Hey friends, Surprise! The Caves of Qud tutorial is out on the main branch today. After a lot of helpful feedback during beta, we feel it's ready to release ahead of the 1.0 launch. Try it out, especially if you are new to Qud and want to get a foothold on the basics of the game. Here are a few patch notes from the last tutorial beta.
Tutorial Patch Notes
- Fixed a bug that allowed you to press hotkeys to bypass required tutorial selections.
- Fixed a bug that allowed you to edit the tutorial preset.
- Fixed a bug that caused the daily challenge to occasionally start in the tutorial area.
- Fixed a common source of zone build errors.
- Added an option to ask flying companions to stop flying.
Hey friends, After 15+ years of development, Caves of Qud 1.0 will be released on December 5th 2024! Were amped up on the juice, near out of our minds, and so ready to let the creature emerge from its cocoon. Check out the release date announcement trailer on Youtube: [previewyoutube=87TKcq4tcJ4;full][/previewyoutube]
Patch Notes for Beta Branch
Tutorial Leaving Beta for 1.0 + The Last Story Quest
This is the capstone update to the hundreds of updates weve put out over the years. 1.0 will include the new tutorial that weve been beta-testing, meant to help teach beginners the very basics of the game. And also the much-anticipated final quest in the main questline, with multiple endings. Were playing this one extremely close to the vest, but just know were pouring our hearts and souls in. In addition to the tutorial and last quest, 1.0 will have several new music tracks, new sound effects, new items, lots of bugfixes, and other small feature improvements. To pair with this announcement, we have a Steam Daily Deal going RIGHT NOW for $16.99 USD, the lowest price Caves of Qud will ever be. On October 29th, one week from today, the price increases to $29.99 USD. So if youve been on the fence, or you have a friend who youve been nudging to dive in, today is the day!
Pets of Harvest Dawn & Dromad Deluxe
Alongside 1.0, were also putting out the Dromad Deluxe edition which includes Caves of Qud, the newly enhanced soundtrack, and the Pets of Harvest Dawn DLC pack, with in-game companions for your character. Pets of Harvest Dawn includes pets that were exclusive to Patreon supporters while the game was in early access. The pack will also include one never before seen pet. Whew were almost there. Thank you to all our water-sibs for supporting us on this journey. As announced previously, we plan to keep working on Caves of Qud after 1.0, and well have more details about those plans in a future update. For now Live and drink.
A monad of answers inscribe the cocoon... {n} purple wardens beseech the Chair, What is death, if one rose is fair? How long from beetle moon to beetle moon?
Hello friends,
We just released the Caves of Qud tutorial on our beta branch. Its designed to teach the very basics of Caves of Qud and ends with your character arriving in Joppa, just like in a standard game. If youre already a seasoned Qud player, youll likely be familiar with most of what gets taught (though there may be some useful nuggets for you); if you have a friend whos been itching to try the game, this is a great opportunity to get them going!
To access the beta, select Caves of Qud in your Steam library, then Properties > Betas choose beta - beta from the dropdown. For feedback, were specifically looking for bugs and breakages so experienced players, feel free to go in and try to break it. Please post your issues here.
The tutorial along with the last segment of the main story will come into the main branch when 1.0 releases. No date just yet, but be on the lookout.
And a reminder: the game and soundtrack prices are going up on October 29th. One last month to buy at the current price!
Soon,
Live and drink.
Hey folks, If you missed this announcement, tonight's Feature Friday will be the last one before our 1.0 launch later this year. We're going heads down to give full focus to the endgame. Thanks for observing this Friday ritual with us week after week, and we'll see you again soon! Live and drink. 207.100
- Added a clickable close button to the status screens frame.
- We changed how the procedurally generated, white-titled books work when read.
- Most of the time, reading a generated book displays a short excerpt from the book instead of the full, several-page text.
- You'll occasionally still find full-text books.
- 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.
Hey friends,
Its been a while since weve had a big news post, so we want to give you an update as we head towards our 1.0 launch at the end of the year. We dont have a more specific release date yet, but we will let you know as soon as we do...
The team has reached some major milestones in completing the enormous amount of detail work it takes to get Qud to 1.0. We recently finished rewriting descriptions for the 2,000+ (!!!) objects in the game. Heres the last one we did: its trash.
We also finished activated ability descriptions, message log messages, sound effects for everything in the game (over 1,000). And we fixed some long-standing bug chains with cooking, cloning, and creature attitudes.
So what is left to do? Aside from more detail, there are two major pieces. First is the tutorial, which were designing specifically to teach the very basics of Qud and help new players get their footing. Were far along and will be making it available to Patreon backers and private testers soon.
Second is the endgame. How do you end a game like Caves of Qud? Well, weve had the outline for 15 years, and were finally making good on it. Endings are hard, we take the task very seriously, and to be frank: we are absolutely cooking! Cant say anything else yet, but were so excited to share it soon.
As we head into the endgame
A few important things to know as we approach the finish line. [olist]
Live and drink!
207.99
- 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.
Hey all, We've been working hard on finishing the game for our 1.0 release, so we're taking a break from Feature Friday next week to get some much needed rest. FF will return the following week. Live and drink, friends. 207.98
- 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.
207.97
- 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.
207.93
- Reverse Engineer now lets you reverse engineer mods.
- 15% chance (per mod) to learn a mod when you disassemble a modded item.
- 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.
207.89
- 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.
- Affected creatures now have a visible "distracted by a decoy" status effect.
- Distracted creatures now make a new save to resist the decoy every 10 turns.
- 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.
- 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.
207.87
- 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.
207.85
- 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.
207.81
- 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.
207.78
- 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
collection are now virtual. - [modding] Fixed a bug that caused the AfterTravelEvent to sometimes be handled twice if the parent object moved.
207.76
- 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.
207.73
- 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 Steam 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.
207.72
- 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.
- Changed the default framerate for Steam Deck from vsync to 120, because of some cases of the modern UI being sluggish on Steam Deck when vsync is enabled..
- 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.
207.69
- 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.
- Keyboard glyphs now show on Steam Deck if keyboard input is being issued.
- 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.
Hello friends! We are shedding some of our text-based skin for the Spring Molting update, live NOW on the main branch. This is the FINAL major update before the 1.0 release later this year. This patch brings the much-anticipated UI overhaul and lots of other upgrades and improvements. If youve been intimidated by the console UI and it's stopped you from diving into Qud, give Spring Molting's new RPG-like interface a try. Watch the update trailer to see the changes: [previewyoutube=okr1o8j0su0;full][/previewyoutube]
Spring Molting Update Highlights:
- ALL NEW INTERFACE Our transformational UI redesign is complete! Fully mouseable, fully gamepaddable, and much prettier, but all carefully designed to maintain the essence of what makes Qud Qud. More polish is coming, but everything functional is in.
- Support for Steam Cloud saves. Play between PCs or between Steam Deck and PC, at your leisure
- a refresh of the starting town of Joppa, with the same lived-in texture as the rest of the world
- hundreds of new sound and visual effects
- 40 new achievements
- several new narrative touches, big bug fixes, & performance improvements
...to the new, showing the locations of your quest givers on the worldmap.
By the way, if you prefer the text-based UI, don't worry- It's still here. Go to Options > Overlay UI > uncheck "Enable modern UI elements".
Whats Next?
We are getting even closer to 1.0! We have two main objectives for the rest of the year: finish the main quest and create a more hands-on tutorial. Until then, you can still weekly updates to resume 1.0 launch at the end of the year. -------------------------
Spring Molting Patch Notes
Quick note on saves
Old games aren't compatible with the Spring Molting patch, but you can finish them out before you update. From Caves of Qud in your Steam library, go to Preferences > Betas > "206.78" for the previous branch. UI
-
We added an entire new UI. (ie, we completed work on the modern UI, for folks who've been following our progress). More polish will be coming over the next several weeks, but all the functionality is there.
- There are too many changes to fully document, but here's a partial list of new screens: trade, quests, message log, character sheet, skills, equipment & inventory, tinkering, game summary, every journal tab, status effects, reputation, world generation, interact nearby, books, in-game terminals.
- The new UI has full keyboard, mouse, and controller support.
- The new UI plays natively on handhelds like Steam Deck.
- Added a search bar to relevant screens.
- Added a system menu button to the top-right of the main play screen.
- Added full support for Steam Cloud saves.
- Vastly improved the performance of saves and loads.
- Greatly reduced the number of files per save.
- Greatly reduced save size.
- Saves are now more resilient towards breakage, from mods or otherwise.
- Saves now kept in the \Synced subdirectory, and unsynced files are kept in \Local.
- Multiple attempts are now made to delete save games that are in use by another process.
- We refreshed the starting village of Joppa.
- Added a new apothecary: Nima Ruda.
- Replaced Warden Ualraig with a more fleshed-out version: Warden Yrame.
- Gave all major NPCS new dialog and new descriptions.
- Widened the range of artifacts that can be turned in to Argyve. Concurrently, we gave some true kin castes fewer starting trinkets.
- Made some significant changes to O Glorious Shekhinah! These changes carry through to the generated village starts, and in fact are slightly different in each village type.
- Gave the village a makeover, with several new walls, pieces of furniture, and monuments.
- Joppa NPCs now point you to questgivers, like the villagers of dynamic villages do.
- We refreshed the Naphtaali faction and culture.
- Replaced or renamed several Naphtaali. Here's the new roster of creatures: Naphtaali forager, Naphtaali tinker, Naphtaali nimrod, Naphtaali jeer, and Naphtaali sap.
- Replaced chrome idols with unplanished godheds, and their legendary counterparts, planished godheds.
- Refreshed woodsprogs and added them to jungle populations.
- Added Erah the ciderer to Kyakukya.
- Strong feelings creatures have due to actions you take (such as attacking them) now weaken over time instead of reverting suddenly when a map is unloaded.
- Creatures belonging to multiple factions now take your reputation with all those factions into account when determining their attitude toward you.
- Creatures no longer ignore changes to your faction reputation if they have a personal opinion of you.
- Companions no longer revert to their base attitude when they lose track of their leader.
- In general, we made the attitude system governing creature AI much more robust and fixed many of its long-standing bugs.
- Creatures now get mad at you if you tell your companions to attack them.
- Added a new piece of furniture: electric generator.
- Tables randomly have items. on them more often.
- Fixed Yurl having way too much ammo.
- Removed the extraneous grazer golem.
- Creatures no longer get saves vs. dreamcrungle gazes.
- Lampreys no longer wake up from a nearby creature calling for help.
- Hardpoints and Middle Hardpoints are no longer selected as metachrome slots.
- Added 40 new achievements.
- Added many, many new visual and sound effects.
- Looping music tracks now play seamlessly.
- Added an option to disable interface sounds (Opetions > General > Interface Sounds).
- Made some alterations to the track that plays during Reclamation.
- Added an option to disable text particle effects (Options > General > Use Text Particle VFX).
- Made some tweaks to hindren and mopango dialog.
- Refreshed and polished the dynamic wall generation system used for villages (e.g., "dragonfly chitin tent")
- Refreshed and polished the display names, tiles, and descriptions of uindentified artifacts and partially identified artifacts.
- Added some new trinkets: Added bubble level, spiral iron, and salt mill.
- Added a wrench and a pestle.
- Added several new item descriptions.
- Tillifergaewicz is now a point of interest.
- Twinning and trining lamprey can be villagers again.
- Reduced memory fragmentation over long play sessions.
- Improved turn-by-turn performance.
- Improved lightray casting performance during the day.
- Improved performance in liquid-heavy zones.
- Improved memory overhead in general.
- Improved memory overhead and performance when saving/loading.
- Reduced memory pressure from reality-stabilizing effects.
- Changed Issachari renderstring to 'h'.
- Clarified Ruin of House Isner rules text.
- Removed the prerelease inventory and trade options.
- Clarified the disease cure achievements only trigger when the diseases are cured via traditional methods.
- We made many, many fixes to long-standing issues around creature attitudes, including creatures losing their
- Fixed Asphodel's followerss being limited to 8.
- Fixed nonspecific gender verb conjugation.
- Fixed several cases of messages referring to a *PooledObject.
- Fixed the performance impact when many creatures had died or objects had been destroyed.
- Fixed non-human village tinkers and apothecaries not having tier-appropriate stock.
- Fixed twinning and trining lampreys generating erroneous copies.
- Fixed starch and lignin being removed.
- Fixed backswings being able to trigger additional backswings recursively.
- Knowing the Cloaca Surprise no longer significantly slows down game loading.
- Fixed many other small issues.
- [modding] Creatures now have action-specific opinions of others. For example, being attacked by someone's ally now garners the OpinionAttackAlly opinion.
- [modding] Creatures now maintain a history of allegiance. For example: "On the 3rd of Ut yara Ux,
was constructed by a turret tinker." and "On the 12th of Tuum Ut, was proselytized by you." - [modding] Many invalid components are now removed gracefully when loading a saved game, making it possible to remove a mod from a saved game and continue playing.
- [modding] Made the Leader part more general and functional. Use it to generate a creature with companions.
- [modding] MinEvents now support registration with prioritized execution and optional serialization.
- [modding] Any class can now register for a MinEvent by implementing the IEventHandler interface.
- [modding] Event handlers now use event registrars to handle both registration and unregistration with a single method implementation.
- [modding] Some events are now sent and can be listened for on the global game level, such as AfterPlayerBodyChangeEvent.
- [modding] Added ModSingletonEvent, ModPooledEvent and IModEventHandler, which allow creating modded events with native performance. See XML docs for examples.
- [modding] Object instances can now tokenize themselves for the serializer by implementing the ITokenized interface.
- [modding] IParts can now define a priority which determines their order within the parent object's list. This has an effect on the orders of event processing and serialization.
- [modding] Inert parts with no functionality, such as those gained from some skills, can now define a skip priority that excludes them from event processing, for a minor performance benefit.
- [modding] Ported blueprint builders to be IObjectBuilders, which are singletons that can process many game objects without creating garbage or polluting the object's parts.
- [modding] Text variable replacers, such as "=verb:shloop=" or "=player.waterRitualLiquid|capitalize=", are now moddable by decorating a class and method with the related attributes.
- [modding] Complex and/or custom text variable operations can now use the Text.StartReplace() builder to do every replacement in a single pass.
- [modding] Abilities can now set IsWorldMapUsable to allow activation on the world map.
- [modding] The basic fields of effects are now manually serialized. It's no longer necessary to call the base Write method.
- [modding] Game state singletons can now handle any embark events that occur after their creation.
- [modding] An error is now generated when a serialized type falls through to the deprecated binary formatter.
- [debug] Added a 'show attitude' action to creatures when debug information on object internals is enabled.
- [debug] Added several creature modifier wishes: fungusfriend:*, qudzusymbiote:*, slimewalker:*, slimespitter:*, kindlethumbed:*, firethumbed:*, convert:*, mechanical:*.
207.55 - 'beta' branch
- Swapped tinkering and journal tab positions.
- Added +/- and left/right category support to tinkering and journal entries.
- Phasing now shows cooldown and duration.
- Removed the extraneous grazer golem.
- Tillifergaewicz is now a point of interest.
- Twinning and trining lamprey can be villagers again.
- Creatures no longer get saves vs. dreamcrungle gazes.
- Replaced the 'Entomb yourself' achievement with 'Swollen Bulb'.
- Gave the nephilim achievements real names.
- Reverted an earlier change that allowed the nephilim achievements to be unlocked via pacification.
- Reverted a change that made nephilim grow in strength when one was pacified.
- Clarified the disease cure achievements only trigger when the diseases are cured via traditional methods.
- Knowing the Cloaca Surprise no longer significantly slows down game loading.
- Tinkering bitlocker items are no longer navigable.
- Made performance and memory utilization improvements.
- Guarded against some invalid text markup shaders causing crashes.
- Improved performance when many active effects were in play.
- Improved memory overhead and performance when saving/loading.
- Fixed a bug that caused the low HP warning to persist after ending a game.
- Fixed a bug that caused the zone you were entering to be frozen, making the game lock up.
- Fixed a bug that caused creatures to sometimes attack things they were not hostile towards if they were the only prospective target left.
- Fixed a bug that caused ongoing effects like explosions to sometimes persist after restoring a checkpoint or precognitive vision.
- Fixed a bug that caused local achievements to lose their unlock date.
- Fixed a bug that caused companions to not use some abilities when directed to attack neutral creatures.
- Fixed a bug that sometimes caused the player object to be lost.
- Fixed unlocking of the '0 for 2' and 'The Laws of Physics Are Mere Suggestions, Vol. 3' achievements.
- Fixed a bug that allowed books to be read from non-librarian vendors.
- Fixed some wigglyness in the layout of game object pickers.
- Fixed a bug in the eventing system that caused high-cpu usage and out of control animation speed.
- Fixed a bug in part nesting in list mode.
- Fixed checkpointing and autosaves being affected by your move speed.
- Fixed parts of zones being serialized twice.
- Fixed several pieces of game state being serialized erroneously.
- Fixed a save compatibility issue with dynamic village quests.
- Fixed an error when some objects were garbage collected.
- [modding] The basic fields of effects are now manually serialized. It's no longer necessary to call the base Write method.
- [modding] Game state singletons can now handle any embark events that occur after their creation.
- [modding] An error is now generated when a serialized type falls through to the deprecated binary formatter.
207.49 - 'beta' branch
- Added 40 achievements. They are visible from the in-game achievement manager (Main Menu > Achievements) but are not yet active on Steam or other platforms.
- Added a system menu button to the top-right of the main play screen.
- Added UI sounds for selections, some popups and picking targets.
- Added an option for to disable interface sounds.
- Added an option to disable text particle effects (Options > General > Use Text Particle VFX).
- Renaming crysteel and zetachrome items no longer takes away their paperdoll shader.
- Clarified Ruin of House Isner rules text.
- You are no longer always stranded in waking dreams.
- Gave eyewear mods a tinkering icon.
- Improved the layout of the comparison tooltip.
- Improved equipment drag and drop indicators.
- Improved performance when wearing a lot of equipment.
- Greatly improved memory overhead.
- Multiple attempts are now made to delete save games that are in use by another process.
- Added additional safeguards and debugging for player duplication.
- Fixed Yurl having way too much ammo.
- Fixed a bug that could look you out of Argyve dialog between knickknack quests.
- Fixed an issue causing strange items to appear in your inventory as a result of showing comparison tooltips.
- Fixed backswings being able to trigger additional backswings recursively.
- Fixed a bug with liquids creates via warm static.
- Fixed some item duping bugs.
- Fixed a bug that would rarely cause the paperdoll equipment and inventory to vanish.
- Fixed a bug where some scrollers wouldn't accept page up or page down.
- Fixed an error when attempting to revisit a zone that was missing from the zone cache.
- Fixed some bugs in the Mechanimist convert dialog.
- Fixed objects attempting to enter the pool multiple times.
- [debug] Added several creature modifier wishes: fungusfriend:*, qudzusymbiote:*, slimewalker:*, slimespitter:*, kindlethumbed:*, firethumbed:*, convert:*, mechanical:*.
207.40 - 'beta' branch
- Added default gamepad binds for ability page left/right, zoom in/out, walk and auto-attack-nearest.
- Added icons for gloves and wings mod categories.
- Tweaked the color of spendable AP and MP on the character sheet.
- Removed the prerelease inventory and trade options.
- Revised the Mechanimist convert's dialog.
- Replaced the Joppa monuments with history books in Irudad's library.
- Reversed the collapse/expand semantics on the Reputation page.
- Added equipment shaders to crysteel and some unique items.
- Journal categories are now sorted properly.
- The modern equipment screen now properly displays limb cardinality.
- You can now collapse/expand with left and right on the Reputation page.
- Improved performance in liquid-heavy zones.
- Improved memory overhead.
- Improved turn performance.
- Excluded BaseSwine from dynamic encounters.
- Removed the watervine farmer & Mechanimist convert from dynamic encounters.
- Added a timeout to precognition vfx if something goes wrong.
- Legendary creature titles no longer get doubled in certain circumstances.
- Gyre irons and bubble levels no longer close inventory when pressed and flipped, respectively.
- Added safeguards against non-takeable or destroyed objects ending up on your person and cleaned up existing ones from saves.
- Argyve will now wire up his loudspeaker after completing 'Weirdwire Conduit... Eureka!'.
- Improved performance in zones with large power grids.
- Fixed a bug that prevented the salt dunes music track from playing.
- Fixed starting village Mechanimist converts having watervine farmer gear despite not all being watervine farmers.
- Fixed some layout issues in the game object picker.
- Fixed an issue with pagination in windowed lists.
- Fixed a bug that rarely caused the hotkey display in the item picker to truncate.
- Fixed a rare layout exception in the equipment paperdoll.
- Fixed some excess memory allocation in the journal map.
- Fixed an issue that sometimes allowed main menu commands to be triggered after continuing a game.
- Fixed several mouse input issues when modern UI was disabled.
- Fixed input on the console trade window.
- Fixed an exception when tabbing left through only one category.
- Fixed starch and lignin being removed.
- Fixed popups being hidden by other interface elements.
- Fixed errors when fetching icons for world generation.
- Fixed companions not re-evaluating their equipment after finishing a trade.
- Fixed a bug that prevented you from acquiring the Spread Pax quest.
- Fixed the category display for morphotype mutations.
- Fixed a bunch of bugs in page up and page down in pooled-window scrollers.
- Fixed a bug in the formatting of the tinkering screen.
- Fixed a bug that stopped hotkeys from working on an equipment item after interacting with it with a popup until it was reselected.
- Fixed a bug that rarely caused the wrong item to be selected in the modern game object picker.
- Fixed the default categories for equipping to a hand.
- Fixed an issue that sometimes prevented spray bottles from working.
- Fixed an issue causing weird stuff like [widgets] to show up in inventory.
- Fixed a minor formatting issue in the show cybernetics hotkey display.
- Fixed twinning and trining lampreys generating erroneous copies.
- Fixed a bug that caused Joppa to not be available as an option for the slynth.
- Fixed a bug that caused expired temporary cells and ammo to sometimes drop to the ground.
- Fixed some message variables not being parsed correctly.
- Fixed key input on the map editor.
