and WorldBuilderExtension attributes to be ignored.
- Fixed a bug that caused modded versions of Options.xml to fail to be initialized.
---
#### Patch 2.0.199.6 (17 April 2020)
##### Tomb-related notes
- Added a new gas: miasmatic ash.
- Grave moss now burns off into miasmatic ash.
- We made changes and added some polish to the crematory.
- Added industrial fans.
- Funerary urns now have names and inscriptions.
- Machine presses with only one piston now slam their target away instead of crushing it.
- The support pillars in the catacombs now come up through the crematory.
- Tweaked the layout of the conveyor belts and flame vents to be slightly more ordered.
- Added new wall tiles and changed the colors of some existing tiles.
- Replaced the existing machine room with a new one.
- Fixed a bug with the ASCII rendering of machine press.
##### General notes
- Fixed a bunch of text coloring bugs introduced last patch. There'll likely be some more, though.
- We made some tweaks to liquid and liquid pool behavior.
- We renormalized the volumes of all the puddles, pools, and rivers in the game. Swim-depth pools (over 2000 drams) are now much more rare.
- Added a new status effect: wading. You now wade through pools of size 200-2000 drams. Wading gives -20 movespeed and interferes with some forms of movement, including sprinting.
- Entering a swim-depth pool from land now displays a warning message and requires you to confirm movement.
- Swim-depth pools now interrupt autowalk unless you are already swimming, flying, or out of phase with the pool.
- Some common liquid covering descriptions are now less verbose.
- Salt now only stains items when encountered in its pure form.
- Made the container preference for liquid collection more consistent. The order is: containers designated for autocollection of the liquid, then devices that use the liquid, then containers that already contain pure liquid of that type, then empty containers.
- You can now collect liquids into slotted liquid-fueled energy cells.
- Collecting a liquid now reports on which containers the liquid was collected into.
- Small spheres of negative weight now add to your weight when they're broken or otherwise inoperative.
- Psionic weapons with slotted cells now leave the cells behind when they evanesce.
- Psionic weapons can no longer be modded with tinkering.
- The [redacted] in Joppa now shows up in the alt display.
- Wraith-knights now despawn if their phylacteries are destroyed for any reason.
- Temporary items are now worthless, can no longer be cooked with, and can no longer have their bits harvested.
- Temporal fugue clones now leave behind any items they had acquired after being conjured.
- Eater's nectar injectors belonging to temporal fugue clones now affect only temporal fugue clones.
- We made some tweaks to the looting menu in the classic UI.
- The weights of takeable items are now displayed alongside the items themselves.
- The menu now has an adaptive width to avoid cutting off item names.
- Page up and page down now work more reliably.
- Encountering the following objects now interrupts autowalk: deep shafts, identified mines, aloes, spacetime rifts, and spacetime vortices.
- Artifacts with proper names are no longer treated as having proper names while unidentified.
- On the classic trade screen, we switched 'interact with the selected item' from the Tab key to the Space key. Tab now selects and deselects all items on the active column of the trade screen, as an analog to its take-all function in looting menus.
- Ice frogs no longer sit in immobile confusion until approached.
- Miner bots no longer generate mines based on modded grenades.
- NPCs are now less interested in using random items from their inventories as improvised weapons.
- Animating an object with Spray-a-Brain no longer causes every object of that type to be recategorized as a Creature.
- Items generated as quest items no longer cause every item of that type to be recategorized as a Quest Item.
- Answering no to using an unpowered advanced toolkit while autoexploring now interrupts the autoexplore, preventing message loops.
- Fixed some issues with Page Up and Page Down failing to scroll correctly on the classic inventory screen with very large inventories.
- Fixed a bug that caused the 'most recently played character' to net initialize properly.
- [debug] Added a new wish, "reveal settlements", that reveals all dynamically generated settlements on the world map.
- [modding] Fixed a bug that caused modded versions of Options.xml to fail to be initialized.
- [modding] Implemented Myopia as an AdjustVisibilityRadiusEvent, allowing equipment and parts to adjust the visibility radius.
- [modding] Restructured the loading of ObjectBlueprints.xml, solving many inheritance problems, most notably with Load="Merge" from mods.
- [modding] Deprecated the GameManager.Instance.ViewData interface.
- [modding] UI Views are now defined with the [XRL.UI.UIView] attribute on a class.
- [modding] Increased the warning level output for the mod compiler, allowing modders to see previously hidden compiler warnings.
- [modding] Updated the Modding Utilities link to the modding wiki: https://cavesofqud.gamepedia.com/Modding:Overview.
- [modding] The Blueprint Browser now shows all properties on blueprints, in XML.
- [modding] You can now select and copy in the Blueprint Browser.
- [modding] Exposed a method to add a Wish handler. See https://cavesofqud.gamepedia.com/Modding:Wishes.
- [modding] We made some enhancements to the map editor.
- The map editor now loads with an empty map rather than looking like you're editing the main menu.
- Added x-y coordinates for the mouse position and selected cell.
- Holding Ctrl while hovering over an item in the blueprints list now displays a portion of the blueprint XML.
- Added a checkbox on the blueprint filter to only show blueprints in use on the map.
- Made the sidebar opaque.
- Alt-clicking on a tile now properly set the brush even when you have no brush selected.
---
#### Patch 2.0.199.5 (05 April 2020)
- Fixed the cooldown of stunning force