Hello friends! We are excited to announce that the Spring Molting update is live now in beta. We'll be testing for a few weeks and then releasing the update on the main branch June 6th. Full patch notes can be found at the end of this post, but here is a summary: - ALL NEW INTERFACE Our transformational UI redesign is complete! Fully mouseable, fully gamepaddable, and much prettier, but all carefully designed to maintain the essence of what makes Qud Qud. More polish is coming, but everything functional is in. - Support for Steam Cloud saves. Play between PCs or between Steam Deck and PC, at your leisure - a refresh of the starting town of Joppa, with the same lived-in texture as the rest of the world - hundreds of new sound and visual effects - several new narrative touches, big bug fixes, & performance improvements To access the beta, select Caves of Qud in your Steam library> Preferences> Betas> Beta Branch. No password required. For bugs and feedback, please post here. If you'd like to watch some gameplay before diving into the update yourself, you can watch snapjaw V-Tuber Gra on Youtube. Here is the VOD from yesterday's Ludonarracon Stream. And if you want to get your friends in on Qud, there is a free demo available from now till May 13th. Access it from the Caves of Qud Steam store page. Live and drink! -Freehold + Kitfox
SPRING MOLTING PATCH NOTES
UI
We added an entire new UI. (ie, we completed work on the modern UI, for folks who've been following our progress). More polish will be coming over the next several weeks, but all the functionality is there.
- There are too many changes to fully document, but here's a partial list of new screens: trade, quests, message log, character sheet, skills, equipment & inventory, tinkering, game summary, every journal tab, status effects, reputation, world generation, interact nearby, books, in-game terminals.
- The new UI has full keyboard, mouse, and controller support.
- The new UI plays natively on handhelds like Steam Deck.
- Added a search bar to relevant screens.
SAVES
- Added full support for Steam Cloud saves.
- Vastly improved the performance of saves and loads.
- Greatly reduced the number of files per save.
- Greatly reduced save size.
- Saves are now more resilient towards breakage, from mods or otherwise.
- Saves now kept in the \Synced subdirectory, and unsynced files are kept in \Local.
WORLD
- We refreshed the starting village of Joppa.
- Added a new apothecary: Nima Ruda.
- Replaced Warden Ualraig with a more fleshed-out version: Warden Yrame.
- Gave all major NPCS new dialog and new descriptions.
- Widened the range of artifacts that can be turned in to Argyve. Concurrently, we gave some true kin castes fewer starting trinkets.
- Made some significant changes to O Glorious Shekhinah! These changes carry through to the generated village starts, and in fact are slightly different in each village type.
- Gave the village a makeover, with several new walls, pieces of furniture, and monuments.
- Joppa NPCs now point you to questgivers, like the villagers of dynamic villages do.
- We refreshed the Naphtaali faction and culture.
- Replaced or renamed several Naphtaali. Here's the new roster of creatures: Naphtaali forager, Naphtaali tinker, Naphtaali nimrod, Naphtaali jeer, and Naphtaali sap.
- Replaced chrome idols with unplanished godheds, and their legendary counterparts, planished godheds.
- Refreshed woodsprogs and added them to jungle populations.
- Added Erah the ciderer to Kyakukya.
GAMEPLAY
- Strong feelings creatures have due to actions you take (such as attacking them) now weaken over time instead of reverting suddenly when a map is unloaded.
- Creatures belonging to multiple factions now take your reputation with all those factions into account when determining their attitude toward you.
- Creatures no longer ignore changes to your faction reputation if they have a personal opinion of you.
- Companions no longer revert to their base attitude when they lose track of their leader.
- Creatures now get mad at you if you tell your companions to attack them.
- Added a new piece of furniture: electric generator.
- Tables randomly have items. on them more often.
MISC
- COMING SOON THIS BETA: 40 new achievements
- Added many, many new visual and sound effects.
- Looping music tracks now play seamlessly.
- Made some alterations to the track that plays during Reclamation.
- Made some tweaks to hindren and mopango dialog.
- Refreshed and polished the dynamic wall generation system used for villages (e.g., "dragonfly chitin tent")
- Refreshed and polished the display names, tiles, and descriptions of uindentified artifacts and partially identified artifacts.
- Added some new trinkets: Added bubble level, spiral iron, and salt mill.
- Added a wrench and a pestle.
- Reduced memory fragmentation over long play sessions.
- Improved turn-by-turn performance.
- Improved lightray casting performance during the day.
- Changed Issachari renderstring to 'h'.
BUGFIXES
- We made many, many fixes to long-standing issues around creature attitudes, including creatures losing their
- Fixed Asphodel's followerss being limited to 8.
- Fixed nonspecific gender verb conjugation.
- Fixed several cases of messages referring to a *PooledObject.
- Fixed the performance impact when many creatures had died or objects had been destroyed.
- Fixed non-human village tinkers and apothecaries not having tier-appropriate stock.
- Fixed many other small issues.
MODDING AND DEBUGGING
- [modding] Creatures now have action-specific opinions of others. For example, being attacked by someone's ally now garners the OpinionAttackAlly opinion.
- [modding] Creatures now maintain a history of allegiance. For example: "On the 3rd of Ut yara Ux,
was constructed by a turret tinker." and "On the 12th of Tuum Ut, was proselytized by you." - [modding] Many invalid components are now removed gracefully when loading a saved game, making it possible to remove a mod from a saved game and continue playing.
- [modding] Made the Leader part more general and functional. Use it to generate a creature with companions.
- [modding] MinEvents now support registration with prioritized execution and optional serialization.
- [modding] Any class can now register for a MinEvent by implementing the IEventHandler interface.
- [modding] Event handlers now use event registrars to handle both registration and unregistration with a single method implementation.
- [modding] Some events are now sent and can be listened for on the global game level, such as AfterPlayerBodyChangeEvent.
- [modding] Added ModSingletonEvent, ModPooledEvent and IModEventHandler, which allow creating modded events with native performance. See XML docs for examples.
- [modding] Object instances can now tokenize themselves for the serializer by implementing the ITokenized interface.
- [modding] IParts can now define a priority which determines their order within the parent object's list. This has an effect on the orders of event processing and serialization.
- [modding] Inert parts with no functionality, such as those gained from some skills, can now define a skip priority that excludes them from event processing, for a minor performance benefit.
- [modding] Ported blueprint builders to be IObjectBuilders, which are singletons that can process many game objects without creating garbage or polluting the object's parts.
- [modding] Text variable replacers, such as "=verb:shloop=" or "=player.waterRitualLiquid|capitalize=", are now moddable by decorating a class and method with the related attributes.
- [modding] Complex and/or custom text variable operations can now use the Text.StartReplace() builder to do every replacement in a single pass.
- [modding] Abilities can now set IsWorldMapUsable to allow activation on the world map.
- [debug] Added a 'show attitude' action to creatures when debug information on object internals is enabled.
Freehold Games' resident snapjaw v-tuber Gra is streaming live right here on Steam! She will be playing the beta for the Spring Molting update, which will be out tomorrow on the public beta branch.
Caves of Qud is also part of the official selection for this year's Ludonarracon, check out the entire event over here.
Love Qud but want to get your friends in on the action too? You're in luck because there is a free demo available from now till May 13th. You can access the demo from the Caves of Qud Steam store page
Subscribe to Gra on Twitch to see more of her streams: twitch.tv/grastreams
-Alexandra
206.77
- Flaming tar pits are once again flaming.
- Terrified creatures no longer charge.
- Tumbling pods that are cult leaders now grant XP if they explode during combat.
- You can now select stacks of items when donating books to Sheba or throwing artifacts down the Sacred Well.
- You can now rename yourself in your original body or one your mind is stranded within.
- The name for your saved game is now updated when you take a new name via stranded mind or otherwise.
- Stilt Day Stilt pigs no longer open their pens.
- Conjoined girshlings are now considered plural.
- If you're standing next to friendly creature, you can use their culture when renaming your companions.
- Clarified the popup message when you can't autoexplore the full map due to unusually dark darkness.
- Goggles are now referred to in "pairs" rather than sets".
- Gave thistle pitches a sell value.
- Made Asphodel's description respect dynamic pronouns.
- Added info about using the Alt overlay to the manual.
- Fixed a bug that caused a popup message when one of your companions incurred extradimensional disappointment.
- Fixed a bug that caused intact cryochambers to spawn on stair landings.
- Fixed a bug that caused Neelahind to say the well has been poisoned by a previous accusation when the evidence did not match the culprit.
- Fixed a bug that caused the 'Jeweled Dusk' achievement to unlock when you were not the target of the gemming attack.
- Fixed a bug that caused the waking dreamers to always start one experience point away from leveling up.
- Fixed a bug that caused temporary merchants to drop non-temporary wares on death.
- Fixed a bug that caused 'Petals on the Wind' to be unfinishable if you had already started 'Find Eskhind'.
- Fixed a bug that caused 'The Earl of Omonporch' delegates to spawn with and leave behind companions.
Hey there, Here's an update on last week's Feature Friday plus some other news. Since it's already Thursday, we've decided to just wait and post Feature Friday along with this week's patch tomorrow. Then, we'll be skipping Feature Friday next week, because: the following week we're posting the Spring Molting beta! So the schedule is
- Friday, April 26th: Feature Friday
- Friday, May 3rd: no Feature Friday; patch skipped
- Sometime between May 6th - May 10th: Spring Molting beta
Hey all, Got some team tech issues so we'll be posting this week's patch a few days late, likely some time this weekend. Until then, live and drink.
206.75
- The salt desert is once again populated with scorpiocks.
- Credit lockboxes are now made out of metal, as claimed.
- Gigantic tonics now indicate they contain double dosage.
- Flowers are no longer breakable.
- Symbiotic fireflies are now treated as live animals.
- Legendary animated objects now have "animated" in their display names, where appropriate.
- Added plants and farmable plants to Mountains population tables.
- Motorized treads and gun racks can no longer be dismembered.
- Made Spinnerets' web stickiness scale better with mutation rank.
- Clarified in Spinnerets' description that you are immune to getting stuck.
- When you have Dystechnia, tinkers now give the right message when you ask them to identify an artifact.
- Light chords no longer display their blank armor stats.
- Stalagmites now render above liquid pools.
- Creatures are now less prone to walking over catch basins and polluting their contents.
- Opening yourself when you are an animated container (for ex. a table) will now open your inventory rather than saying "You have nothing to trade."
- Fixed a bug that caused some spiders not to weave webs.
- Fixed a bug that caused the AI to toggle many toggleable AI abilities on and off again repeatedly.
- Fixed a bug that caused the sacred well to prompt you twice about important items.
- Fixed a bug that caused limbs dismembered from creatures implanted with a phase harmonic modulator to stay omniphase indefinitely.
- Fixed a color issue with mumblemouth.
- [modding] Fixed a bug that caused IPlayerParts to be deep copied.
Hey quddites! As you probably know, we announced that Caves of Qud is finally releasing on Steam in its full glory later this year, after more than 15 years of work. But we havent talked a ton about how we get there and whats left to do. So lets get to it!
Very Soon: Spring Molting
Weve decided to put out one last pre-release feature arc on our Journey to 1.0. This update is already in private beta, coming to Patreon supporters extremely soon, and then going to open beta in early May & releasing a few weeks after that. Heres whats included: - ALL NEW INTERFACE The much-touted, transformational UI redesign is complete! Fully mouseable, fully gamepaddable, and gorgeous, but all carefully designed to maintain the essence of what makes Qud Qud. - a refresh of the starting town of Joppa, with as much texture & lived-in feeling as the rest of the world - hundreds of new sound and visual effects - 40 new achievements - several new narrative touches, big bug fixes, & performance improvements
Gallery of the gorgeous new interface: https://imgur.com/a/slSlWbh
Summer & Fall 2024: Secrets til Launch!
We dont want to spoil everything, but throughout summer and fall our central project will be to finish the main quest, and then add something to satisfy those who complete the entire narrative arc of Caves of Qud. Well add a more hands-on tutorial, too. Theres also always tons of ts to cross and is to dot when finishing a game: those last achievements, missing sounds and visual effects, more bugfixes, etc. All of these things will need to be built and tested behind closed doors, and theyll keep us busy.
Late 2024: Launch
No, we dont have a date, as its still awhile away and we dont want to be up against the marketing budget of the next Assassins Cry: Breath of the Duty (trademark pending). Part of the lead-up to launch is preparing the game architecture so we can properly handle big meaty updates post-launch. Which begs the question
What About After Launch?
Yep! Were going to keep updating the game! Major content and system releases. Of course how many exactly does depend on the financial realities of sales, but no matter what, we have two big DLCs planned already. We honestly dont know yet if theyll be paid purchases or free upgrades, but were thinking about the right approach. Were also considering how to best support other platforms. Its not urgent or pressing, but we want to make sure we dont code ourselves into a corner if/when the time comes to maintain several control schemes, hardware, etc.
Back to Work!
Those are all the updates for now. Well shout-n-video when we have Spring Molting up on Steam for you, but hopefully this clears up any lingering confusion about what comes next. Feel free to keep asking us questions on the Discord; were watching out for em. Live and drink, Tanya, Alexandra, Jason, and Brian
206.74
- Bundles of noisegrass are now more appropriately priced.
- Added ability icons to the gas breath mutations of breathing lizards.
- Fungus-ridden robots now actually host fungi.
- Spacetime vortices now remain stationary for the first round they appear, giving you a window to step outside their range.
- Cragmensch and glittermensch are now harder to set on fire.
- High-powdered magnets now indicate when they are destroyed due to application.
- Your DV is now set to zero while you are dominating.
- Stasis now freezes the timer on bombs.
- Fixed a bug that caused interact nearby, the nearby objects list, and the looker object list to consider objects inside solids differently from one another.
- Fixed a bug that caused the direction of the current local map to be displayed incorrectly when choosing a local map to travel to from the world map.
- Fixed a bug that caused the item description in power switch abilities to be wrong.
- Fixed a typo in murals describing the historic liberation of cities.
- Fixed a bug that caused dynamic turret tinkers controlled by you to be unable to place turrets.
- Fixed a bug in the ability text of turret tinkers that displayed the internal blueprint or table name it was using.
- Fixed a bug that caused the target details text of a hidden sidebar to be clipped when using bio-scanning bracelet.
- Fixed a bug that caused cleave to indicate a target was cleaved even when it was immune to effects.
- Fixed a bug that caused zones below strata 50 of Eyn Roj to be devoid of creatures.
- [modding] Fixed a bug that caused population items that did not specify a load strategy to be skipped.
- [modding] Fixed a bug that caused load strategies on population groups to be ineffectual.
- [modding] The full file path is now displayed when a conversation part referenced in XML cannot be resolved.
206.72
- Extradimensional psychic assassin weeps are no longer noted in your journal on sight.
- You are now allowed to pick your target when there are multiple creatures available to beguile or proselytize in a cell.
- Flying objects that become stuck (for ex. in webs) will now stop flying and fall.
- Fixed a bug that caused some golems to retain their mental shield.
- Fixed a bug that caused some golems to drop a corpse or their inventory on death.
- Fixed a bug that rarely caused several webs to spawn stacked in a single square.
- Fixed a bug that caused phase webs to break immediately.
- Fixed a bug that caused phasing from phase webs to wear off immediately.
- Fixed a bug that prevented the phased VFX from rendering.
- Fixed a bug that caused frost webs to behave differently for player and NPC use.
- Fixed a bug that rarely caused fixed settlement ovens to appear in random encounters.
- [modding] Added support for removing any blueprint tag by prefixing them with remove: e.g. removetag, removebuilder, removestat, etc.
- [modding] Buttons in Options.xml can now declare an OnClick method.
- [debug] We made some changes to modding population tables.
- Populations and their groups with the same IDs are now merged by default, specify Load="Replace" to replace them.
- Objects and tables can now be merged by explicitly specifying Load="Merge".
- Any population item can now be removed by specifying Load="Remove".
206.70
- Added new visual effects to throwing axes and geomagnetic discs.
- Poison-tipped spears are now thrown with the pointy end towards the target.
- Throwing axes are now categorized under Thrown Weapons.
- You are no longer required to die permanently in order to unlock the achievement 'Jeweled Dusk'.
- Motorized treads can no longer rust.
- There's now a popup message when you or a companion has a stat drained by a creature for the first time.
- Fixed a bug that occasionally prevented popups from being displayed when equipment was removed by a pulse field magnet.
- Fixed a messaging oddity when losing the use of dependent limbs, such as hands.
- Fixed a bug that caused trails on thrown items to render over their sprite.
- Fixed a bug that caused your average armor to not be recalculated when regenerating limbs.
- Fixed a bug that caused dismembered limbs of named creatures to be referred to with an article.
- Fixed a bug that caused dismembered limbs to not inherit the article of the creature they were dismembered from.
- Fixed a bug that caused the "worn around wings" slot to lose its name after eating the Cloaca Surprise.
- Fixed a bug that caused you to permanently lose your beak after eating the Cloaca Surprise.
- Fixed a bug that caused your disguise to disappear in completely dark areas.
- Fixed a bug that caused graffiti to sometimes not change the foreground color of a tile.
- [modding] Added several configurable parameters to throwing visual effects: e.g. speed, arc, rotation, trail, color, etc.
- [modding] The ending transparency of projectile trails can now be set with a full-length RGBA value, e.g. '#77bfcf60'.
- [modding] Fixed a bug that caused transparency on custom projectile trails to be overriden.
206.69
- Added new hamsa effects to various grenades.
- All heavy weapons will now be reloaded before each individual shot while using Sweep.
- Fixed a bug that caused the automove interrupt code to be incorrectly 'sticky' in some situations.
- Fixed a messaging oddity when attempting to recoil to the court of sultans in combat.
- Fixed a bug that caused some factions to not gift their cybernetics credit wedges via the water ritual.
- Fixed a bug that caused irisdual beam to misreport its dealt damage.
- Fixed a bug that allowed you to lunge with a dismembered stinger.
- Fixed a bug that caused thermal and freeze grenades to not have appropriate hamsa effects.
- Fixed a bug that caused armed mines to be reported as disarmed in their description.
- Fixed a bug that caused the item category of the scrapped waydroid to be incorrect.
- Fixed a bug that caused the 'Auto-pickup of zero weight items' but skip picking up items with fractional weight.
- [debug] Added a new debug option to show current faction reputation when looking at creatures that grant reputation.
- [modding] Name is now a required property of population groups.
- [modding] Added a Name to every population group.
206.68
- The liquid font mutation no longer oozes liquid on the world map.
- Popup menus with many options now ignore mouse position when scrolling with keyboard or joystick.
- Added a confirmation dialogue before dismemebering yourself using metabolizing effects.
- Flight and Swoop abilities now correctly display the falling chance.
- The Fear Aura mutation no longer wastes a turn if there are no enemies to fear nearby.
- The scrapepd waydroid is now categorized under Quest Items.
- Automove while holding the movemnt input will now properly stop for all events that interupt autoexplore, even if the source is not visible.
- Fixed a soft lock when a combat animation would continuously fail to render.
- Fixed a bug that caused visual effects to sometimes stop playing permanently.
- Fixed a bug that caused petting creatures to sometimes lock the screen for up to 10 seconds.
- Fixed a bug that caused other NPCs petting creatures nearby to interrupt player inputs.
- Fixed a bug that caused the jump ability to display its popup twice.
- Fixed a bug that caused the shimmering visual effect to persist after a waking dream.
- [modding] Added GameObject.HasItemWithTag(string) to search inventory and equipment for tagged items.
- [modding] The QudChooseStartingLocationModuleWindow now adds a breadcrumb to the UI.
206.67
- You can now wear gigantic gauntlets on your giant hands.
- The geomagnetic disc now benefits from being gigantic even while powered.
- Engulfing creatures will now disgorge something they are digesting if they become part of the same party during the digestion process.
- The temple mecha mk Ia's machined edge is no longer gigantic.
- You will now auto-explore over fracti if it wouldn't damage you due to non-matching phase or faction reputation.
- Fixed a bug that caused various coloration of creatures to be lost when in range of nightvision.
- Fixed a bug that caused unidentified missile weapons to display their identified icon in the missle weapon status bar.
- Fixed a bug that caused gigantic items to require even more limbs to equip if they were already equipped somewhere else.
- Fixed a bug that caused creatures to immediately want to unequip a piece of gigantic equipment after equipping it.
- Fixed a bug that caused equipment to not update how many limbs it uses after implanting giant hands.
- Fixed a bug that caused giant hands to reduce the amount of limbs required to wear any item regardless of type, most notably gigantic armor.
- Fixed a bug that caused the geomagnetic disc to sometimes consume double charge.
- [modding] Dismembered limbs now copy all properties of their severed parts into a DismemberedProperties part.
- [modding] Added AfterDismemberedEvent which can be used to add additional properties to the severed limb.
- [debug] Added an 'implant' wish to directly add a cybernetic to yourself in an optional location: "implant:giant hands", "implant:pneumatic pistons:feet".
- [debug] Added a 'modify' wish to create an item with a specific mod installed: "modify:crysteel gauntlets:gigantic".
Hey everyone,
Its Alexandra from Kitfox Games with some development and community news! We are working towards the final, major content update before 1.0 release. Much like the Creatures of the 7th Plague, this one will have a ton of new features, bug fixes and improvements.
The team has been working on a full UI rework complete with fully mouseable, gamepadable, gorgeous updates for every screen. Here are some mockup screenshots of the new UI:
Joppa is also getting a refresh! Everyones favourite starting area is going to be as textured and lived-in as the rest of the world. More to show on this later!
Along with those major reworks, the update will also include:
- Hundreds of new sound and visual effects
- 40 new achievements
- New death can and icons
- Several new narrative touches
- Big bug fixes and performance improvements
Jam with us!
The folks in the Caves of Qud community are doing another mod jam!! The theme this time around is...Vignettes. Like last time, they'll be compiling mods from the jam into a modpack. Unlike last time, they're allowing C# scripting - so they've also extended the duration to a week. Beginner modders are still very much welcome and encouraged to join! If you've ever been curious to try modding now is the perfect chance! The jam will run from March 15, 6:00 PM to March 22 6:00 PM EST. To sign up for the jam visit: https://itch.io/jam/caves-of-qud-modding-jam-2 If you've got questions, visit us on the Kitfox Discord in the #qud-jam channel Thats all for now! We will have more details, about the major update in the coming months so stay tuned! -Alexandra + Freehold
206.66
- Phase-shift grenades are no longer moddable with the redundant phase-harmonic mod.
- Rivers in preset settlements now have the same object and wall-sparing behavior as random villages.
- Added a new visual effect for night vision.
- Radar now reveals [redacted].
- Greatly improved the performance of complex hydraulic power systems.
- Fixed a bug that caused you to violate the Pauli exclusion principal when surrounded by your own force bubble.
- Fixed a bug that occasionally produced incorrect capitalization of your name in recipes you create.
- Fixed a bug that caused your hunger level to not update when becoming famished via dilute warm static.
- Fixed a bug that caused broadcast power receivers to be non-functional within interiors.
- Fixed a bug that caused decarbonizers to self-destruct when firing their molecular cannon.
- Fixed a bug that caused decarbonizers with invalid targeting to prevent the game from rendering.
- Fixed a bug that caused delayed attacks from lithofexes and dreamcrungles to be aborted when loading a game.
- [debug] We made some changes to wishing for mutations.
- You should now prefix wishes for mutations with "mutation:", e.g. "mutation:beak".
- You can wish for a mutation variant by adding it as a parameter, e.g. "mutation:beak:rostrum".
- You can wish for a specific mutation entry using its display name, e.g. "mutation:stinger confusing venom".
- If the mutation has variants and one wasn't specified, you are now asked to select one.
- You will be asked to confirm when a fuzzy search is about to apply a mutation to you.
206.65
- Added new descriptions for several pieces of armor and ceremonial vibrokhopesh.
- Trash and scrap can no longer break or rust.
- Creatures no longer expel their quills against inanimate objects.
- Clues for the Kith and Kin quest are now properly marked as quest items, warning you before being sold.
- Autoexplore no longer picks up Kith and Kin clues.
- Gas masks and filters now reduce damage caused by dangerous gases only if they are dangerous to inhale, but when they are, the damage reduction is much more effective.
- You are no longer prompted multiple times about your ability to swoop when flying.
- Star kraken no longer extrude unidentifiable tubes.
- The recoil ability can once again be used on the world map.
- Made death by damage reflection messages a little more sensical.
- Unidentified hoversleds are no longer seen as 'small boxes'.
- Increased the value of rubber tree seed.
- Fixed a bug that caused Eskhind to sometimes travel back towards the hollowed tree after returning to Bey Lah.
- Fixed a bug that caused Keh-hind to sometimes not leave Bey Lah right away when exiled.
- Fixed a bug that sometimes caused creatures to spawn directly over pits.
- Fixed a bug that rarely caused creatures to spawn directly on top of spacetime vortices.
- Fixed a bug that caused fish to sometimes spawn without water.
- Fixed a bug that caused daggers in the thrown weapon slot to be eligible for Rejoinder.
- Fixed a bug that prevented your notes from displaying properly on unidentified items.
- Fixed a bug that caused walls and furniture to remain targeted even when out of line of sight.
- Fixed a bug that caused death from thirst to be attributed to the last creature that damaged you.
206.64
- Activated abilities can no longer be used on the world map.
- Transmuting the amaranthine prism now disappoints someone.
- The trade binds Value + and Value - and Add One/Remove One can now share bindings.
- Gun racks and cathedras can no longer be destroyed by coating in acid or lava.
- Star kraken no longer extrude the Grit Gate communications panel.
- Adding local cooking ingredients for when you whip up a meal in Tzimtzlum.
- ASCII bleed effects now match your bleed liquid color.
- Gave urshiib albinism.
- Defanged girshling corpses now indicate their defanged status in their display names.
- Fixed a bug that caused the hollowed tree to sometimes overwrite a location with existing encounters.
- Fixed a bug that caused the snapjaw who wields Stopsvalinn to be removed by dynamic encounters.
- Fixed a bug that caused the Sticky Tongue mutation to not animate if it failed to move its target.
- Fixed a bug with the status effect companions get when you wear Dagasha's Spur and renamed the effect "spurred to teleport".
- Fixed a bug that prevented forced attacks up and down.
- Fixed a bug with the coloration of slam messages from rhinoxen charges.
- Fixed a crash bug due to ashes being reduced to even more ashes when burnt.
- Fixed a crash bug deaing with infinite move chains.
206.63
- Added new descriptions for several pieces of furniture.
- Added new descriptions for several pieces of equipment.
- Domesticated Barathrumite tinkers now have their display name adjectives appear in the right order.
- Wardens Esther can no longer spawn hated by the Farmers' Guild.
- You no longer autodisassemble items that contain liquids.
- You can no longer select flaming/freezing ray variants for body parts you do not have.
- When selecting a variant for a random mutation, you can now go back and select another mutation instead.
- Random cryotubes that spawn with a stairwell inside them are now always destroyed.
- Clarified some language in the description of Penetrating Strikes.
- Fixed a sequence-break between Call To Arms and Grave Thoughts, if you never acquired Grave Thoughts before completing A Call To Arms.
- Fixed a bug that caused creatures to occasionally spawn on top of stairs.
- Fixed a bug that caused some templar warleaders to be missing during Reclamation.
- Fixed a bug that caused dynamic village merchants to restock twice.
- Fixed a bug that caused mid and high-tier dynamic village merchants to have less stock than intended.
- Fixed a bug that caused dynamic village merchants to sometimes spawn with the wrong items in stock.
- Fixed a bug that caused autoexplore stop warnings for targeting lines to incorrectly display extra info.
- Fixed a bug that caused unidentified frozen items to use their identified tiles.
- Fixed an issue that caused quest item handwritten books to lose their yellow titles and look like generated books.
- Fixed some grammar issues in generated dialog for the Landing Pads quest.
- [modding] GenericInventoryRestocker now supports combining multiple population tables of stock by providing a comma separated list.
- [debug] Added a 'restock' wish to force all restocking merchants on the map to refresh their inventories.
206.61
- Added the following grenades as rare drops on Explosives population tables: spring-turret, time dilation, plasma, gravity, glitter, and phase shift.
- Added descriptions for several pieces of furniture.
- Weapons with lots of ammo no longer cause the ammo display to overflow the bar.
- Creatures can no longer be woken up the turn they fall asleep, which will prevent some issues like a backswing from a blow that knocked a creature unconscious immediately waking them up.
- Weapons that stun on impact now stun when they are thrown as well.
- Boosted the disassemble performance of unpowered advanced toolkits to match that of basic toolkits, as clained in the rules text.
- In look descriptions, fungal infections now show up under "Physical Features" instead of "Equipped".
- Creatures who prefer not to sell specific items or types of items now agree to sell them to you if they are your companion.
- Added a sound effect to the "you feel increasingly unstable" mutating message.
- Liquid-fueled energy cells are now tagged as ammo.
- Killing all the girshlings in Redrock before accepting What's Eating the Watervine? no longer prevents the quest's completion.
- Gave Saad Amos the Rebuke Robot skill.
- Removed how many seconds are left on a bombs timer from its description. It still appears in the display name.
- Active fungi now have a higher render layer.
- Fixed a bug that caused clues to the location of Ruin of House Isner to disappear from loaded games.
- Fixed a bug that caused unequipping the amaranthine prism via Precognition to not disappoint someone, if the prism was not in your inventory prior.
- Fixed a bug that caused averaged armor values from multiple limbs of the same type to sometimes not update when one of the limbs was lost.
- Fixed a bug that caused you to always receive blame for unequipping the prism, regardless of whom it was equipped to. (You'll still be blamed if it's your companion doing the unequipping.)
- Fixed a bug that caused the Decarbonizer module to permanently stop working if its beam was interrupted.
- Fixed a bug that caused the golem's ability to recall to the Court of Sultans to stop working if recalled or reshaped via the reshaping nook.
- Fixed a bug that caused the 'Eat the God's Flesh' step to not complete correctly.
- Fixed a bug that caused Wandering Tau to wander off as if she were preparing to join the Seekers of the Sightless way.
- Fixed a bug that prevented Wandering Tau from being a follower after If, Then, Else was completed.
- Fixed a grammar issue with falling through open air.
- [modding] Folded Staging.xml blueprints into their respective data files.
- [modding] Added IfHaveItemDescendsFrom conversation delegate which checks your inventory and equipment for an object with a descendant blueprint.
- [modding] RecoilOnDeath now checks its active status, meaning it can be disabled by normality, EMP, rust, et cetera if flagged as vulnerable.
206.59
- Long trader names are now properly clipped on the trade screen.
- Gave lover's blossom a new tile.
- Autoexplore now avoids osseous ash.
- Traders are now referred to by name in messages explaining they don't have the skill to recharge or repair something.
- Urchin cherubim now grow their cherubic spines on their body instead of their arms, which they don't have.
- Qas and Qon are now immune to confusing gas.
- Glass doors are no longer opaque.
- The quest text of A Signal in the Noise no longer references Joppa.
- Made some tweaks to mid and late-game armor tables.
- Creatures with glotrot can no longer use Sticky Tongue.
- Thrown objects now use the proper unidentified tile if you don't know what they are.
- Multiple ejection seats can no longer lock in place in the same tile.
- Reaching loved reputation now only creates an entry in your chronology once per faction.
- Greatly improved the performance and memory utilization of pathfinding.
- Improved the performance of breeders.
- Fixed a bug that caused Putus Templar party leaders in faction encounters to get double their inventory.
- Gave Putus Templar party leaders the chance to have more than one Eaters' nectar tonic.
- Fixed a bug with the scoring of A Call to Arms that caused chain laser emplacements and waydroids to be treated as full Barathrumite persons.
- Fixed a bug that caused gigantic energy cells to never generate with more than half charge.
- Fixed a bug that put proselytize on cooldown with no effect when targeting a baetyl.
- Fixed a bug that caused spaser gas to emit from the attacker instead of the defender when killing a target in one shot.
- Fixed a recurring bug where some legendary creatures had malformed titles.
- Fixed a bug that allowed the deployment of portable walls on the world map.
- Fixed a bug that caused Hobbled to become less effective as your move speed increased, and increase it once your move speed was above 200.
- Fixed a bug that prevented levels deep underneath Ezra from building properly.
- Fixed a bug that caused a big performance hit when a creature was boxed in and unable to move.
- Fixed some grammar errors in books without titles.
- Fixed a text generation issue with sultan titles.
- [debug] Added "hobbled" wish.
- [modding] Added object, int, and float properties to factions.
206.57
- Mountain and hill maps now have a little more unique character and no longer generate without any open spaces.
- Improved the generation of rivers in villages.
- When you get lost, you generally no longer get plopped down in a tile with spawn-blocking objects like fracti and pits.
- Santalalotze now has tier 8 wares instead of tier 7 (very similar population but slightly more weighted toward the highest-end stuff).
- Temple mecha are no longer included among a newfather's domesticants.
- The game no longer thinks the plural of 'human' is 'humen'.
- Tweaked the description of Short Blade Expertise to match other references to action cost.
- Molting basilisk husk now has the right description.
- The sacred well should be less flammable.
- Messages now refer to 'the' amaranthine prism instead of 'an' amaranthine prism.
- Improved the consistency of object placement inside of village buildings.
- Fixed several map generation issues due to reachability being incorrectly calculated.
- Fixed an issue with village generation that caused a bunch of random objects to appear in random areas, particularly in the upper left region of the map.
- Fixed a bug in village generation that caused partial, garbled WFC-generated buildings.
- Fixed a bug in village generation issue that caused extra holes in buildings.
- Fixed a rare world generation exception.
- Fixed a rare village generatione exception.
- Fixed an issue that caused garbage liquids to leak into system memory and cause crashes in Golgotha.
- Fixed the display name of small sphere of negative weight when it's offered as a reward for completing a village quest.
- Fixed some plurality issues in messages generated about identifying cybernetic implants.
- Fixed a capitalization issue with generated messages about pulsed field magnets interrupting autoact.
- Fixed a bug that caused the 'S' after an possessive apostrophe to be capitalized when naming an item.
- Fixed a bug that caused water ritual options to be disabled if you did not have enough reputation to afford them without the social coprocessor.
- Fixed a bug that caused Tinker and Artifex starts to not receive their schematic from Tinker I and II.
- Fixed a bug that prevented the Yd Freehold asterisk from affecting the reputation cost of pacifying nephilim.
- Tagged some objects as mass nouns.
- [modding] The DestroyContiguous part of nullray can now be used for melee weapons on hit.
- [modding] GiganticInventory now makes restocked inventories gigantic.
206.52
- Cathedras now supply the same bonus to tinkering as sitting in the nicest chairs.
- Curio summoned salt krakens will no longer wander.
- Creatures with power switches who are promoted to have conversations will no longer default to the interaction menu when used.
- Statues are now diggable.
- Floor cushions are now decorative.
- Improved the random baetyl rewards from building the golem.
- Onboard recoilers are now excluded from the recoil menu until they are implanted.
- [redacted] will now spawn creshes in adjacent cells.
- Random mental mutations offered via the water ritual will now be rerolled if you acquired the selected mutation elsewhere.
- Fixed a bug that caused the pit in Golgotha to sometimes spawn directly under a chute.
- Fixed a rare bug that caused an exception while saving the game.
- Fixed a bug that caused autowalk to stop before entering a cell with a sealed container of a dangerous liquid.
- Fixed a bug that caused spaser fire to not properly generate plasma if the target died.
- Fixed a bug that allowed traders to identify items for players with Dystechnia.
- Fixed a bug that caused tonic stacks dropped by creatures to be capped at 5 injectors.
- Fixed a bug that caused non-crop objects to count as crops destroyed during A Call To Arms.
- Fixed a bug that rarely caused an entire fence side to be missing from farms and forts.
- Fixed a bug in generated the descriptions and titles of extradimensional objects that caused the text "cultSymbol" and "dimensionSymbol" not to be replaced with their real values.
- Fixed a bug that caused learning Tinker I, II, or III via the water ritual to not award the free schematic if you did not have the base skill.
- Fixed a bug that caused templar mechs to be overburdened.
- Fixed a bug that caused treating with the Girsh nephilim to not complete the quest step 'Beast Slouching'.
- Fixed a bug that caused village tinkers and apothecaries to sometimes not have their intended stock.
- Fixed a bug that allowed you to dash vertically through multiple floors without stairs using the flume-flier.
The team is skipping Friday's patch this week due to the holiday week. We'll resume next week. Happy new year everyone! Live and drink.
206.50
- Added new descriptions for booster bot, cyclopean gibbon, diplomacy droid, ickslug, mimic, molting basilisk.
- Mech and golem walls are no longer tagged as diggable.
- Asphodel now tends to have fewer issues with the Barathrumites.
- Added chronology entries for curing ironshank and monochrome.
- Asphodel and xyr asphodelytes are now more tolerant of friendly fire during the Reclamation quest.
- The Girsh nephilim are now more likely to direct their beams at their target, under some circumstances.
- If the slynth move into Grit Gate, they are now considered for A Call To Arms scoring.
- You can no longer initiate the water ritual when your conversation is about to start a fight.
- Keh-hind no longer disappears if she is, or has ever been, your follower.
- You can now pray beneath the hologram of Shekhinah.
- Tumbling pods are now always rated at least Tough.
- Dromad's trade conversation option now shows the correct dynamic keybind.
- Holding an automatic movement key or button now properly respects several autowalk stoppers that weren't triggering before, including Aloe Porta and entering spacetime vorticies.
- Aloe Porta no longer stop autowalk when merely moving past them.
- Changed the rules text on night-sight interpolators to better match their behavior.
- Schematics drafters no longer have Tinker III.
- The Ironshank message about joint pain subsiding is now a popup.
- The crystal chime Tammuz is now considered a proper noun.
- Gave eyeless king crab legs the right tile.
- Updated brazier's display colors to be more sightly when unseen.
- NPCs that fall into spacetime vortices now become lost.
- Fixed a bug that caused the level up sound to not play correctly.
- Fixed a bug that caused spurious "You are frozen soild!" popups.
- Fixed a bug that prevented turrets from being deployed into gas clouds.
- Fixed a crash when generating levels in Golgotha.
- Fixed a bug that caused phase adaptive scope's safety feature to malfunction when used with long-distsance throwing weapons.
- Fixed a bug that caused creatures in vantabloom darkness to stop autoexplore.
- Fixed the templating of Opportune Attack's trigger message.
- Fixed a typo in sawhander's description.
- Fixed a bug that caused Warden Indrix to stop sharing secrets after the first time.
- Fixed a bug that caused multiple water ritual and trade options to appear for dynamic villagers if there was an exception during the conversation.
- Fixed a bug that caused player-controlled soup sludges to not grow new pseudopods.
- Fixed a bug that would blink the player out of existance if they went to Bey Lah as Eskhind during Kith and Kin, via domination or otherwise.
- Fixed a bug that caused the mound of scrap and clay to appear in random populations.
206.49
- Gave Mayor Haddas better mental stats.
- Gave turrets the Strapping Shoulders skill.
- If you Bask on the world map, you no longer immediately become hungry upon leaving the world map.
- Altered the colorization of fungus-ridden creatures to make them more distinct from legendaries.
- Spotted shagspooks and dandy caps are now diggable.
- The Otherpearl is now referred to using the definite article more often.
- Clonelings' second pair of arms is no longer made of flesh.
- Cragmensch and glittermensch now leave behind large boulders on death even when burned to death.
- Mechanimist pilgrims who aren't converts now also carry the Canticles Chromaic, occasionally.
- Changed a reference to two-weapon fighting in the multiweapon fighting description.
- Added a message for getting teleported by an infiltrator.
- Took Single Weapon Fighting away from Crowsong.
- Fixed a bug that made phase-adaptive scopes malfunction in conjunction with geomagnetic discs.
- Fixed a bug that prevented gemstones created by transmutation of extradimensional creatures from being bartered.
- Fixed a bug that made autoact not describe or indicate why it was being interrupted in some circumstances.
- Fixed a grammar error in third-party Time Dilation activation messages.
- Fixed a bug that caused legendary templars to be incorrectly selected as psychic thralls.
- Fixed some misconstruction in desalination pellet messaging.
- Fixed love tonic description to match its real save difficulty.
- Fixed a typo in the description of monad.
- Fixed a typo in the message when you tried to slam a flying creature.
- Fixed a bug that caused companions of vehicles to be forced neutral when the pilot died or exited the vehicle.
- Fixed a bug with capitalization in the revelation of rumors about Rainwater Shomer.
206.48
- Entries in the wait menu and move menu now have hotkeys.
- Made random book titles format better when they contain words enclosed in punctuation marks.
- Throwing multiple weapons with grafted mirror arms now costs a single turn, as intended, rather than a turn per weapon.
- Gave thrown knives a new visual effect.
- Precision force lathe activation no longer has an action cost.
- NPCs can now use precision force lathes.
- The accuracy bonus from Draw a Bead now only applies to bows and rifles, matching the description.
- NPCs can now use Draw a Bead.
- Draw a Bead now only considers your visibility for purposes of maintaining the target mark, not obstructions.
- Added an Automation option to turn off digging through walls by walking into them.
- When something falls in love with you, your companions now stop attacking it.
- Added some new creature descriptions.
- There are now different indicator animations for when autoact is interrupted by threats vs. nonthreats.
- When you untarget something via the untarget interaction, your companions now stop attacking your former target.
- Autoexplore now looks at the village history monuments in the Yd Freehold and Kyakukya.
- Autoact interactions with doors now only use popups for failed interactions.
- Portable walls now fill deep shafts and similar terrain features that they are deployed over.
- Stats now display in the build summary screen using a formatted version of their name, where relevant.
- The bulging waterskin that sometimes appears in Bey Lah now starts off sealed.
- You now usually become lost if you attempt to travel on the world map while confused.
- It's no longer necessary to use force attack to attack while overburdened.
- Nostrums options in the cooking menu are now grayed out if they don't do anything.
- Attempting to shield slam yourself now gives a more sensical failure message.
- Item targets for the Spread Klanq quest no longer include item stats.
- Having an item ripped from your body by a magnetic pulse now interrupts autoact.
- There is now a popup message or autoact interruption when a visible, non-trifling companion has an item ripped from their body by a magnetic pulse.
- Added a message when you're missing a certain chime in an important situation.
- Improved name transfer of transmuted NPCs.
- When conjoined creatures split, the parts now take on the attitudes of the whole.
- The engrave interaction of gaslight chisels can now be used from the inventory.
- Fixed a rare grammar error with transkinetic cuffs.
- Fixed a bug where if you disassembled a recoiler from the Recoil menu, the recoiler remained in the menu.
- Fixed a bug that made the Recoil menu open with no option initially selected.
- Fixed a bug that made cybernetics credits wedges normally available via the water ritual from some factions only available from the Putus Templar.
- Fixed an exception when bleeding stopped.
- Fixed a bug with checkpointing locations.
- Fixed a bug that made creatures more willing to walk off cliffs than they should have been.
- Fixed a bug that caused crystalline roots to fall down the pits left by their destruction.
- Fixed a bug that disabled the Dashing effect of the Flume-Flier of the Sky-Bear.
- Fixed a bug that sometimes included transient conditions like being wet in the names of creatures harvested for village construction materials.
- Fixed a bug that made torches in your initial inventory not stack until interacted with.
- Fixed some cases of color markup being incompletely removed from text.
- Fixed a bug that made rhinoxen, rarely, charge while frozen.
- Fixed a bug that made clones potentially inherit some of their original's descriptive elements inappropriately.
- Fixed the word "block" appearing twice in creatures' Staggering Block messages.
- Fixed a bug that caused some data disk vendors to fail to stock.
- Fixed a bug that made poisoning not affect creatures while they were stunned or paralyzed.
- Fixed a bug that caused strange phrasing in some generated sentences.
- Fixed a bug that caused strange phrasing when items were taken from the player as part of conversation.
- Fixed a bug that caused companions' point-defense systems to target your projectiles.
- Fixed a bug causing use of possessive pronouns in some messages where possessive forms of names were appropriate.
- Fixed a case of inappropriate capitalization when memory eaters try to consume a memory and can't find one.
- Fixed a bug that made status feedback for the quest Weirdwire Conduit... Eureka! tell you that you had picked up "1 feet" of wire if the first piece of wire you picked up was 1' long.
- Fixed a bug that caused you to fail to fall in love with things viewed via their interaction menu.
- Fixed a bug that caused some merchants to fail to restock until their zone had been visited multiple times.
- Fixed a bug that disabled digging by walking into a wall.
- Fixed a bug that caused waking peacefully to become impossible when crungled into the body of a level 1 creature.
- Fixed a bug that caused the game to end if you leveled up by killing your original body in a deep dream.
- Fixed a bug that caused the game to freeze when transmuting items without a detail color.
- Fixed a bug that caused items glitched via warm static to create duplicate references to themselves within the same tile.
- Fixed a bug that caused Aoyg-No-Longer to become hostile after loading a save.
- Fixed a bug that caused some consumed or destroyed items to instead re-appear within your inventory.
- Fixed a bug that caused kills via transmutation not to be properly attributed.
- Fixed a bug that allowed missile weapons to instantly destroy invulnerable objects.
- [modding] There is now an intproperty TradeCount that is incremented on objects each time the player enters the trade screen with them.
- [modding] Degenerate markup of the form {{text}} now displays nothing, consistently with the results of ColorUtility analytical and transformation methods.
- [modding] Builder-based merchant inventory has been converted to population tables using GenericInventoryRestocker.
- [modding] XRL.World.Capabilities.Disarming.Disarm() can now take an argument GameObject Weapon that specifies a weapon to attempt to disarm rather than allowing it to be determined randomly.
- [modding] Optional predicates can now be applied to the TextInsert conversation part.
- [modding] Hooks for feet no longer resets its stats when regenerating.
Hey folks, No Feature Friday this week as we have team members traveling. We'll be back next week. Live and drink.
206.37
- Added a move menu, default binding shift-M.
- Added a "Move to Point of Interest" clickable button to the top right of the new UI, between the buttons for Character Sheet and Autoexplore.
- Stat saps are now always considered at least Tough opponents.
- Gigantic items now produce more wire in wire extruders.
- Autoact now explicates the reason it stopped via the message log more often.
- Pathfinding now works harder to avoid digging through walls with wiring, piping, or gearboxes.
- Hidden things being discovered no longer necessarily interrupts autoact.
- Sparking baetyls no longer ask for Sparafucile's masterwork weapons.
- Blast cannon projectiles ("pressurized energy") are now treated as mass nouns ("some pressurized energy", not "a pressurized energy").
- Attempting to activate a ganglionic teleprojector from its interaction menu while the ability is on cooldown no longer fails silently.
- Lagroots, junk dollars, and other urchins no longer interrupt autoact through mere hostility.
- Requesting gifts via the water ritual now operates on one item at a time if the NPC has a stack of them.
- When you die while confused, a confused version of your name is no longer recorded with your score.
- Legendary dervishes of the Sightless Way are no longer incorrectly titled as servants of Ptoh.
- Torches are now extinguished by being submerged in liquid.
- Made Value + and - binds able to share bound keys with Move Up and Move Down.
- The option "Use text autowalk threat indicator" is now called "Use text version of the autoact interrupt indicator instead of flashing red box".
- You can now return to the Recoil menu by escaping out of interaction with a recoiler.
- The option "Use text version of the autoact interrupt indicator instead of flashing red box" is now in the Automation category.
- The option "Use text version of the autoact interrupt indicator instead of flashing red box" now works consistently: it indicates the interrupting object with a pulsing red visual effect, if disabled, or with a descending yellow v character, if enabled.
- Creatures now consider moving away from gases or walltraps that are damaging them a little more aggressively.
- When creatures die while engulfed, items left behind are now left in the engulfer's inventory.
- When creatures die, the location items left behind drop in is now more consistent.
- Force bubbles no longer push anything when their owner is being pushed by another force bubble. This should prevent crashes from force bubble owners pushing each other.
- The activated ability for force bracelets now synchronizes properly when the force bracelet is deactivated by its force fields are independently destroyed.
- The icon colors applied by desecration now take priority over the icon colors applied by village history engraving.
- Improved how some items are specified in Spread Klanq quest steps.
- Slightly reduced the render layer of low walls.
- Removed two extra spaces from interdictor lock-on messages.
- Fixed the stats in the ability description of Cryokinesis.
- Fixed a bug that randomly caused some items to be incorrectly flagged as needing two slots to equip.
- Fixed a rare bug that caused a hard lock during world generation.
- Fixed a bug with the repulsive device.
- Fixed a rare bug with inventory stacking.
- Fixed a bug that caused the glotrot cure to fail.
- Fixed a bug that sometimes caused walls to paint incorrectly.
- Fixed a bug that sometimes caused you to be described as disassembling "something", or for a disassembled item to be omitted, when disassembly was interrupted.
- Fixed a bug that made automatic attacks on ignored enemies interrupt autoexplore.
- Fixed a bug that made broken and engulfed statuses not appear in display names.
- Fixed a bug that caused the "Attack ignored hostile creatures that you move adjacent to during autoexplore" option to cause you to automatically attack ignored enemies that you moved next to on a single manual step.
- Fixed a bug that with item naming trying to name items after the world map.
- Fixed a bug that duplicated items when you equipped one from the ground while having another in your inventory.
- Fixed a bug that made the grounded effect prevent movement actions it shouldn't have, such as charging.
- Fixed a bug that made miners continue to lay mines after being instructed not to.
- Fixed a bug that made sparking baetyls imply they might take items from your inventory even if there were enough items to satisfy them nearby.
- Fixed a bug that caused the looker to be unable to switch objects.
- Fixed a bug that made merchants become temporarily incapacitated by restocking and soup sludges become temporarily incapacitated by growing their pseudopods.
- Fixed some bugs with text filters applied to speech, like with birds and fish.
- Fixed a bug that made geomagnetic discs unable to fly through gases.
- Fixed a bug with important tonics having their "apply" and "apply to" interaction hotkeys swapped.
- Fixed a bug with junk dollars' impaler behavior. Existing junk dollars in saved games will not be affected.
- Fixed a bug that made rock tumblers and wire extruders work when unpowered. Existing furniture in saved games will not be affected.
- Fixed a bug that caused the positive and negative cacophonic sounds for multiple simultaneous reputation changes to be played simultaneously, when applicable.
- Fixed a bug that made morphogenetic geomagnetic discs fail to work properly.
- Fixed a bug that put confused quest names in Reclamation quest steps if you were confused when Girsh nephilim spawned.
- Fixed a bug in the activation message of Shield Wall.
- Fixed a bug that caused mutation permutation to occur repeatedly past the halfway point of the Mutating effect.
- Fixed a bug that made some secrets display with inappropriately capitalized words in the middle of them.
- Fixed a bug where your hagiographies claimed you penned a copy of a cookbook instead of the cookbook itself.
- Fixed a messaging oddity in some messages about resistance to recruitment.
- Fixed a missing space in some possible faction descriptions.
- Fixed a bug that allowed duplicating a chord of light at Omonporch.
- Fixed a bug that caused Stingers to not activate when lunging.
- Fixed a bug that caused the golem mound's catalyst menu to be unopenable when a dram of slime was in your inventory.
- Fixed a bug that prevented the 'Dayenu' achievement from progressing.
- Fixed a bug that prevented the repulsive device from being removed.
- Fixed a bug that caused dynamic quests to sometimes become unfinishable.
- Fixed a bug in the ability manager screen that casued a lockup when activating an ability in the middle of a drag operation.
- Fixed a bug that caused a crash when quitting a game.
- [modding] ProneOnHit now works on projectiles.
- [modding] The mod manager now sorts mods case-insensitively.
- [modding] The reference name of the highly entropic beings faction has been changed to Entropic.
Hey everyone, One of the biggest Caves of Qud updates, Creatures of the 7th Plague is out now! This year-long patch is full of new content: Boss fights, factions and new quests! Watch the brand-new update trailer: [previewyoutube=PZU4LpzlOQg;full][/previewyoutube]
The Creatures of the 7th Plague Update features:
- Arrival of the Girsh Nephilim, 7th plague of the Gyre, mythic beings whose cradles are tucked throughout the caves of Qud as five new dungeons
- Next leg of the main quest: a climactic battle with the Putus Templar at the foot of the Spindle
- Finalized, fully native gamepad and Steam Deck support
- Hundreds of new visual and sound effects
- New UI for the hotbar & Abilities screen and new icons for every ability
- New creatures (mechs!), skills, furniture, items, implants, and more
You can read the full update with all the patch notes here: https://store.steampowered.com/news/app/333640/view/3802788059284257843 This will be our last major update to Caves of Qud before we shift our focus completely to the 1.0 release. You can follow along with updates here on Steam but also on the Kitfox Community Discord or the Official Caves of Qud Discord.
Now who's ready for some Nephilim?! -Kitfox + Freehold
v206.26
NEW MAIN QUEST AND THE GIRSH NEPHILIM
- Added the next leg of the main quest. Talk to Barathrum after completing the Golem.
- Added the Girsh nephilim, 7th plague of the Gyre: Agolgot, Bethsaida, Rermadon, Shug'ruith the Burrower, Qas, and Qon.
- Added cradles throughout Qud where the Girsh nephilim reside.
- Added secrets for the locations of the cradles.
- When one of the nephilim is killed, the ones remaining now absorb its essence and become more powerful.
- The nephilim now leave behind chorded circles of light when they perish.
- Added shrines to the nephilim throughout Qud. Occasionally they have gyre wights worshipping them, and rarely, legendary gyre wights.
- We made several changes to the glow wights faction.
- Glow wights are now known as gyre wights.
- Changed default gyre wight reputation from -650 to 0.
- Gyre wights now consider nephilim cradles, Golgotha, and Bethesda Susa holy places.
- Replaced glow-wight cultists of Agolgot and Bethsaida with gyre wights of Agolgot and Bethsaida, respectively.
- Added gyre wights of Rermadon, Shug'ruith, Qas, and Qon.
- Legendary gyre wights are now willing to share the locations of nephilim cradles. Gyre wights of a particular Girsh are more likely to share the cradle of that Girsh.
- Gyre wights now sometimes camp on the Stiltgrounds.
- We made several changes to girshlings.
- Added girshling variants as nephilim spawn: rank girshling, conjoined girshling, plasmatic girshling, burrowing girshling, polarized girshling, and cryptic girshling.
- Added a defanged girshling variant.
- Added a new butcherable to girshling corpses: girshling fangs, rank fangs, incadescent fangs, and zigzag fangs, depending on the corpse.
- Changed the Girsh water ritual liquid to cloning draught.
- Added a special water ritual option to the Girsh nephilim.
- Added new creatures: grand newfather, temple mecha mk I, and temple mecha mk II (legendary).
- Added a new music track for the next leg of the main quest.
UI AND INPUT
- Merged all input managers down to one, meaning you no longer have to change settings for gamepad to work.
- Added a new keybind screen and made key binding more flexible, with many more commands now bindable.
- Made keyboard, gamepad, and Steam Deck input much more robust across the board.
- We added a new Abilities screen ('a').
- Added icons for every ability.
- Added in-depth, dynamic descriptions for many abilities (the rest to come).
- You can reorder abilities on the Abilities screen and they will also reorder in your hotbar.
- We made several enhancements to the ability hotbar.
- Your abilities are now automatically hotkeyed. You can change the hotkeys from the Abilities screen.
- Added hotkeys for scrolling through your hotbars (default ctrl+1 - ctrl+5).
- New ability icons also appear on the hotbar.
- Added the new ability icons to the old UI sidebar. They also now respect the order of abilities on your ability screen.
- We added many new visual effects.
- Added new visual effects for several abilities: flaming ray, flame breath, teleportation, slammed, digging, and temporal fugue.
- Added new visual effects for several types of deaths: decapitation, transmuted, consumed, lased to death, and immolated.
- Added new visual effects for several missile weapons: all lead slug weapons, all arrows, laser rifle, chain laser, laser pistol, point defense laser, spitting seed plant, light rondure, flamer thrower, null ray pistol, and rocket launchers.
- Added new visual effects for several other creatures and items: aloe pyra, flaming vents, HE grenades, neutron flux, and hookah.
- Added new visual effects for throwing.
- Replaced the combat slash animation with a new one that has three grades of intensity for 1, 2-3 and 4+ penetrations.
- Added a new animation for bludgeoning damage.
- Added a new block animation.
- Added a new, highly visible autoexplore danger indicator.
- Added new tiles for some flashing status indicators: swimming, wading, covered in spores, flying, and sprinting.
- Holding down movement keys to move quickly is now safeguarded by the autoexplore danger indicator.
- Added gamepad button glyphs for Xbox and PlayStation controllers wherever the UI indicates a button bind.
- Right-stick up and down now defaults to page up and down in menus.
- Added default force-attack diagonal bindings: Ctrl+Shift+arrow keys.
- Added a bunch of new keybinds.
- Page Up and Page Down can now be used to navigate popups and the look menu.
- Changed the default bind for the Factions page to ctrl+f.
- Removed "laptop defaults" keybind options. The new defaults should be usable without numpad.
- Added a user interface option to select the main menu background image.
- In the new main menu, the Continue button is now disabled if there are no games to continue.
- Added an autoget option "Exclude liquid in containers you've dropped from auto-collect".
GAMEPLAY
- We added mecha, late-game pilotable robots.
- Added special mechanics for infiltrating piloted mecha.
- Added a key card requirement for piloting an unaccessed mecha.
- Mecha do not heal on their own and must be repaired with 7 or 8 bits.
- Mecha require a special type of energy cell to function: mecha power core.
- Piloted temple mecha appear in dynamic encounters.
- Unpiloted temple mecha can be found, very rarely, abandoned in caves.
- Added new items: grappling gun and longreach grappling gun.
- Added new cybernetic implants: grafted mirror arm, holographic visage, stasis entangler, phase-adaptive scope, and precision force lathe.
- Added a new piece of furniture: wire extruder.
- Added wire extruders to Grit Gate, Yla Haj's workshop, and the Yd Freehold.
- We revamped the First Aid skill tree.
- Renamed the skill tree to Physic and reduced the initial purchase cost to 50sp.
- Staunch Wounds now simply improves your bandaging rolls, both in and out of combat.
- You can now use Staunch Wounds on your companions.
- Removed the Heal and Set Limb skills.
- Added a new skill: Nostrums. 100sp. INT 21.
- You can treat bleeding, poison, illness, and disease onset at a campfire.
- Treatments can be applied to companions.
- Some treatments require a medicinal ingredient.
- Added a new skill: Amputate limb. 25sp. INT 23.
- You can voluntarily amputate your own limbs.
- You can amputate your companions' limbs, if they are infected or equipped with unremoveable equipment.
- Added a new skill: Apothecary. 100sp. INT 25.
- Healing tonics you apply last an extra round.
- We revamped the Dual Wield skill tree and made changes to how offhand attack changes are displayed. (Experimental: subject to change)
- Renamed the skill tree Multiweapon Fighting and the skills Multiweapon Proficiency, Multiweapon Expertise, and Multiweapon Mastery.
- The bonuses to offhand attacks granted by Multiweapon Fighting skills now apply to all offhand limbs, except mutation-based weapons like Horns and Stinger. This now includes chimera limbs, as before, but also limbs granted by Multiple Arms and Helping Hands.
- Reduced the offhand bonuses from the three skills from (effective) +20/40/60% to +20/35/50%.
- Reduced the skill point cost of Multiweapon Fighting and Multiweapon Expertise to 150sp, down from 300sp.
- Reduced the skill point cost of Multiweapon Mastery to 200sp, down from 300sp.
- Increased the stat requirements of Multiweapon Expertise and Multiweapon Mastery from 21 and 25 to 23 and 27, respectively.
- Natural offhand limbs and weapons wielded in offhand limbs now display their offhand attack chance in their descriptions.
- When you swap your primary limb, your old primary inherits the offhand chance of the new primary you swapped to. This was always the case but is now easier to track due to the offhand chance getting displayed in the limb/weapon description.
- We added a new Single Weapon Fighting skill tree.
- Single Weapon Fighting. 100sp. STR or AGI 17. You no longer make offhand attacks in exchange for mastery with a single weapon (toggleable).
- Opportune Attacks (free with skill) - Whenever you score a critical hit with a melee weapon, the cooldowns of up to two random weapon or shield skills are immediately refreshed.
- Weapon Expertise. 150sp. STR or AGI 21. Whenever you make a melee attack, there's a 50% you immediately make a second attack for free.
- Penetrating Strikes. 200sp. STR or AGI 23. Your attacks always penetrate one extra time.
- Weapon Mastery. 300sp. AGI 29. Whenever you make a melee attack, immediately make a second attack for free.
- We made several balance changes to the Horns mutation.
- Horns now costs 4 mutation points instead of 3.
- Changed the damage scaling from 2d(3+[rank/2]) to 2d(3+[rank/3]).
- Changed tho to-hit bonus scaling from +rank to +(rank/2)+1.
- Changed bleed damage scaling from 1d2+(rank-4)/3 to 1d2+(rank-4)/4.
- Changed the bleed save target from 20 + 3*rank to 20 +2*rank.
- Updated dream tortoise preset to comply with starting point requirements now that Horns mutation point cost is increased (removed Telepathy).
- We made improvements to how mutation variants are chosen and displayed.
- Added new tiles and descriptions for each mutation variant. E.g., horns, horn, spiral horn, antlers, and casque now each have their own tiles and descriptions.
- Added new tiles and descriptions for Flaming Ray's ghostly flames and Freezing Ray's icy vapor.
- When you choose a variant during character generation, the appropriate tile and description are now displayed.
- When you randomly choose mutations during character generation, you can now get mutation variants.
- When you gain a mutation after character generation, you can now pick a variant.
- Increased Gun Rack's license point cost from 4 to 6.
- Intravenous ports now stack by adding to the tonic's duration its original duration, before any modifiers, for each implant.
- When two spacetime vortices come into contact, they now explode instead of one being sucked into the other.
- Objects that occlude vision, like trees, and stationary pieces of furniture now have a chance to be hit if a missile passes through their space.
- Creatures now refuse to chat or trade with you when they are on fire.
- Kesehind now knows how to use the shield he carries.
- Made gyre wight apotheotes have a hostile temperament.
- NPCs can now use healing foods like witchwood bark and urberries.
- Leather whips can now be modded with some item mods.
- You no longer switch targets to a clockwork beetle when one spawns.
- Neutral-temperature liquids now stabilize their containers' temperature, including in the case of liquid-cooled overloaded weapons.
- Holograms are no longer immune to normality fields.
- Friendly creatures can no longer swap you out of their way.
- Added a command "Rest until party healed" that waits for you and your companions to recover full hit points, excepting any who do not heal naturally.
- Carapace now gives 400 tortoise reputation, per its description.
- Forcefields from force bracelets and Force Bubble must now be within 1 space of their emitters to continue existing.
- Galgal charges are now interrupted by [redacted].
- Gigantic arc winders now receive the appropriate bonus to their damage roll.
MISCELLANEOUS
- Added remastered music tracks: Pilgrim's Path and Overworld.
- Added MANY new sound effects.
- Changed the penetration SFX to match the 1, 2-3 and 4+ tiers.
- Replace "Then Things to Do When You Start the Game" with a "Quickstart" guide that has up-to-date info and dynamic keybinds.
- Tweaked "What's Eating the Watervine?" quest dialog.
- Tweaked the language of the book From Entropy to Hierarchy.
- Added a From Entropy to Hierarchy, 2nd Edition.
- There is now case specific death messaging for dying from reflected damage.
- Removed the unfinished dungeon Trembling Dunes, to return at a later date.
- Simplified the campfire sounds.
- Gave portable wall a new tile.
- Greatly improved save & load performance for both the game and previously visited zones.
- Greatly improved performance when new game objects were created.
- Improved general rendering performance.
- Improved performance when sounds would play during your turn.
- Improved performance when custom effects play during your turn, particularly offscreen.
- Improved performance when a creature takes damage and attempts to alert nearby allies.
- Reduced memory usage & fragmentation for long play sessions, particularly when saving or loading the game often.
- Reduced save file size.
- Stable, stationary spacetime vortices are now points of interest.
- Walking by flowers now refers to some flowers rather than a set of flowers.
- Made some performance improvements to autoexplore.
- Added a popup message when a companion fall down a pit.
- Improved messaging when robots are affected by Sunder Mind.
- The chiming rocks at Eyn Roj and the glowing soft below it are now points of interest.
- Liquid collection now indicates the direction the liquid is being collected from, and the source if from a container.
- You now receive a popup when non-trifling companions fall down a pit or similar terrain feature.
- Granite and tangled mudroot are now treated grammatically as mass nouns.
- Sparking baetyls no longer ask you for things you have equipped and cannot unequip.
- Missile weapons now prefer to autoequip in an unoccupied slot.
- If you get multiple pieces of scrap at once and autodisassemble is on, they are now all disassembled.
- Shrines becoming desecrated by non-player damage no longer issues a popup message.
- In several places we rephrased "+1 penetration" to "+1 to penetration rolls" to differentiate that bonus from when you get a full additional penetration.
- It's no longer possible for you to become your own target.
- Added an autoexplore option: "Attack ignored hostile creatures that you move adjacent to during autoexplore."
- The Bey Lah village stores are now consistently referred to using the definite article.
- It's now possible to interact with wall-crawling creatures while they're on walls.
- Skin glitter is now treated grammatically as a mass noun.
- You are no longer offered a trade conversation option with baetyls.
- Tweaked the electromagnetic shielding description to include its effect on magnetism and expanded the items that can be modded with it.
- Tweaked zone names in Oboroqoru's lair.
- Normalized all instances of Agolgot and Agolgut to Agolgot.
- Tools are now included in the categories expanded by default when choosing an item to equip on a hand.
- You can now escape out of dialogs to name an item.
BUGFIXES
- Rejoinder no longer counterattacks while toggled off.
- Fixed a bug that caused Light Manipulation to cast ambient light even when out of charges.
- Fixed a bug that caused some popup selections to cancel autoexplore immediately after.
- Fixed an issue that caused a spurious option popup when selecting a category in the trade menu.
- Fixed some grammar issues in Disintegration's messaging.
- Fixed a bug that caused several dynamic quests to stop working if you swapped bodies.
- Fixed a bug that prevented "find a relic"" dynamic quests from immediately completing the find step if you already had the relic when you got the quest.
- Fixed a bug that caused the first step for site-finding dynamic quests to not complete if you found the site before you got the quest.
- Fixed a bug that made Flaming Ray and Freezing Ray hands variants stop working after eating the Cloaca Surprise or Crystal Delight.
- Fixed a bug that made the first deployment of a stasis grenade's stasis field be unaffected by normality.
- Fixed a bug that brain brine to not be consumed upon drinking.
- Fixed a bug that prevented entering clams.
- Fixed a bug that caused the achievement for defeating a chrome pyramid to not be awarded.
- Fixed a bug that caused you to be unable to attack with hooks for feet.
- Fixed a bug that caused hooks for feet not to regenerate again.
- Fixed the spelling and capitalization of Dyvvrach's name in the fourth step of If, Then, Else.
- Fixed a typo in a medassist module loading message.
- Fixed many issues with faulty zone generation. Canyons and canyon-like areas should be more canyon-like again.
- Fixed a bug that made relics providing improved block not remove the effect when unequipped, quickly resulting in 100% blocking chance.
- Fixed a bug that made some relics associate themselves with an incorrect historical period.
- Fixed an issue that would sometimes cause tomb stairs to spawn encased in walls.
- Fixed an issue that would ocassionaly cause historic sites to not generate correctly.
- Fixed an issue that caused pit ledges to render incorrectly after a serialization cycle.
- Fixed a bug that caused missile weapon penetration to be more limited than it should have been under some circumstances.
- Fixed a number of issues involving environmental power systems when entering a zone.
- Fixed some message composition issues in mimic, jilted lover, and livid creeper special attacks.
- Fixed some issues causing NPCs to interfere with and delay each other in combat by swapping positions.
- You can no longer dupe chairs by equipping them as weapons and then sitting on them.
- Fixed a bug that prevented unlocking the 'Become as Gods' achievement.
- Fixed a bug that caused some sultan relic retrieval quests to fail to recognize completion.
- Fixed some issues arising from hostile creatures being considered impassable by autoexplore.
- Fixed a bug that caused dynamic interaction quests to complete with actions that didn't match the quest requirements.
- Fixed a bug that caused dynamic location quests to not complete correctly.
- Fixed a bug that caused some non-artifact items to be considered the most advanced artifact in your possession at a end of the game.
- Fixed a bug that caused you to open (or try to) animated doors when swapping positions with them.
- Fixed a bug that made the offspring of segmented mirthworms, worms of the earth, and fire ant queens employed as hired guards not be as peaceable as their parents.
- Fixed third-person shield slam messages telling you the shield in question was yours.
- Fixed awkward phrasing when a shield slam was performed against a phase-mismatched target.
- Fixed a bug that caused NPCs to fail to fully utilize extra equipment slots granted by worn items.
- Fixed a bug that made zone-wide identification effects fail to identify natural equipment artifacts.
- Fixed a bug that made liquid coverings involving algae mixes sometimes use the word algae where they should use the word algal.
- Fixed a bug that prevented Call to Arms from scoring correctly.
- Fixed a bug that prevented "drink from", "opened" or "closed" quests from completing properly.
- Fixed a rare bug that caused startup crashes when configuration files became corrupt.
- Fixed a bug that made Electrical Generation not accumulate charge during turns when you weren't taking actions.
- Fixed a bug that caused companions to keep attacking a creature they had been targeting after you have Dominated it.
- Fixed a bug that made NPCs lock up trying to use Quicken Mind when it was unusable.
- Fixed a bug that disabled the "Attack ignored hostile creatures that you move adjacent to during autoexplore" option.
DEBUG & MODDING
- Improved the map editor UI.
- The workshop uploader now provides a native file picker for images.
- The workshop uploader now allows you to close the upload status screen after an error.
- The workshop uploader now allows you to elide hidden files from your uploads.
- The map editor now provides a native file picker for maps.
- Fixed a bug in the map editor that caused dragging the map to be scaled improperly.
- The mod manager now displays disabled mods as grey instead of red.
- There is a new GameSystems class which provides public static helpers for raising an event on all game systems.
- Added string, int, float, list, and dictionary properties to Quest XML.
- ReflectDamage is now an IActivePart.
- Systems now support PlayerEquipped, PlayerActivating, and PlayerObjectAddedToInventory.
- The Consumer part now has the fields Message and FloatMessage for configuring its message log message and, optionally, a floating text message.
- The parts Breeder, LeavesTrail, LeaveTrailWhileHasEffect, PopulationSpawner, and DeploymentGrenade all now support extended blueprint syntax (# can preface a comma-separated list of blueprints to select from, and @ can preface a population table name). The first four also have a new Range parameter that allows objects to be deployed at a randomizable range from the source.
- ModSerene and ModHorrifying now work with existing equip slots configurations, adding a head and/or face requirement if not already present, rather than replacing existing configurations entirely.
- Any mutation that grants natural equipment (such as wings or hooks for feet) can now specify variants using the "MutationEquipment" tag.
- Severed body parts now have string properties EquippedBlueprint, DefaultBehaviorBlueprint, and CyberneticsBlueprint set to the blueprints of the respective attached objects, if any.
- Added a Tree tag to objects considered trees.
- Added 'music' and 'widget' tags to Worlds.xml, which are aliases for ZoneBuilders.Music and ZoneBuilders.AddWidgetBuilder, respectively.
- The BleedingOnHit part now has a field Holographic that, if true, causes it to inflict holographic bleeding instead of regular bleeding, and no longer has a SelfOnly field, instead using its IActivePart scope configuration to control what it affects (with WorksOnSelf, WorksOnEquipper, WorksOnHolder, WorksOnWearer, and WorksOnImplantee supported).
- Symbolic links are now be excluded from workshop uploads.
- Populations within interiors are no longer be placed outside the bounds of the map.
- ModTransmuteOnHit's description is now moddable via the DescriptionTerm field, and creatures transmuted into other creatures are no longer considered to have died.
- The Impaler part now has a field NeedsToBeHidden, true by default, which if set to false makes being hidden unnecessary for the impalement functionality to work.
- Added weights to water ritual secrets and journal entries, making secrets more or less likely to be shared and discovered.
- Added weight modifiers to interests in Factions.xml, specified via a Weight attribute. Ex: Weight="50".
- Added GetWaterRitualSecretWeightEvent, which can modify the final weight of secrets in the water ritual.
- Added BuySecretWeight and SellSecretWeight attributes to the water ritual xtag, which can override a creature's weighting of secrets by id.
- Added EntityID and EventID to factions, allowing retrieval of their historic entities and events, respectively, when they exist. Example use is to get the village inhabited by a given village faction.
- Added Transmitter and Receiver to conversations to facilitate long-distance physical communication.
- Pressing Control now brings up the blueprint XML for a hovered object in the map editor blueprint list.
- Reduced the mouse wheel sensitivity of the map editor blueprint list.
- Added a scroll bar to the blueprint list.
- Fixed a bug that caused the blueprint list to jump to the top whenever a blueprint was selected in the map editor.
- BioAmmoLoader now has two new fields StartAvailable and VariableTurnsToGenerate. Start Available provides a randomizable amount to be assigned to the field Available at object creation. VariableTurnsToGenerate provides a randomizable amount of turns taken to generate another point of Available firing capacity.
206.20 - 'beta' branch
- Added a new music track for the quest Reclamation.
- Added remastered music tracks: Pilgrim's Path and Overworld.
- Added descriptions for grappling gun, longreach grappling gun, phase-adaptive scope, stasis entangler, holographic visage, grafted mirror arm, precision force lathe, force knife, ashy stalagmite, girshling variants, girshling corpse variants, girshling fang variants, mecha power core, variants of resin extruded by the Girsh nephilim, and the girsh creshes.
- Added a command "Rest until party healed" that waits for you and your companions to recover full hit points, excepting any who do not heal naturally.
- Added a user interface option to select the main menu background image.
- Gave several NPCs Single Weapon Fighting skills.
- Gave amputate limb an icon and description.
- Renamed polyphase modulator to phase-adaptive scope.
- Swapped tiles for phase-adaptive scope and stasis entangler.
- Hookahs can receive common item mods once again.
- Missile weapons now prefer to autoequip in an unoccupied slot.
- Toggling phase-adaptive projectiles off now works.
- If you get multiple pieces of scrap at once and autodisassemble is on, they are now all disassembled.
- Carapace now gives 400 tortoise reputation, per its description.
- Updated dream tortoise preset to comply with starting point requirements now that Horns mutation point cost is increased (removed Telepathy).
- Forcefields from force bracelets and Force Bubble must now be within 1 space of their emitters to continue existing.
- Galgal charges are now interrupted by [redacted].
- You can no longer remove a piloted mechas sealed power core just by being allied to them.
- It's no longer possible for mutants with Electrical Generation to drink all the charge out of a mecha's sealed power socket.
- You can no longer dupe chairs by equipping them as weapons and then sitting on them.
- Tam now addresses you appropriately if you approach him in a temple mecha.
- The Flaming Ick is now exempted from liquids stabilizing their containers' temperature downward.
- In the new main menu, the Continue button is now disabled if there are no games to continue.
- Shrines becoming desecrated by non-player damage no longer issues a popup message.
- Burrowing girshlings now extrude a layer of resin visually distinct from Shug'ruith's.
- Rank and plasmatic girshlings now drop the right corpses.
- Girshling fangs are now actually butcherable from girshling corpses.
- Nephilim are now more resistant to love tonics.
- Decreased the frequency that girshling fangs appear dynamically.
- Gyre wights of Qas now have the right display names.
- In several places we rephrased "+1 penetration" to "+1 to penetration rolls" to differentiate that bonus from when you get a full additional penetration.
- Tweaked the look of mecha interiors.
- Tweaked the high mecha name generator.
- It's no longer possible for you to become your own target.
- Added an autoexplore option: "Attack ignored hostile creatures that you move adjacent to during autoexplore."
- The Bey Lah village stores are now consistently referred to using the definite article.
- Fixed a bug that caused claws from the circle of light in the chord of Agolgot to receive a +10 hit bonus.
- Fixed a bug that caused the UI to not remove effects cured via the Nostrums skill.
- Fixed a bug that caused objects to be transmuted out of existence when stepping into a deep pool of pure warm static.
- Fixed a bug that caused pacified nephilim companions to despawn on zone transition.
- Fixed a bug that caused stingers to display their variant twice.
- Fixed a bug that caused energy turrets to occasionally spawn loaded with mecha power cores.
- Fixed a bug that caused your primary weapon to be excluded from Flurry.
- Fixed a bug that caused recharging mecha power cores to not consume the right bit type.
- Fixed a bug that caused the Quicken Mind ability to not refresh abilities.
- Fixed a bug that prevented unlocking the 'Become as Gods' achievement.
- Fixed a bug that prevented clones with single weapon fighting from attacking.
- Fixed a bug that caused temple mecha at Omonporch to start with damage accrued and drained power cores.
- Fixed a bug that caused some sultan relic retrieval quests to fail to recognize completion.
- Fixed some issues arising from hostile creatures being considered impassable by autoexplore.
- Fixed a bug that caused a hang if you used interact nearby to initiate [redacted].
- Fixed a bug preventing page up and page down from working to scroll the console looker.
- Fixed some issues with pathfinding, in particular navigation to zone edges.
- Fixed a bug that caused a hang during the "Mod Configuration Differs" popup when using the console UI.
- Fixed a bug that caused dynamic interaction quests to complete with actions that didn't match the quest requirements.
- Fixed a bug that caused dynamic location quests to not complete correctly.
- Fixed a bug that caused organic creatures to display as damaged instead of wounded, and vice versa.
- Fixed a bug that caused the ability bar pagination text to not always match the number of actual pages.
- Fixed a bug that caused the ability bar to be stuck on a blank page if losing an ability removed the last ability on the selected page.
- Fixed a bug that caused leaderboard scores to be truncated on low DPI displays.
- Fixed some issues with the interaction of spiral borers and pits.
- Fixed a rare lockup related to fungal vision.
- Fixed a bug that caused warm static to not glitch mutations.
- Fixed an inconsistency in hookah behavior.
- Fixed a bug that caused some non-artifact items to be considered the most advanced artifact in your possession at a end of the game.
- Fixed a bug that made it impossible to hit a wall-clinging creature while using a phase-adaptive scope.
- Fixed a bug that caused you to open (or try to) animated doors when swapping positions with them.
- Fixed a bug that made the offspring of segmented mirthworms, worms of the earth, and fire ant queens employed as hired guards not be as peaceable as their parents.
- Fixed a bug that prevented pressing left from unequipping an item when 'Equip and unequip the highlighted item when pressing right or left respectively on the Inventory and Equipment screens.' is enabled.
- Fixed a bug that caused navigation issues when the last saved game was deleted.
- Fixed a bug that caused mangled unicode output in the ability bar.
- Fixed a bug that could cause you to become trapped inside a wall when falling down a pit.
- Fixed third-person shield slam messages telling you the shield in question was yours.
- Fixed awkward phrasing when a shield slam was performed against a phase-mismatched target.
- Fixed an issue causing stacking reputation sounds.
- Fixed a rare lockup related to fungal vision.
- [modding] Added Transmitter and Receiver to conversations to facilitate long-distance physical communication.
- [modding] Pressing Control now brings up the blueprint XML for a hovered object in the map editor blueprint list.
- [modding] Reduced the mouse wheel sensitivity of the map editor blueprint list.
- [modding] Added a scroll bar to the blueprint list.
- [modding] Fixed a bug that caused the blueprint list to jump to the top whenever a blueprint was selected in the map editor.
- [modding] BioAmmoLoader now has two new fields StartAvailable and VariableTurnsToGenerate. Start Available provides a randomizable amount to be assigned to the field Available at object creation. VariableTurnsToGenerate provides a randomizable amount of turns taken to generate another point of Available firing capacity.
Note: this update breaks save compatibility with previous versions. 206.17 - 'beta' branch
- Added new cybernetic implants: stasis entangler, polyphase modulator, and precision force lathe.
- We made some refinements to temple mecha.
- Added special mechanics for infiltrating piloted mecha.
- Added a new requirement for piloting an unaccessed mecha.
- Mecha no longer heal on their own and must be repaired with 7 or 8 bits.
- Mecha now require a special type of energy cell to function: mecha power core.
- Piloted temple mecha now appear in dynamic encounters.
- Unpiloted temple mecha can now be found, very rarely, abandoned in caves.
- Gyre wights now sometimes camp on the Stiltgrounds.
- Added new legendary names and titles for gyre wights.
- Added new gyre wight dialog.
- The approaches to Girsh cradles are no longer considered holy sites to gyre wights. Golgotha and Bethesda Susa themselves stil are, however.
- Rank girshlings and plasmatic girshlings now occasionally leave corpses behind on death, like other girshlings.
- Neutral-temperature liquids now stabilize their containers' temperature, including in the case of liquid-cooled overloaded weapons.
- Holograms are no longer immune to normality fields.
- Granite and tangled mudroot are now treated grammatically as mass nouns.
- Sparking baetyls no longer ask you for things you have equipped and cannot unequip.
- Prevented some cases of named creatures being randomly assigned the same term in multiple elements of their name.
- Friendly creatures can no longer swap you out of their way.
- Fixed several issues with yes/no/cancel dialogs in console mode.
- Fixed a bug that caused no keybinding to be displayed for some popups in console mode when playing with a gamepad.
- Fixed a bug that sometimes caused a long pause when returning the application to focus.
- Fixed a bug that caused you to be unable to enter some interiors if the entrance was blocked.
- Fixed a bug that caused keyboard input not to register on prerelease inventory and trade screens. Note: Directional navigation of prerelease trade and inventory screens won't respect binds and only responds to arrows and numpad.
- Fixed a number of issues involving environmental power systems when entering a zone.
- Fixed some message composition issues in mimic, jilted lover, and livid creeper special attacks.
- Fixed some issues causing NPCs to interfere with and delay each other in combat by swapping positions.
- [modding] The Impaler part now has a field NeedsToBeHidden, true by default, which if set to false makes being hidden unnecessary for the impalement functionality to work.
- [modding] Added weights to water ritual secrets and journal entries, making secrets more or less likely to be shared and discovered.
- [modding] Added weight modifiers to interests in Factions.xml, specified via a Weight attribute. Ex: Weight="50".
- [modding] Added GetWaterRitualSecretWeightEvent, which can modify the final weight of secrets in the water ritual.
- [modding] Added BuySecretWeight and SellSecretWeight attributes to the water ritual xtag, which can override a creature's weighting of secrets by id.
- [modding] Added EntityID and EventID to factions, allowing retrieval of their historic entities and events, respectively, when they exist. Example use is to get the village inhabited by a given village faction.
206.11 - 'beta' branch
- Added new cybernetic implants: grafted mirror arm and holographic visage.
- Revised the design of stasis resonators.
- Changed the Girsh water ritual liquid to cloning draught.
- Added a new water ritual option to the Girsh nephilim.
- Girsh nephilim now bleed.
- Gave girshlings fangs.
- Added a new butcherable to girshling corpses: girshling fangs, rank fangs, incadescent fangs, and zigzag fangs, depending on the corpse.
- Added defanged girshlings.
- We made more changes to the Gyre wights.
- Changed default Gyre wight reputation from -650 to 0.
- Gyre wights still consider nephilim cradles and their approaches holy places.
- Replaced glow-wight cultists of Agolgot and Bethsaida with gyre wights of Agolgot and Bethsaida, respectively.
- Added gyre wights of Rermadon, Shug'ruith, Qas, and Qon.
- Legendary gyre wights of a particular Girsh are more likely to share the cradle of that Girsh.
- Nephilim shrines now occasionally have gyre wights worshipping at them, and rarely, legendary gyre wights.
- Fleshed out Gyre wight descriptions, dialog, and legendary titles coming soon.
- Made gyre wight apotheotes have a hostile temperament.
- Added a new tile for the nephilim circles of light.
- Added a new tile for the Single Weapon Fighting ability toggle.
- NPCs can now use healing foods like witchwood bark and urberries.
- The chiming rocks at Eyn Roj and the glowing soft below it are now points of interest.
- Leather whips can now be modded with some item mods.
- You no longer switch targets to a clockwork beetle when one spawns.
- Liquid collection now indicates the direction the liquid is being collected from, and the source if from a container.
- You now receive a popup when non-trifling companions fall down a pit or similar terrain feature.
- Fixed many issues with faulty zone generation. Canyons and canyon-like areas should be more canyon-like again.
- Fixed a bug that made relics providing improved block not remove the effect when unequipped, quickly resulting in 100% blocking chance.
- Fixed a bug that made some relics associate themselves with an incorrect historical period.
- Fixed a bug that caused key delay to reset to the lowest value after existing and re-entering the game.
- Fixed an issue that would sometimes cause tomb stairs to spawn encased in walls.
- Fixed an issue that would ocassionaly cause historic sites to not generate correctly.
- Fixed an issue that caused pit ledges to render incorrectly after a serialization cycle.
- Fixed a bug that caused multiple simultaneous throw animations to each require an individual keypress to animation cancel.
- Fixed a bug that caused missile weapon penetration to be more limited than it should have been under some circumstances.
- Fixed an issue that caused rapid flickering of the zone transition arrows.
- Enabled opengl support for legacy OSX 10.3 systems.
- [modding] The BleedingOnHit part now has a field Holographic that, if true, causes it to inflict holographic bleeding instead of regular bleeding, and no longer has a SelfOnly field, instead using its IActivePart scope configuration to control what it affects (with WorksOnSelf, WorksOnEquipper, WorksOnHolder, WorksOnWearer, and WorksOnImplantee supported).
- [modding] Symbolic links are now be excluded from workshop uploads.
- [modding] Populations within interiors are no longer be placed outside the bounds of the map.
- [modding] ModTransmuteOnHit's description is now moddable via the DescriptionTerm field, and creatures transmuted into other creatures are no longer considered to have died.
206.10 - 'beta' branch
- Added cradles throughout Qud where the Girsh nephilim reside.
- Added secrets for the locations of the cradles.
- Nephilim cradles and their approaches are now considered holy places to Gyre wights.
- Legendary Gyre wights are now willing to share the locations of nephilim cradles. Gyre wight creature updates coming soon.
- When one of the nephilim is killed, the ones remaining now absorb its essence and become more powerful.
- The nephilim now leave behind chorded circles of light when they perish.
- Added shrines to the nephilim throughout Qud.
- Added new sound effects for Girsh nephilim presence and irisdual beam attack.
- Added girshling variants to population tables.
- Temple mechas Mk 1a can now use their gigantic machined edge again.
- Fixed a bug that caused armor pieces to be ineffectually equippable to any limb.
- Fixed a bug that caused temporary mutations to be removed inconsistently.
- Fixed a bug that caused torches to not automatically equip.
- Fixed a bug that caused creatures to sometimes equip gigantic items they shouldn't be able to equip.
- Fixed a bug that caused the equipment screen to occasionally close when unequipping an item that provided limbs.
- Fixed a bug in fork-horned gnu's description.
- [modding] Severed body parts now have string properties EquippedBlueprint, DefaultBehaviorBlueprint, and CyberneticsBlueprint set to the blueprints of the respective attached objects, if any.
- [modding] Added a Tree tag to objects considered trees.
- [modding] Added 'music' and 'widget' tags to Worlds.xml, which are aliases for ZoneBuilders.Music and ZoneBuilders.AddWidgetBuilder, respectively.
206.4 - 'beta' branch
- Added a new piece of furniture: wire extruder.
- Added wire extruders to Grit Gate, Yla Haj's workshop, and the Yd Freehold.
- We made several balance changes to the Horns mutation.
- Horns now costs 4 mutation points instead of 3.
- Changed the damage scaling from 2d(3+[rank/2]) to 2d(3+[rank/3]).
- Changed tho to-hit bonus scaling from +rank to +(rank/2)+1.
- Changed bleed damage scaling from 1d2+(rank-4)/3 to 1d2+(rank-4)/4.
- Changed the bleed save target from 20 + 3*rank to 20 +2*rank.
- We made some balance changes to Single Weapon Fighting.
- Made all the stat requirements Strength OR Agility instead of just Agility.
- Descreased skill point cost to 100sp.
- Renamed Expert Strikes to Penetrating Strikes, increased the skill point cost to 200, and increased the stat requirement to 23.
- Broke Weapon Mastery into two skills: Weapon Expertise and Weapon Mastery. Expertise costs 150sp and has a 21 stat req, gives 50% chance for a second attack. Mastery costs 300sp and has a 29 stat req, bumps the second attack chance up to 100%.
- You can now make offhand attacks with horns and stingers even if Single Weapon Fighting is toggled on, but if you make either one your primary weapon, then you do not get offhand attacks with the swapped limb.
- Made Penetrating Strikes no longer apply to non-creature walls.
- Extra attacks from Weapon Expertise and Weapon Mastery now trigger off activated weapon abilities.
- We made some balance changes to Multiweapon Fighting.
- Made all the stat requirements Strength OR Agility instead of just Agility.
- Increased the stat requirements of Multiweapon Expertise and Multiweapon Mastery from 21 and 25 to 23 and 27, respectively.
- Increased the skill point cost of Multiweapon Mastery from 150 to 200sp.
- Gave the Girsh nephilim base resistances.
- Gave portable wall a new tile.
- When two spacetime vortices come into contact, they now explode instead of one being sucked into the other.
- Stable, stationary spacetime vortices are now points of interest.
- Creatures now refuse to chat or trade with you when they are on fire.
- Kesehind now knows how to use the shield he carries.
- Walking by flowers now refers to some flowers rather than a set of flowers.
- Made some performance improvements to autoexplore.
- Added a popup message when a companion fall down a pit.
- Improved messaging when robots are affected by Sunder Mind.
- Temporarily replaced overly long melee attack sounds.
- Irisdual beam is now more audible through walls.
- Fixed a bug that caused the legendary grand newfather's followers to be much lower level than they should have been.
- Fixed a bug that caused lockups in autoexplore.
- Fixed a bug that made Flaming Ray and Freezing Ray hands variants stop working after eating the Cloaca Surprise or Crystal Delight.
- Fixed a bug that made the first deployment of a stasis grenade's stasis field be unaffected by normality.
- Fixed a bug that brain brine to not be consumed upon drinking.
- Fixed a bug that prevented entering clams.
- Fixed a bug that caused the achievement for defeating a chrome pyramid to not be awarded.
- Fixed a bug that caused you to be unable to attack with hooks for feet.
- Fixed a bug that caused hooks for feet not to regenerate again.
- Fixed a bug that caused irisdual beam's vfx to be delayed by the firing of other missile weapons.
- Fixed missile weapon VFX from offscreen zones being displayed.
- Fixed pagination controls on character generation screens.
- Fixed a bug that would rarely cause an object to become invulnerable. []*Fixed a bug that would rarely cause a UI lockup when interaction with an object.
- Fixed a bug that made Flaming Ray and Freezing Ray hands variants stop working after eating the Cloaca Surprise or Crystal Delight.
- Fixed the spelling and capitalization of Dyvvrach's name in the fourth step of If, Then, Else.
- Fixed a typo in a medassist module loading message.
- [modding] The Consumer part now has the fields Message and FloatMessage for configuring its message log message and, optionally, a floating text message.
- [modding] The parts Breeder, LeavesTrail, LeaveTrailWhileHasEffect, PopulationSpawner, and DeploymentGrenade all now support extended blueprint syntax (# can preface a comma-separated list of blueprints to select from, and @ can preface a population table name). The first four also have a new Range parameter that allows objects to be deployed at a randomizable range from the source.
- [modding] ModSerene and ModHorrifying now work with existing equip slots configurations, adding a head and/or face requirement if not already present, rather than replacing existing configurations entirely.
- [modding] Any mutation that grants natural equipment (such as wings or hooks for feet) can now specify variants using the "MutationEquipment" tag.
Our next feature arc, Creatures of the 7th Plague, is now in beta! Big picture, this arc includes the next quest in the main questline, significant updates to the UI and input, lots of new visual and sound effects, lots of performance improvements, and many gameplay changes. If you'd like to help us test it, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. Check out this thread if you want to post your feedback and get access to fast-forward wishes to help test the new quest. Note: previous saves won't be compatible with this beta. Live and drink, friends. Patch notes below.
NEW MAIN QUEST AND THE GIRSH NEPHILIM
UI AND INPUT
Several of these changes were merged in from the "input" beta.
- Added icons for every ability.
- Added in-depth, dynamic descriptions for many abilities (the rest to come).
- You can reorder abilities on the Abilities screen and they will also reorder in your hotbar.
- Your abilities are now automatically hotkeyed. You can change the hotkeys from the Abilities screen.
- Added hotkeys for scrolling through your hotbars (default ctrl+1 - ctrl+5).
- New ability icons also appear on the hotbar.
- Added the new ability icons to the old UI sidebar. They also now respect the order of abilities on your ability screen.
- Added new visual effects for several abilities: flaming ray, flame breath, teleportation, slammed, digging, and temporal fugue.
- Added new visual effects for several types of deaths: decapitation, transmuted, consumed, lased to death, and immolated.
- Added new visual effects for several missile weapons: all lead slug weapons, all arrows, laser rifle, chain laser, laser pistol, point defense laser, spitting seed plant, light rondure, flamer thrower, null ray pistol, and rocket launchers.
- Added new visual effects for several other creatures and items: aloe pyra, flaming vents, HE grenades, neutron flux, and hookah.
- Added new visual effects for throwing.
- Replaced the combat slash animation with a new one that has three grades of intensity for 1, 2-3 and 4+ penetrations.
- Added a new animation for bludgeoning damage.
- Added a new block animation.
GAMEPLAY
- Renamed the skill tree to Physic and reduced the initial purchase cost to 50sp.
- Staunch Wounds now simply improves your bandaging rolls, both in and out of combat.
- You can now use Staunch Wounds on your companions.
- Removed the Heal and Set Limb skills.
- Added a new skill: Nostrums. 100sp. INT 21.
- You can treat bleeding, poison, illness, and disease onset at a campfire.
- Treatments can be applied to companions.
- Some treatments require a medicinal ingredient.
- Added a new skill: Amputate limb. 50sp. INT 23.
- You can voluntarily amputate your own limbs.
- You can amputate your companions' limbs, if they are infected or equipped with unremoveable equipment.
- Added a new skill: Apothecary. 100sp. INT 25.
- Healing tonics you apply last an extra round.
- Renamed the skill tree Multiweapon Fighting and the skills Multiweapon Proficiency, Multiweapon Expertise, and Multiweapon Mastery.
- The bonuses to offhand attacks granted by Multiweapon Fighting skills now apply to all offhand limbs, except mutation-based weapons like Horns and Stinger. This now includes chimera limbs, as before, but also limbs granted by Multiple Arms and Helping Hands.
- Reduced the offhand bonuses from the three skills from (effective) +20/40/60% to +20/35/50%.
- Reduced the skill point cost. Each skill is now 150sp, down from 300sp.
- Natural offhand limbs and weapons wielded in offhand limbs now display their offhand attack chance in their descriptions.
- When you swap your primary limb, your old primary inherits the offhand chance of the new primary you swapped to. This was always the case but is now easier to track due to the offhand chance getting displayed in the limb/weapon description.
- Single Weapon Fighting. 150sp. AGI 17. You no longer make offhand attacks in exchange for mastery with a single weapon (toggleable).
- Opportune Attacks (free with skill) - Whenever you score a critical hit with a melee weapon, the cooldowns of up to two random weapon or shield skills are immediately refreshed.
- Expert Strikes. 200sp. AGI 19. Your attacks always penetrate one extra time.
- Weapon Mastery. 150sp. AGI 23. Whenever you make a melee attack, immediately make a second attack for free.
- Added new tiles and descriptions for each mutation variant. E.g., horns, horn, spiral horn, antlers, and casque now each have their own tiles and descriptions.
- Added new tiles and descriptions for Flaming Ray's ghostly flames and Freezing Ray's icy vapor.
- When you choose a variant during character generation, the appropriate tile and description are now displayed.
- When you randomly choose mutations during character generation, you can now get mutation variants.
- When you gain a mutation after character generation, you can now pick a variant.
MISCELLANEOUS
BUGFIXES
DEBUG & MODDING
- Improved the map editor UI.
- The workshop uploader now provides a native file picker for images.
- The workshop uploader now allows you to close the upload status screen after an error.
- The workshop uploader now allows you to elide hidden files from your uploads.
- The map editor now provides a native file picker for maps.
- Fixed a bug in the map editor that caused dragging the map to be scaled improperly.
- The mod manager now displays disabled mods as grey instead of red.
- GameSystems.FireEvent now supports all events fired on the player
- There is a new GameSystems class which provides public static helpers for raising an event on all game systems.
- Added string, int, float, list, and dictionary properties to Quest XML.
- ReflectDamage is now an IActivePart.
- Systems now support PlayerEquipped, PlayerActivating, and PlayerObjectAddedToInventory.
The beta for our next feature arc Creatures of the 7th Plague is coming next week! Once it's up, we'll post our Feature Friday updates to the beta branch until the beta is over and merged into the mainline. Keep an eye out! Live and drink, friends. 204.108
- When you first get a recoiler, you now gain an activated ability Recoil that selects from among your recoilers to interact with, sorted by the most recently used. In existing saved games, drop a recoiler and pick it up again to gain the activated ability.
- The default interaction for programmable and reprogrammable recoilers in your inventory is now "imprint" if they have not yet been imprinted.
- Recoilers are now metal. Existing recoilers in saved games will not be affected.
- Autoexplore no longer attempts to talk to sparking baetyls that are hostile to you.
- The offer dialog for sparking baetyls is now clearer about exactly which items will be offered, and it prefers to offer less valuable items.
- Swoop now respects being disabled via the "direct ability use" interaction.
- Barathrumite tinkers and arconauts who are no longer part of the Barathrumites faction are now described as urshiib tinkers and arconauts, respectively.
- Stairwell teleporters are now interesting. Existing teleporters in saved games will not be affected.
- The default interaction for data disks is no longer "learn" when you already know how their recipe. For known item recipes in your inventory, the default action is now usually "build"
- Creatures no longer attempt to use Intimidate or Menacing Stare against brainless targets.
- You can no longer use crayons on the world map.
- Fixed several bugs that made creatures much less willing to forgive friendly fire incidents than they were supposed to be.
- Fixed a bug that made skin glitter implants held as thrown or improvised weapons refract light. Existing implants in saved games will not be affected.
- Fixed a bug that made being overburdened cause some actions to fail silently.
- Fixed a bug that made attempts to unequip cursed items fail silently.
- Fixed an exception that could happen rarely when liquids were moving around.
- Fixed some cases where in unusual circumstances you could be blamed for targeting someone with a missile attack who you hadn't meant to target.
- Fixed a bug that made autoexplore path to sparking baetyls whose request you had fulfilled and whose journal entry you had deleted.
- [modding] Added a MutationOnEquip part for equipped items that can give/improve a mutation.
204.106
- You can no longer deploy wire strands on the world map.
- You can no longer deploy wire strands that are rusted or broken.
- Creatures can now only vomit once every three turns.
- Creatures in stasis can no longer be dismembered or decapitated.
- Learning Kickback now enables NPCs to fire missile weapons at point-blank range if they did not previously do so.
- Neelahind now knows how to use the shield she carries.
- The cragmensch and glittermensch capacity to extract boulders from their own bodies is no longer visible via techscanning.
- Chiral rings equipped by someone in stasis no longer dismember adjacent creatures.
- Autoexplore now chats with sparking baetyls that you have not yet spoken to.
- Pathfinding now goes to slightly more effort to avoid being next to pits.
- When unlocking a door with a security card that is in a stack, the stack count is no longer displayed.
- Creatures can no longer start flying while overburdened or while engulfing another creature.
- Engulfing now forces both the engulfer and engulfee to land if they were flying.
- Fixed a bug that caused NPCs who equipped a piece of armor in place of a worse piece of armor then become enthusiastic to equip the worse piece of armor as an improvised weapon.
- Fixed a bug that made trading for very low value items free.
- Fixed a bug that made being submerged prevent beginning to swim or wade.
- [modding] Updated Harmony to version 2.2.2.
- Fixed a bug that prevented 'find a relic' dynamic quests to stop working if you swapped bodies.
- Fixed a bug that prevented 'find a relic' dynamic quests from immediately completing the find step if you currently posess the relic when you get the quest.
- Fixed a bug that prevented 'find a specific item' dynamic quests to stop working if you swapped bodies.
- Fixed a bug that prevented 'interact with a specific item' dynamic quests to stop working if you swapped bodies.
- Fixed a bug that caused the first step for site-finding dynamic quests to not complete if you found the site before you acquired the quest.
- Fixed a bug that caused Temporal Fugue to have no cooldown.
- [modding] Improved the map editor UI.
- [modding] Fixed a bug in the map editor that caused dragging the map to be scaled improperly.
- [modding] Systems now support PlayerEquipped, PlayerActivating, and PlayerObjectAddedToInventory.
- [modding] GameSystems.FireEvent now supports all events fired on the player
- [modding] There is a new GameSystems class which provides public static helpers for raising an event on all game systems.
204.104
- The reload command no longer attempts to reload point-defense drones.
- When creatures die in the same square as a wall or other movement-blocking object, items they had equipped now drop into a nearby passable square if one is available.
- Creatures are now more likely to use Quill Fling if they are adjacent to multiple hostile creatures and less likely to use it if there are adjacent to friendlies or neutrals (especially if those are badly hurt) or objects that may cause trouble to damage.
- Copies of the sheaf of tattered parchment no longer appear randomly in the world.
- Barathrumites present in Grit Gate at the start of A Call to Arms no longer perform idle behavior until A Call to Arms is over.
- Horned chameleons that are mimicking something else's color are now only recognized by autoact as hostile at a distance of 3 squares or less.
- Mimics that are mimicking something else now are no longer recognized by autoact as hostile.
- Clonelings now stop cloning attempts in progress when their ability to clone becomes forbidden or otherwise unusable.
- Spider creatures who have prominent roles in villages no longer compulsively attack creatures who become stuck near them. The same is true of Sheba Hagadias if she is a spider creature.
- Sheba Hagadias is now automatically revealed if she is a type of creature that is usually hidden.
- When you try to walk into a brick wall, your way is now referred to as being blocked by some brick, not a brick.
- Idle creatures will now sometimes move to a chair that isn't too far away in order to sit on it for a while, rather than only sitting on chairs that are in the same square as them.
- Fixed a bug that caused excessive failure popups when trying to auto-equip an item while stuck.
- Fixed a bug that made falling down a coral pit display messages both that you fell down a coral pit and fell down a deep shaft.
- Fixed a bug that caused villages and ruins to generate with far more inaccessible areas than intended.
- Fixed a bug that caused temporal fugue clones to spawn their own copies of Either/Or.
- Fixed a bug that made it impossible to hit walls with thrown objects.
- Fixed a bug that made throwing reveal the identified appearance of unidentified artifacts.
- Fixed a bug that made energy cell replacement on artifacts in your inventory or equipped default to cancelling out of the dialog if you had no suitable cells for the artifact.
- Fixed a bug that made containers filled with convalessence, even in normal environmental temperatures, sublimate away and, in the case of regen tanks, explode.
- Fixed an error that could occur during world generation when spawning legendary animated versions of high-tech furniture.
- [modding] Updated the mod compiler, allowing projects to use C# language version 9.
- [modding] Updated the mod toolkit's csproj template.
- [modding] Added Before="[ELEMENT_ID]" and After="[ELEMENT_ID]" attributes to Conversations.xml, which positions the element relative to the referenced id.
- Fixed a bug that caused doubled navigation inputs in some cases.
- Fixed 'm' not opening the modding utilities on the main menu.
- [modding] The workshop uploader now provides a native file picker for images.
- [modding] The workshop uploader now allows you to close the upload status screen after an error.
- [modding] The workshop uploader now allows you to elide hidden files from your uploads.
- [modding] The map editor now provides a native file picker for maps.
- [modding] The mod manager now displays disabled mods as grey instead of red.
Hi friends, We're skipping Feature Friday this week due to some team travel and focus on an upcoming feature arc. We'll be back next week with an update! Live and drink.
204.103
- Manual equip now makes an effort to have the default slot be the typical slot the item would be equipped in for non-melee-weapon items.
- The cybernetics install screen now displays the license points of each available implant.
- Attempting to use a matter recompositer on the world map now fails with a message rather than silently.
- You can now only build campfires in the same zone you are in.
- When disarming a creature, the weapon being disarmed is now part of the disarm message, and separate messages about the weapon being unequipped and dropped are no longer displayed.
- When disassembling a liquid-fueled energy cell slotted in a device in a nearby square, the liquid in the cell now pours out into the nearby square rather than onto you.
- Lair names no longer describe their occupants as wet, otherwise liquid-covered, or lost.
- Fixed a bug that made convalessence warmer than it was supposed to be.
- Fixed a grammar issue in the message when attempting to enter the Spindle from the world map.
- Fixed an orthographic issue in Yempuris Phi's description.
- Fixed a misplaced capitalization in an item naming prompt.
- Fixed some odd formatting in some automatically generated item naming results.
- [modding] ITeleporter now defines a method virtual string GetCustomTeleportFailure(GameObject Actor) that can be overridden by child classes to provide custom teleportation failures; if the method returns a value that isn't a null or an empty string, a teleport attempt will fail and the string returned will be displayed as a failure message.
- Legacy command assignments are now upgraded properly if you don't already have a Keybinds2.json file.
- The equipment screen auto-hotkeys now respect bound commands.
- Objects will now properly emit smoke VFX if they are in inventories.
- 'draw' now has a higher action priority than 'show effects'
- 'clean' now has a slightly higher action priority
- Added a "add/remove whole inventory" command to match legacy key behavior.
- Autoact now properly advances and cancels VFX frames
- Fixed the first render of the ability bar showing the wrong number of pages.
- Fixed several instances of modern VFX playing for off-screen zones.
- Fixed several binds that were incorrectly marked as conflicting.
- Fixed an issue causing you to be able to bind the same key to multiple abilities.
- Fixed the hotkey spread for abilities overlapping with VI style keybinds.
- Fixed temporal fugue not activating correctly.
204.102
- Added Moon Stair plants to plant-germinating tables.
- Reduced the Sunder Mind rank on novices of the Sightless Way.
- Reduced the Confusion rank on disciples of the Sightless Way.
- Reduced the frequency of novice and disciple gear drops.
- Added a more accurate message for when a memory eater tries to eat your memories but you have none.
- Sitting on a stack of chairs now splits off one chair to sit on.
- Intimidate can no longer be activated on the world map.
- Confirmation is now requested before offering items to sparking baetyls.
- Unidentified objects no longer show up as points of interest.
- Mechanical legendary creatures now retain "mechanical" in their display names.
- Improved some cases of poor pluralization in generated text.
- Removed some offensive words from the corpus.
- Glotrot no longer causes you to contaminate the water in your containers. Instead you spit your putrid water on the ground.
- Klanq can now puff on you regardless of what your body is composed of.
- Fixed a soft lock when possessing an inactive crypt sitter via dreamcrungling.
- Fixed a bug that caused doors to be closeable by creatures that should not be able to close them.
- Fixed a bug that resulted in you losing control of your golem on the world map.
- Fixed a bug that caused some strange pronoun behavior in electrical arc messages.
- Fixed a bug that made some village denizens unable to give you directions when lost.
- Fixed a bug that made it possible to throw things through walls that you were next to.
- [modding] Grammar.Pluralize() now converts "lb." to "lbs."
- [modding] In ObjectBlueprints.xml, part, mutation, and skill tags now support a field ChanceIn10000 that defines a chance for the tag to be applied (for example, ChanceIn10000="5000" applies the tag 50% of the time).
- [modding] Added OwnerAfterInventoryActionEvent, which fires on the interacting creature.
- [modding] Added a Silent parameter to Door AttemptOpen/AttemptClose.
- [modding] IfGenotype and IfSubtype conversation predicates now supports comma delimited lists.
- Added move to next ability page and move to previous ability page bindings
- Added a pagination indication to the abilities bar when you have more than one page of abilities
- Item manipluation popups now correctly exclude already-used hotkeys for actions
- Slightly increased the speed of the throw animation
- Added new VFX for nullray pistols, rockets
- Removed some incorrect "Enter" popup hotkey indicators
- Fixed an unnecessary delay when rendering new style explosion VFX
- Fixed the stepping when zooming in and out
204.101
- Burning trash now sometimes releases gases.
- Added several new descriptions for various foods.
- NPCs are a little less eager to use Temporal Fugue when facing foes much, much weaker than them.
- Sparking baetyls now take items directly out of your inventory if available. Important items are exempted and items on the ground will be taken first.
- Sparking baetyls no longer request food cubes or Ekuemekiyyen greens.
- Qudzu and pricklers now use the color of the wall behind them as a background color, like jilted lovers and livid creepers. Existing qudzu and pricklers in saved games will not be affected.
- Made some adjustments to make wall-clinging creatures show up better on similarly-colored walls. Existing wall-clinging creatures in saved games will not be affected.
- Falling rocks now affect the player's companions as well as the player.
- Earthquakes in surface areas no longer inflict damage from falling rocks.
- Being killed by falling rocks now has a case-specific death message.
- Asphodel no longer ceases being hostile after a while if you invoke the Chaos Spiel.
- Strip flies and modded companions can no longer rob tomb reliquaries without consequence.
- Gave Rodanis Y a treaded body plan.
- Clarified the description of the masterwork item mod.
- Improved messaging when strip flies steal items from companions.
- Improved messaging when companions attempt to loot tomb reliquaries.
- Fixed a bug that caused cooking effects triggered by phasing out to process before the subject had finished phasing out.
- Fixed a bug that made hidden inventory objects show up in lists of items to equip.
- Fixed a bug that made sparking baetyls take less than the number of items they were asking for when provided with more than that number.
- Fixed a bug that made the move speed buff from Wings sometimes display with way too many significant digits.
- Fixed a bug that allowed becoming terrified to exempt you from being immobilized by stasis.
- Fixed a bug that made the text =Name= appear in murals depicting you naming an item.
- Fixed a bug that made autoexplore continue pathing into walls when you were temporarily phased.
- Murals depicting you naming an item now use the item's short display name.
- [modding] Multiple skillsofts affecting the same skill now interact correctly.
- Updated help with dynamic keybinds.
- Added a new VFX for arrows.
- Many performance improvements.
- Fixed several issues with key re-binding.
204.100
- You are no longer informed that you have lost sight of your marked target after you kill them.
- Removed the steel plate mail and steel buckler from wardens of the Sanctum and protectors of the Stilt.
- Removed the strength bonus cap from the natural weapons of humors, gyrohumors, Rodanis Y, rhinoxen, molting basilisks, traipsing mortars, plastronoids, and the Bethesda trolls.
- Dismember can no longer be activated on the world map.
- Improved the grammar in the message when creatures fabricate things from the substance of their own bodies.
- The injector "apply to" action no longer notionally targets inanimate objects. (e.g., by representing that a wall does not want a salve injector applied to it).
- The injector "apply to" interaction is no longer available on the world map.
- Added tiles for albino ape heart, ogre ape heart, and black puma haunch.
- You now become lost upon taking a teleport gate to a zone you have not previously visited.
- Fixed a bug that caused duplicate messages about ceasing to be lost.
- Fixed a bug that made force bracelets activate then immediately deactivate.
- Fixed a bug that caused every pariah to be a diplomacy droid.
- Fixed a bug that caused girshworms not to be immune to their own poison gas, and for the gas discharges of girshworms, honey skunks, and worker ants to end earlier than they should have.
- Fixed a bug that caused errors when firing missile weapons at inanimate targets.
- Fixed a bug that caused some village merchants not to be properly titled.
- Fixed a bug that caused village dromad merchants to have their tile color set to gold instead of brown.
- Fixed a bug that caused creatures hidden by darkness to interrupt autoact with a claim that you could see them.
- [modding] Added 'removeinventoryobject' and 'removemutation' tags to object blueprint XML.
- [debug] Added 'destroy' and 'obliterate' wishes to remove targeted objects from play.
- [debug] The 'beguile' wish no longer targets you and then crashes the game.
- [modding] There are now events SubjectToGravityEvent and CanFallEvent that can be used to modify whether an object is subject to gravity and whether it can fall (e.g., elelvator platforms are 'yes' to SubjectToGravity and 'no' to CanFall).
- Fixed several occurrences of input spillover.
- Fixed input hang when using generic terminals.
- Fixed several issues where hotbar keys weren't working properly.
- Fixed 'F' not working in some menus.
- Fixed ESC not working on the main menu.
- Fixed a serialization hang when adding a bind with three modifiers.
- Fixed a bug causing the cancellation message for held movement to say "you stop waiting" instead of "you stop moving".
- Fixed the keybinding display on the legacy Continue screen.
- Fixed a bug causing an error message whne trying to read one of Sheba's books.
- Fixed the map editor "in use" toggle.
- Fixed a bug that caused the automatic ability bar bind to never be displayed for an ability that had its custom bind deleted.
204.98
- Added a new command, "Replace energy cells" (Ctrl-R by default) -- brings up a prioritized menu of your items that have energy cell slots so you can choose one to slot a new cell into.
- When replacing an energy cell in an item that is equipped or in your inventory, the highlighted default is now the first cell available.
- The remove cell option in the replace/install cell menu now shows what the currently slotted cell is.
- Took off the metal classification on psychodyne helmets.
- NPCs can now use Sweep.
- Sweep now sometimes traverses from right to left.
- Increased the animation speed of missile traversal using Akimbo and Sweep.
- Mind Over Body now lets you travel on the world map while famished.
- It's no longer possible for villages to build their habitats out of the non-existent 'bones' of plants.
- As improvised weapons, tonic injectors are now considered short blades. Injectors in saved games will not be affected.
- Burrowing Claws no longer extends its special behavior against walls to your other melee weapons.
- If Burrowing Claws is toggled on and you attack a wall, you now attack with your burrowing claws instead of your wielded weapons.
- Gave frogs some more frog-like characteristics.
- Creatures no longer attack force fields they own or can pass through in the attempt to reach their targets.
- Increased the default priority of the read interaction for books and scrolls once they've ready been ready.
- The cooldown of Ultra Fire is now affected by Willpower.
- If you're a telepath who is missing their tongue and you attempt to proselytize a creature who you can't make telepathic contoct with, the failure message is now clearer.
- Explicitly targeting a creature for a missile attack by placing the targeting reticule over them now switches your target, even if you already have one. Explicitly targeting an inanimate object now switches your target, only if your previous target was also an inanimate object.
- Made electrical discharges from power grids a little more corrigible.
- Figurines no longer rarely give you reputation with nonexistent factions.
- Improved the animation when petting creatures.
- Fixed some strange naming patterns when already-legendary creatures immigrated to villages.
- Fixed a bug that caused Sweep to have no action cost.
- Fixed a bug that caused creatures to use Sweep with non-heavy missile weapons.
- Fixed a bug that caused Hooks for Feet to not equip its hooks unless the mutant already had shoes on when they acquired the mutation.
- Fixed a bug that made autoexplore still try to burrow when your Burrowing Claws were toggled off.
- Fixed a bug that gave Kickback multiple chances to take effect when using Akimbo.
- Fixed a bug that caused Force Bubble to think it was still toggled on if the entire force bubble was destroyed.
- Fixed a bug that caused your evil twin to occasionally be friendly.
- Fixed a bug that caused crypt sitters to be leashed to the wrong tile when crossing zone boundaries.
- Fixed some incorrect broodpuff descriptions.
- Fixed a typo in the Donation Level: Kasaphescence achievement.
- Fixed some grammar in quest text.
- [modding] Added a serialized ModVersions dictionary to SerializationReader which can be referenced when overriding IPart.LoadData to preserve save compatibility.
- [modding] LiquidVolume.Fill() now calls Empty() with NoDestroy: true.
- Replaced the combat slash animation with a new one, with three grades of intensity for 1, 2-3 and 4+ penetrations.
- Changed the penetration SFX to match the 1, 2-3 and 4+ tiers.
- Input is now buffered, which should eliminate missed inputs when entering keyboard input very quickly.
- Rebinding menu navigation keys is now allowed.
- Added a new animation for bludgeoning damage
- Added a new block animation.
- Added modern VFX for abilities: flaming hands, flame breath, Aloe Pyra, flaming vents.
- Added modern VFX for items: flamethrower.
- Fixed an issue where input would sometimes become nonresponsive after binding a key.
- Fixed some bugs with rebinding a key forgetting all the defaults.
- Improved conflict checking logic for main keybinds and abilties screens.
204.96
- Quartzfur items can now get three item mods.
- Phylactery squires now carry steel bucklers instead of steel shields.
- Autoexplore no longer explores inside a vantabloom radius.
- When autoexplore finds nothing left to explore, but there are unexplored regions inside vantabloom darkness, an appropriate message is now displayed.
- Autoexplore no longer explores through solid walls if you're (temporarily) phased.
- Burrowing creatures are now more willing to pathfind through walls.
- Mopango now have the claws normally granted by their species' Burrowing Claws mutation.
- Taking and then giving an item to a merchant follow now removes the merchant stock designation and makes them more likely to equip it.
- Wax nodules are now takeable.
- Boulders are now less flammable.
- Made ashes more stackable.
- Improved the grammar in messaging around metamorphic polygel and ashes.
- Made improvements to some spark shower visual effects.
- Fixed bugs that prevented NPCs from equipping phylacteries and pickaxes.
- Fixed a bug that prevented NPCs from using offensive activated abilities provided by equipment.
- Fixed a bug that made having a nanopneumatic jackhammer equipped caused you to try to autoexplore through walls even when the jackhammer was unpowered.
- Fixed a bug that caused scrambled waydroids to sometimes be hostile to your companions and vice versa.
- Fixed a bug that caused the droid scrambler to work unreliably when in the inventory of a companion.
- Fixed a bug that caused you permamently blink out of existence if you dominated Aoyg-No-Longer at the wrong time.
- Fixed a bug that caused a clone of Aoyg-No-Longer, if one is present during the quest, to sometimes zip away instead of the original.
- Fixed a bug that caused warm static to rarely not apply a random effect.
- Fixed a bug that caused non-adjacent map squares with a clear path to them to become explored even when not lit.
- Fixed a bug that prevented Empty The Clips from applying its effect if you didn't have at least a single pistol equipped.
- Fixed a freeze when attempting to view the incantations for your golem when you have several thousand chronology entries.
- [modding] IActiveParts now include the result of GetActivePartLocallyDefinedFailureDescription() (as "LocallyDefinedFailureDescription") in their debug internals if their status is LocallyDefinedFailure.
- Added new visual effects for several abilities: teleportation, slammed, digging, and temporal fugue.
- Added new visual effects for several types of deaths: decapitation, transmuted, consumed, lased to death, and immolated.
- Added new visual effects for several missile weapons: all lead slug weapons, laser rifle, chain laser, laser pistol, point defense laser, spitting seed plant, and light rondure.
- Added new visual effects for several other items: HE grenades, neutron flux, and hookah.
- Added new visual effects for throwing.
- Added some icons for death messages. More to come.
- Added new tiles for some flashing status indicators: swimming, wading, covered in spores, flying, and sprinting.
- Fixed a bug preventing key repeat looking.
- Removed "laptop defaults" keybind options. The new defaults should be usable without numpad.
- Improved conflict-checking logic for main keybinds screen.
- Controls that had all bindings removed no longer revert to defaults when loading.
Hey friends! We want to introduce you to a couple of our friends at Kitfox Games, community manager Alexandra and director Tanya. Kitfox is here to help us ring in a new era of Caves of Qud development. Today, we'd like to all announce together that the game will fully launch out of Early Access next year, 2024! Kitfox will be helping us do that, and hopefully as many people as possible will enjoy the fruits of those efforts. We made a new trailer to announce the upcoming launch and publishing partnership, so please do watch it and send it to those of your friends who weirdly haven't bought the game yet for some reason: [previewyoutube=2c6burNvtsU;full][/previewyoutube] If you like the new visual effects you see in the trailer, you can check 'em out in game now, on the beta branch! (right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch) Feature Fridays will continue, as well as everything else we normally do, but we'll also be popping up regularly with news and updates surrounding other ways to chat and hype and enjoy the game together. For example, you're welcome to join the Qud channel on the Kitfox Discord server, or come meet some Kitfoxes at the Gamescom booth this year, where we'll be showing Qud to mystified Germans alongside Dwarf Fortress. Kitfox will probably livestream the game on their Twitch channel in the coming days or weeks, so keep an eye out there too, if you want to hang with some fellow mutants or even give them a few pointers on how best to enjoy our journey under the salt sun. You can sign up for our email newsletter for updates directly to your inbox! Excitedly, Brian (AlphaBeard), Jason (ptychomancer), Alexandra & Tanya
204.95
- Point-defense systems can now target dart projectiles, in the same tracking category as arrows.
- Fjorn-Kosef's fists no longer have antimatter cells slotted into them, nor are they considered weird artifacts.
- Made improvements to how NPCs equip gear.
- NPCs are now better able to use fidget cells.
- Stasis now prevents bloodsplatter and similar effects.
- Colossal creatures can now equip large boulders.
- When you dominate a creature, your companions now stop attacking it.
- When you get lost on the worldmap, you no longer always wind up in the center of the parasang.
- When you become unlost via an unconventional method, you now get the usual message about regaining your bearings.
- Nests and nest-like creatures who are villagers should no longer collapse after they finish spawning.
- Items that are temporary, coated in dangerous liquids, or in the process of being eaten away by acid can now be given to or taken from NPCs via the trade screen, except you still cannot sell them.
- Creatures that leave trails of objects behind them no longer fall through the floor when they leave a pit in the space behind them.
- Krakens no longer do their two-step move on the worldmap.
- Fixed some issues causing energy cells with the radio-powered mod not to recharge correctly.
- Fixed a bug that made it only possible to disarm weapons equipped in hands or in missile slots.
- Fixed a bug that disqualified items from becoming magnetized based on total stack weight rather than weight per item.
- Fixed a bug that made it impossible to look at fungal infections. Existing fungal infections in saved games will not be affected.
- Fixed a bug where Reverse Engineer success messages would refer to the artifact by its unidentified name.
- Fixed a bug that made padded items worthless.
- Fixed a bug that caused errors when some creatures tried to retreat via teleportation.
- Fixed a bug that made leyline puppeteers, enigma cones, and enigma caps only able to accept two item mods.
- Fixed the default subterranean wall type in baroque ruins.
- [modding] The Lost effect is no longer hardcoded to JoppaWorld; being lost is now tracked per world.
- [modding] Fixed a bug that made removing Photosynthetic Skin cause errors with bleeding.
- Changed the default bind for the Factions page to ctrl+f.
- Fixed a bug that caused Light Manipulation to cast ambient light even when out of charges.
- Fixed a bug that caused some popup selections to cancel autoexplore immediately after.
- Fixed an issue that caused a spurious option popup when selecting a category in the trade menu.
204.93
- NPCs now use Berate, Empty the Clips, and Juke (especially if they also know Pointed Circle).
- Improved the messaging around Berate, Intimidate, Menacing Stare, Juke, and Empty the Clips.
- If you have the Wings mutation and Jump and your flight ability is not presently disabled, you can now jump over creatures.
- Creatures who are lost can no longer give directions to other creatures who are lost.
- You can now generally get directions from robots when lost, if they're willing to talk to you.
- To-hit bonuses on armor now specify that they apply to melee combat.
- Added a message for using an exit teleporter.
- Made a few more creatures able to give you directions if you get lost.
- More severed ooze parts are now green.
- Warden Indrix now has Intimidate.
- Fixed a bug that made to-hit bonuses on armor not work.
- Fixed a bug that made the Hampered movespeed penalty from wielding a heavy weapon removable by things that cure negative status effects.
- Fixed a bug that caused you to grow two tails after eating the Cloaca Surprise.
- Fixed a bug that caused pure warm static not to glitch other liquids when mixed.
- Fixed a bug that prevented you from gaining mental defects via brain brine.
- Fixed a bug that made ovens fail to appear as points of interest.
- Fixed a bug that made Slime Glands have a usable range of one square less than it was supposed to have.
- Fixed a bug causing the chronology entry for permanent mind transfer to sound as if it were describing an existential crisis.
- Fixed an instance of excessively godlike pronoun capitalization in agolflies' description.
- Fixed more bugs in petting messages.
- [modding] The DataDisk part now supports a number of fields for controlling the type of data disk generated:
- TargetBlueprint allows a specific blueprint to be designated.
- TargetType allows a type of recipe (Build or Mod) to be specified.
- TargetTinkerTier allows a desired tinker tier (the tier of the highest bit required) to be specified.
- TargetTier allows an item tier to be specified.
- TargetTechTier allows an item tech tier to be specified.
- TargetTinkerCategory allows a tinkering category to be specified.
- [modding] Various blueprints for data disks of specific types have been added:
- BuildDataDisk and ModDataDisk for disks with item and mod recipes, respectively
- TinkerTier1DataDisk through TinkerTier8DataDisk for disks of the respective tinker tiers
- TinkerTier1BuildDataDisk through TinkerTier8BuildDataDisk for item recipe disks of the respective tinker tiers
- TinkerTier1ModDataDisk through TinkerTier8ModDataDisk for mod recipe disks of the respective tinker tiers
- ArmorBuildDataDisk, AmmoBuildDataDisk, GrenadeBuildDataDisk, HeavyWeaponBuildDataDisk, MeleeWeaponBuildDataDisk, PistolBuildDataDisk, RifleBuildDataDisk, TonicBuildDataDisk, and UtilityBuildDataDisk for item recipe disks of the respective tinkering categories
- [modding] Mutation defects are now flagged with Defect="true" on either the category or mutation itself, instead of being tied to the category display name.
- [modding] GameObject now has a generic method HasPart
(), similar to GetPart (). - [debug] Added a "population: findblueprint: blueprint" wish that calculates the probability of the specified [blueprint] appearing at least once in each population table.
- [debug] Added a "population: generate: table#amount" wish that generates the specified population table an amount of times, showing a breakdown of what was rolled.
- Added binds for Mark Target and alternate fire modes.
- Added support for up to 4 binds for an action.
- Item containers can now be scrolled with the scroll wheel.
- Reduced and standardized the sensitivty of scroll views.
- Fixed a bug causing interaction from the looker to select the default action immediately.
- Fixed a rare exception in commandDelayTimers.
- Fixed the store items binding.
- Fixed the binding for collapse and expanding categories in the item picker.
- Fixed the binding for scrolling long descriptions on the tinkering screen.
- Fixed several bindings for various tinkering screen commands.
- Fixed night vision cybernetic not toggling state.
204.91
- Springing now affects power skating.
- NPCs now use Intimidate and Menacing Stare.
- Baetyls no longer request bizarre carnage.
- Mechanical cherubim now prefer to use oil for the water ritual.
- NPCs are now more willing to throw things and fire missile weapons at forcefields and at targets hiding behind trees.
- Friend to fungi and fungus-ridden creatures now get recolored dark and bright magenta, respectively.
- Immobile creatures may now move using Juke.
- Pathfinding on the world map now prefers to go around the Rainbow Wood.
- Campfires and campfire remains that are buried under solid objects no longer prevent another campfire from being built nearby.
- Added new descriptions for some articles of clothing.
- Reduced the volume of the stasis field sound effect.
- Targets are now unset if you pick them up, equip them, implant them, slot them, load them, or used them as a component.
- Fixed a bug that made pouring neutron flux from one functional magnetic bottle to another issue a false warning about lack of magnetic containment.
- Fixed a bug that made NPCs able to reload a weapon and fire immediately.
- Fixed a bug that caused Terrified effects which were supposed to suppress the use of activated movement abilities to fail to do so.
- Fixed a bug that caused trining lampreys to not self-replicate.
- Fixed a bug that caused jumping and ejection seat animations to sometimes display your tile with the wrong colors.
- Fixed a bug that caused a quills object to be unequipped into your inventory if a prior mutation was glitched into Carapace via warm static.
- Fixed a bug that made Templar phylacteries reference a confused name if they generated while the player was confused.
- Fixed a bug that caused strange phrasing in tomb inscriptions about books.
- Fixed more grammar oddities in third-party petting messages.
- Fixed a typo in Hortensa's conversation.
- Fixed a bug causing text following commas to be inappropriately removed from item names in some contexts.
- Fixed a bug that caused the stripping of color formatting to fail on some nested color patterns.
- [modding] Added SourceID, SourceBlueprint, KillerID, and KillerBlueprint properties to dropped corpse objects. ID properties will only be populated if the relevant object already had an ID when the corpse was generated.
- Increased the value of the leftmost tick of the repeat delay slider from 0 to 5.
- Fixed the main menu X not highlighting on hover.
- You can use the walk command again while looking to walk to the object you're looking at.
- Fixed v positive and v negative binds changing objects in a stack in the looker.
- Page Up and Page Down can now be used to navigate popups and the look menu.
- Fixed the binding display on the book UI.
- You can now use hotbar positional binds to trigger an ability even if that ability has a custom bind.
- Fixed an issue when looking at a tile when you didn't have Walk bound.
- Fixed an issue when using backspace on the number selection popup.
- Fixed an issue causing page up and down to be reversed in some menus.
204.90/205.35 beta
- Added new descriptions for some natural equipment.
- Heightened Hearing, Sense Psychic, and electromagnetic sensors no longer alert enemies.
- Ichor merchants now occasionally stock sap, putrescence, primordial soup, and (rarely) warm static.
- The Light Source category is now initially expanded when equipping a thrown weapon.
- Sense Psychic now allows you to perceive when someone creates an otherwise non-visible pyrokinesis or cryokinesis field.
- Factory arms now properly move objects.
- Being rusted now generally turns things red.
- If a village records its history through tattoos, and a villager has a body that cannot be tattooed but can be engraved, they now spawn with an historical engraving.
- You no longer auto-disassemble items in the course of modding them.
- The trade screen no longer ever shows a negative post-trade weight.
- Improved auto-equip failure messages, especially in cases where auto-equip failed on multiple body parts.
- Improved messaging for the appearance and disappearance of pyrokinesis and cryokinesis fields.
- The damage done by pyrokinesis and cryokinesis now depends on the phase that the field's creator was in at the time of creation.
- Fixed a bug that made armor fail to auto-equip to an occupied but potentially available body part if the first appropriate body part was occupied by non-removable equipment.
- Fixed a bug that caused odd grammar in the descriptions of your severed limbs.
- Fixed a bug that caused you to get time cube messages when zero jells applied the effect to NPCs.
- Fixed a bug that caused creatures to swap energy cells too frequently in items that have boot sequences with high charge draws.
- Fixed a bug that caused psychic hunters to sometimes fail to spawn and prevent other creatures in the zone from moving.
- Fixed support for the "Stack" hint, which will cause some ammunition populations not to be scattered all over the floor as individual objects.
- Fixed a bug that made some farms generate with odd names.
- Fixed a bug that caused some tinkerable items to display a > in their name and give no bits when disassembled.
- Fixed a bug that caused rusted robots who had their rusting repaired remain red.
- Fixed a bug that caused your tongue to continuously regrow and rot away if you had Regeneration.
- Fixed a bug that made initial cryokinesis field deployment use colors appropriate to pyrokinesis.
- Fixed a bug causing graphical glitches with some force field interactions.
- Fixed a bug that excluded disguise mod name elements from item pickup messages.
- Fixed a bug that caused doubled punctuation at the end of village history tattoos.
- Fixed some formatting issues with pet responses to being petted.
Hi there, We've been working on some UI features, including better gamepad support, a more robust input manager, and a whole new Abilities screen. That work is now live on the beta branch! If you'd like to help us test it, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. Note: previous saves won't be compatible with this beta. Please post your bugs here. Live and drink, friends.
- Merged all input managers down to one, meaning you no longer have to change settings for gamepad to work.
- Made keyboard & gamepad input much more robust across the board.
- We added a new Abilities screen ('a').
- Added icons for every ability.
- Added in-depth, dynamic descriptions for many abilities (the rest to come).
- You can reorder abilities on the Abilities screen and they will also reorder in your hotbar.
- We made several enhancements to the ability hotbar.
- Your abilities are now automatically hotkeyed. You can change the hotkeys from the Abilities screen.
- Added hotkeys for scrolling through your hotbars (default ctrl+1 - ctrl+5).
- New ability icons also appear on the hotbar.
- Added the new ability icons to the old UI sidebar. They also now respect the order of abilities on your ability screen.
- Added a new, highly visible autoexplore danger indicator.
- Holding down movement keys to move quickly is now safeguarded by the autoexplore danger indicator.
- Added gamepad button glyphs for Xbox and PlayStation controllers wherever the UI indicates a button bind.
204.87
- Phasing is now better integrated with pathfinding.
- Gave fire ant queens wings.
- Made the default interaction for spiral borers be 'activate'.
- Clonelings can once again drink cloning draught to restore their cloning capacity.
- Added a bunch of new creature descriptions.
- Changed the appearance of hyrkhounds.
- Regeneration tanks now change tiles when broken.
- Added an option to disable fire sounds.
- Landing Pads now awards XP upon completion.
- Reduced the degree to which creature AI avoids webs.
- Lase's penetration value in the Light Manipulation description is now accurate.
- Phase-harmonic spasers now generate omniphase plasma.
- Quartzfur and glass armor no longer reflects damage from sources like bleeding and poison that are inside armor.
- Resolved various issues involving conflicts between different sources of icon coloration for creatures.
- Reasonably smart creatures can now slot fresh energy cells into various energy-cell-using equipment besides ranged weapons.
- Fixed a bug that caused flaming objects coated in plasma to emit much more smoke than intended.
- Fixed a bug that occasionally caused odd wind direction messages.
- Fixed a bug that made merchant restocking announcements depend on the merchant being visible.
- Fixed a bug that made gas tumblers not affect spasers.
- Fixed a bug that caused villagers to occasionally be assigned duplicate titles.
- Fixed a bug that caused points of interest and some exotic construction materials to have superfluous language in their descriptions.
- Fixed a bug that could cause broken world history entries.
- Fixed a bug that could cause exceptions in zone generation.
- Fixed a bug that caused the final step of "Kith and Kin" to not award experience.
- Fixed a bug that caused the "Spread Klanq around Qud" quest steps not to update unless you had saved & loaded your game.
- Fixed a bug that caused villages with empty but unreachable cells to fail to generate.
- Fixed a bug that caused Unity impostors to be visible with tiles disabled.
- Fixed a bug that caused rust fields and bogs to fail to generate.
- Fixed a bug that caused Slog to have two tails.
- Fixed a rare exception in Slam.
- [modding] Pettable creatures can now have their chance of assigning a Pet goal set using the intproperty PetGoalChance (default 10), and the number of times to wait (times they would otherwise have been assigned a Pet goal) after successfully assigning a Pet goal before assigning another with the intproperty PetGoalWait (default 100).
- [modding] Added the AwardXP conversation action, which gives XP to the player or speaker with an optional popup message.
204.84
- We made Kickback work with any missile attack and moved it under the Tactics skill tree.
- Bilge sphincter bonuses are now considered "base".
- Normality fields have a new appearance.
- Reduced the difficulty of the save to avoid going prone from Rocket Jump.
- Various items that provide saving throw modifiers now say what they are doing using more descriptive language.
- Simplified some save modifier language involving forced movement.
- Creatures are now much less willing to use special movement abilities to go to dangerous locations.
- Slog is now more willing to enter pools of filth.
- The Stuck effect from a grabber arm now ends if the grabber arm is destroyed or moved out of adjacency to the target.
- Hints about location of the Ruin of House Isner found in books now use more sensible language when the hint is less than one parasang.
- Fixed various cases of things being described awkwardly as sets. This fix will show up unevenly in existing saved games.
- Fixed a bug that removed creatures' titles from restocking announcements and points of interest.
- Fixed a bug that caused the messages for discovering a lair not to indicate the type of creature the lair owner is. Lairs in existing save games will not be affected.
- Fixed a bug that caused several quests not to complete correctly if you had swapped bodies. More fixed quests to come next week.
- Fixed a bug that caused crashes in some situations with stuck creatures.
- Fixed a bug that caused the player's name to be rendered as "you" when items were named for them.
- Fixed a bug that caused some maker's marks to cause strange text generation.
- Fixed a capitalization issue with generated quest item names.
- Fixed a bug that caused some exotic construction materials to be described as wet when they weren't.
- Fixed bugs that caused brinestalk, sliced bop cheek, wild rice to be treated as plural.
- [modding] Added a new part, ExcludeMods, that can be used like
to prevent an item from getting specified mods it would otherwise qualify for. Exclude="*" will exclude all mods, though typically that would be done using . - [modding] Added AfterSecretRevealed, PlayerAfterConversation and PlayerEnteredCell events to IGameSystem.
204.83
- Rocket skates now alter Jump into Rocket Jump.
- +4 jump range
- Minimum range 3
- You can rocket jump over creatures.
- Upon landing, you make an Agility 20 save or fall prone.
- You leave a trail of burning exhaust behind you.
- The Hurdle skill now lets you jump without interrupting your sprint.
- Movement confirmation now a yes/no popup, rather than requesting confirmation via moving again, when moving up or down.
- When you perform the water ritual with a social coprocessor installed, you now gain additional reputation with the creature's faction if your implant's performance has been boosted by compute power.
- Photosynthetic skin, vine-weave tunics, and other leafy items no longer count your own foliage (if you are a plant or plant-like creature) in determining camoflauge DV.
- The Leap, Frog achievement now triggers when you are taught Jump by a wider range of frogs, including svardym.
- Flaming vents are a little more destructive.
- Robots can no longer eat food or drink liquids. Existing robots in saved games won't be affected.
- Robots no longer heal while EMPed. Existing robots in saved games won't be affected.
- Forts no longer sometimes spawn disconnected from the rest of the map.
- Added new descriptions for several map terrain objects.
- Replaced the tiles for low-tier relic hats and helmets with different, better-suited existing tiles.
- Improved the spawn placement of esper assassins.
- The main menu music now restarts when returning to the main menu from an active game.
- Added a section on saving throws to the manual.
- Fixed a bug that caused a variety of item types to be unable to stack.
- Fixed a bug that made buying skills in the water ritual display the original cost in the dialog rather than the adjusted cost.
- Fixed a bug that caused the natural claw weapons of burrowing claws to not be removed with the mutation.
- Fixed a bug that caused Slog of the Cloaca to not award reputation when killed.
- Fixed a bug that made pettable creatures with multiple pet responses fail to display proper messages.
- Fixed a bug that caused several quests to not complete correctly if you had swapped bodies. More fixed quests to come next week.
- Fixed pettable creatures pet responses that used the old format (all Patreon pets).
- Fixed a bug where Rainwater Shomer was able to follow you back into the corporeal world.
- Fixed a bug that sometimes prevented Eskhind, Liihart, or Meyehind from spawning.
- Fixed a bug that caused the names of lairs not to indicate the type of creature the lair owner is. Lairs in existing save games will not be affected.
- Fixed a bug that caused creatures not to equip shields.
- Fixed a bug that caused legendary tortoises to be described as legendary tortoises twice.
- Fixed a bug with the network of roots pet that caused its inventory to transmute into "pooled objects".
- Fixed a bug that caused a non-dominant biome for an area to sometimes be listed as its most notable feauture.
- Fixed a rare crash during gem tumbling when the tumbler was frozen.
- [modding] Added IfHaveLiquid, GiveLiquid, and UseLiquid conversation delegates (wiki ref: Modding:Conversations#Delegates_2).
- [modding] Added a PlayerTook event to IGameSystem.
- [debug] Wishing "rebuild" on the world map now correctly places you on the rebuilt world map.
- [debug] Fixed the Grit Gate doors not being properly opened when wishing "stage4".
204.82
- Non-player creatures now occasionally pet nearby pettable creatures.
- Eating a plant or fungi-based meal at an oven as a carnivore no longer provides satiation and may make you ill.
- Photosynthetic Skin now gives a small bonus to DV when occupying the same tile as foliage.
- We made some cosmetic changes to jungle trees.
- To reduce confusion around which tree blocked movement -- tanglewood tree or shimscale mangrove tree -- we replaced the tanglewood tree with a new tree, ziv bough, and gave shimscale mangrove tree (the movement blocking one) both mangrove/tanglewood tile variants.
- Added another new tree: star palm.
- Witchwood trees now have a tile variant.
- Dogthorn and swarmshade trees now use their tile variants.
- Tweaked the tree population in the jungle and jungle-like regions.
- Added new descriptions for shimscale mangrove tree, swarmshade tree, star palm, and ziv bough.
- Containers of pure water that are also quest items are no longer excluded from NPC inventories in trade.
- Clicking on an object to walk toward it now continues to walk toward the object if it moves rather than the location it was in when clicked.
- Legendary chefs no longer occasionally spawn without an oven.
- Village ovens may spawn surrounded by liquid but no longer spawn immersed and unusable.
- Village ovens no longer spawn in hallways.
- Village ovens are no longer removed by random rivers passing through them.
- Pathfinding now avoids visible sprouting orbs.
- In the modern UI, characters with Nerve Poppy now have their HP bar move when they change HP statuses.
- Save file cleanup no longer deletes any folder starting with a period.
- Improved some failure messaging for Flaming Ray and Freezing Ray.
- Improved the determination of whether a creature is in combat for the purposes of Narcolepsy.
- Tweaked some descriptions on the worldmap.
- Fixed a bug that caused creatures to fall in love with objects that weren't real.
- Fixed a bug that caused soup sludges to only equip a single pseudopod.
- Fixed a bug that assigned extra titles to some creatures.
- Fixed a bug that caused game crashes in some exotic combinations of creatures being stuck and engulfed.
- Fixed a bug that caused some named items to be called weird artifacts in their descriptions.
- Fixed a bug that made Flaming Ray and Freezing Ray unusable when granted by cooking effects.
- Fixed a bug that caused burrowing claws granted by skulk injectors to not generate their natural claw weapons.
- Fixed various bugs involving messages not being generated, or sight being lost on targets, because a creature you're fighting is across a zone boundary.
204.78
- Gaslight chisels can now be used to engrave hard, inorganic body parts in a fashion similar to how tattoo guns can be used to tattoo soft, organic body parts. (Existing gaslight chisels in saved games will not receive this functionality.)
- Digging while autoexploring or otherwise pathfinding now prefers somewhat to dig through softer walls.
- When a selected target square for Jump is invalid, you are now asked to select it again rather than exiting the command entirely.
- Village pets talk less like villagers now, and smart use brings up their interaction menu rather than immediately chatting with them.
- Attacks now pass harmlessly through holographic walls, unless they are animated.
- Reduced the weight (and thus gravity grenade damage when they slam into you) of conveyor belts.
- Added some references to the Corpus Choliys and spray bottles in apothecary dialolg.
- Non-player creatures can now use the following implants if they have them installed: matter recompositer, high-fidelity matter recompositer, inflatable axons, nocturnal apex, and stasis projector.
- Non-player creatures wielding psionic melee weapons now unequip them if their target is immune to psychic attacks.
- Non-player creatures wielding psychal fleshguns now stop trying to shoot targets that are immune to psychic attacks.
- Improved the death messages for being killed by your Temporal Fugue clones and similar phenomena.
- Fixed a bug where "Wait N turns" was waiting 1 extra turn.
- Fixed a color inconsistency in village generated dialog.
- Fixed a bug that prevented smart use on some objects from correctly bringing up their interaction menu when it was supposed to.
- Fixed a bug that caused plural creatures to sometimes be referred to as a set of themselves.
- Fixed a bug that caused some cybernetic implants to sometimes be described strangely.
- [modding] Added an after-render callback to some displays that were not using it (especially Targeting displays).
- [modding] Fixed a bug that caused XML files of failed mods to be loaded.
- [modding] The unapproved mod alert now only displays when nothing else prevents that mod from running.
- [modding] Generally standardized on use of The.Player over Core.Player.Body
- [modding] Fixed several instances where UI screens (Skills and Powers, Status, etc.) were referencing The.Player directly instead of the object passed in to them.
204.74
- When aiming a missile or thrown weapon with a known maximum range, the portion of the selected path beyond that range is now colored black.
- When aiming a thrown weapon, the portion of the selected path beyond your full-accuracy throw range is now colored yellow.
- Geomagnetic discs are now subject to being intercepted by point-defense systems.
- Point-defense systems now respect phase.
- Glowfish and glowcrows now emit a small amount of light.
- Kickback no longer activates if you have no feet.
- Renamed the "Open chests while auto-exploring" option to "Look in containers while auto-exploring", made it apply to all container types, and removed the now vestigial "Open bookshelves while auto-exploring" option.
- Using the Confusion mutation now makes affected targets angry.
- Added a custom message on Pax Klanq's death.
- Liquid pools now freeze into solids based on the primary liquid in the mixture.
- Manual equip now uses body parts' descriptions rather than names.
- Flurry can no longer be activated on the world map.
- Smart use near harvestable plants now harvests them.
- Inflated axons and prowling effects now end if the corresponding cybernetics are removed.
- Added color animation effects to glowspheres, floating glowspheres, luminous motes, quantum motes, and black motes.
- Added new descriptions to grenades and several other items.
- Improved the grammar used with the leatherworking tools in Bey Lah.
- Improved the grammar in messages related to examining and putting things on tables and bookshelves.
- Color-coded grenade tiles and ASCII glyphs.
- Fixed some issues with the stats assigned to tinkered turrets.
- Fixed a bug that caused the cone picker to not respond to movement directions properly when locked.
- Fixed a bug that caused the cone picker display to be assymetrical.
- Fixed a bug that removed the "space-select | lock/unlock (F1)" line of the fire/throw target picker from the text UI.
- Fixed a bug with the display of some sultan names in village histories.
- Fixed a bug that caused rebuked followers to keep following you when dismissed.
- Fixed a bug that disabled the look interaction on items in containers and implanted cybernetics.
- Fixed a bug causing some deep shafts and special worldmap terrains to have "set of" prepended to their names.
- [modding] Gave Meal Preparation its own Class name unique from CookingAndGathering (CookingAndGathering_MealPrep).
- [modding] Added a new 'rapid:[n]' wish to trigger rapid advancement.
204.72
- Added a remappable command for interacting with your companions (defaults to Ctrl-C).
- Items being gigantic no longer uses up one of their three modding slots.
- Improved the artifact identification messages shown when you permanently come to understand an artifact you temporarily understand due to tech or bioscanning.
- When a weapon can only penetrate a maximum of 1x, the penetration arrow icon in its display name is now black.
- Offhand attacks from your stinger now always apply their venom.
- Palladium electrodeposits are now destroyed on removal, and their Intelligence bonus, when applicable, now counts toward skill requirements. (Existing implants in saved games will not be affected.)
- Becoming hungry no longer interrupts autoact. Becoming famished still does.
- Items marked to be treated as scrap no longer continue to be treated as scrap if they become unidentified.
- Brinestalk gates and iron gates no longer occlude vision while closed.
- Popups from pulsed field magnets ripping things off your body now require you to press space to dismiss them.
- You no longer get a chronology entry for visiting a generated village if it's the village you started in.
- Gave glowsphere and silver rondure more appropriate tiles.
- Made the gigantic chassis plate metal.
- Made wavy doors metal.
- Improved the sort order of liquid containers.
- Fixed a bug that caused named items to include superfluous details about their state in their descriptions.
- Fixed a bug that caused the "Find Eskhind" quest to start when Eskhind was slain.
- Fixed an issue where pressing a movement direction multiple times could cause one press to not register.
- Fixed a bug that made nulling melee weapons not necessarily eligible for the Jacked mod.
- Fixed a bug that made autoexplore unable to swap positions with animated doors that the player was unable to unlock.
- Fixed a bug that made some remote sensing effects carry through inappropriate colors to the tiles shown.
- [modding] The PortableWall part now supports a field DeployingWhat for controlling the text the field picker displays.
204.71
- The watervine farmer calling now starts with bonus reputation with the Farmers' Guild.
- Ticking vents are now limited to spawning 30 clockwork beetles in total.
- Fungal infections on hands now display their stats as melee weapons.
- You now fall to the ground if you lose your wings in-flight.
- Gave equimaxes double-muscled.
- Creatures are now more willing to attack force fields and plant growth and, sometimes, dig through walls to reach an enemy.
- Gigantic creatures now break most beds and chairs they attempt to sleep or sit in.
- Certain liquids are now converted to other liquids if they react with a desalination pellet.
- The target selection prompt for stasis and force projectors now refers to a field rather than a wall.
- You can no longer enter the [redacted] if you do not bear the Mark of Death.
- The bit cost of item modifications is now in part based on the base item's tech tier instead of its general tier. This mostly has no impact, except that it's now easier to mod recoilers even if they port you to late-game locations.
- When a creature is pushed or pulled due to an effect that propels them through the air (e.g., Slam, gravity grenade), they no longer interact with liquid pools they pass over.
- Pariahs in pariah groups no longer exhibit extremely antisocial behavior like leaving trash trails and swallowing things whole.
- Attempting to sleep on a bed or sit on a chair with a neutral creature in its square now swaps positions with the creature, if possible, rather than asking if you want to attack them.
- Added new descriptions for several creatures.
- Removed an outdated version of Electrical Generation from electrofuges and gave them the newer one.
- Improved some suboptimal grammar in tombstone messages.
- Fixed a bug that occasionally made exploding items explode multiple times.
- Fixed a bug that allowed you to complete quests with temporary items.
- Fixed a bug that caused permanent clones of narratively important NPCs to flag the original as dead when the clone died.
- Fixed a bug that made geomagnetic discs not overloadable.
- Fixed a bug that prevented NPCs from reloading some missile weapons.
- Fixed a bug that made the fists installed by fist replacement cybernetics persist after the implant was removed.
- Fixed a bug that prevented the player from automatically equipping a torch on game start.
204.69
- Slugsnouts and leering stalkers no longer use their ranged weapons at point-blank range.
- Reverted last week's change about not being able to open doors if you can't access your extremities. Now, certain creatures won't open or close doors based on behaviorial factors.
- Made it harder to get to [redacted] if you don't have the Tomb of the Eaters quest.
- You can no longer travel to [redacted] while in a body that's not your own.
- The deployment of portable walls and stasis projectors is now animated.
- Increases the frequency Ruin of House Isner secrets appear in generated text, which had become less frequent since the last corpus refresh.
- Messaging for secrets discovered via Trash Divining is now sensitive to the "Display popups when noting information in your journal." option.
- Revamped some creature descriptions.
- Fixed a bug causing some sentences to refer to a creature when they should have referred to a piece of the creature's equipment.
- Fixed a bug that made some creature detection effects continue highlighting creatures if you switched bodies into something lacking the detection capacity.
- Fixed a bug where heavy weapons were categorized as rifles in tinkering categories, resulting in heavy weapon schemasofts with no blueprints.
- Fixed a bug where the Hampered effect was categorized as mental, which caused it to terminate Sunder Mind.
- Fixed a bug in the construction of some trader restocking messages.
204.68
- We made some changes to geomagnetic discs.
- They no longer bypass walls or doors.
- They no longer have unlimited range for reaching their initial target.
- They no longer target the same creature twice in a given throw.
- They no longer rely on the thrower's vision to find targets.
- Their base charge use is lower.
- Their charge use is now asserted on every bounce.
- When disabled due to lack of charge, they now fail to activate and are not thrown.
- When targets are out of phase with them, they now attempt to hit the target and fail, rather than refraining from the attempt.
- Previously, when used by NPCs, they would use the NPC's strength bonus for the to-hit calculation rather than agility bonus if the strength bonus was higher. They no longer do this.
- Deft Throwing and parabolic muscular subroutines now improve their chance to hit.
- Their appearance in flight is now that of their tile.
- Seeing one in action now identifies it.
- Fixed a bug that made them fail to target some hostile creatures who had not yet noticed the player.
- The move speed penalty from equipping heavy weapons is now surfaced as a status effect, Hampered.
- You can no longer open or close doors if you are unable to move your extremities.
- Creatures with no hands or hand-likes can no longer open or close doors.
- A chronology entries is no longer recorded for trying to rename a companion who already has a proper name.
- Unidentified thrown weapons no longer autoequip to the thrown weapon slot.
- Equipment, inventory, and some companions now persist when an object is glitched via warm static. ((Beguiled/proselytized creatures will still lose interest if new body can't support them))
- Reduced the number of "target temperature reached" messages issued by transkinetic cuffs.
- Improved the journal verbiage when you learn a secret that's known by a faction but not the faction you learned the secret from.
- Improved the grammar across many spots in text generation.
- Fixed a bug that caused Spread Klanq quest steps not to complete after a save/load cycle.
- Fixed some situations where inanimate objects would become targeted during a multi-weapon ranged attack.
- Fixed a bug that occasionally caused you to fall in love with quest-related statues or statues created by lithofex gazes, even if there was no reason to love them.
- Fixed a bug that caused pure warm static to not glitch objects its container shattered on.
- Fixed a bug that caused the inventory or equipment screen to be rendered blank when you glitched yourself via warm static.
- Fixed a bug that made fungal infections not operate properly when occupying left/right/upper/lower body parts. This fix won't affect existing fungal infections in saved games.
- Fixed a bug that caused dynamic quests steps requiring an item not to complete in some circumstances, like receiving the item as a gift during the water ritual.
- Fixed a bug that caused dynamic quest steps requiring an item not to complete if you already had the item in your inventory at the start of the quest.
- Fixed a bug that made in-place disassembly of energy cells slotted into sockets often fail if you had other energy cells that could stack with that one in your inventory.
- Fixed a bug that caused [owned by you] to appear on sold items if you had stored them in a container at any point prior.
- Fixed a grammar error in some sentences involving compacted bone matter.
204.67
- Quests to recover historic relics now include the name of the historic site in the quest text, in addition to the name of the level the relic is on. This does not necessarily mean the location of the historic site is revealed when you get the quest, though.
- Leeches are no longer implied to produce chitin.
- Spitting slugs now spit salty acid that evaporates over time.
- Tweaked the artifact identification messaging.
- Using an unidentified tonic now indicates that you have identified it with a message.
- Large lists of pickable items with similar names now have a consistent sorting order, rather than items sometimes moving around in the list as you navigate it.
- Colorless generic brooding puffs no longer appear in fungal sites.
- Tree cherubim now equip their cherubic bark in the right place.
- Non-player creatures who use Teleportation are now subject to its accuracy limitations.
- Companions with force bubbles active no longer attempt to pathfind right up next to you, pushing you around.
- There is a new companion interaction available, direct to change follow distance, that lets you direct companions to follow close by, at medium range, or far away.
- Inanimate objects that are brought to life can no longer be brought to life a second time.
- You can no longer activate the Flume-Flier of the Sky-Bear when wielding it is a weapon.
- Gave the sizzling effect on liquid containers a more informative description.
- Fixed a regression that allowed you to get infinite chrome keys from Otho.
- Fixed a bug that caused physical transformations to incorrectly increase the base rank of other mutations.
- Fixed a bug with generated village history text involving worshipped sultans.
- Fixed a bug that prevented unlocking the Mutagenic Mastery achievement.
- Fixed a bug that caused the Cloaca Surprise to give you an extra tail.
- Fixed a bug that caused you to be unable to leave the current screen when possessing a creature with a party leader.
- Fixed a bug that caused corpses and other objects to become targets after killing a primary target with akimbo pistols.
- Fixed some grammar errors in damage messages.
- Fixed a pluralization error when learning crafting recipes via the water ritual.
204.66
- Great magma crabs now leave behind basalt when they die.
- Creatures will no longer prioritize equipping the gaslight chisel over better weapons.
- The stated neutron flux requirement for the [redacted] quest now matches what Klanq requires.
- Fire ant queens, segmented mirthworms, and worms of the earth can no longer spawn creatures on the world map.
- Walls with pipes installed in them now get their ignition temperature raised to 1200 degrees if it was below 1200 degrees, preventing random villages with lava-based hydraulics in their wooden walls from instantly bursting into flame.
- The Barathrum clock with Q Girl pendulum no longer sometimes break adjacent power systems when picked up. This will not affect clocks already loaded in existing save games.
- Applied a probable fix for magnetic bottles issuing a warning while traveling on the world map, then exploding before the player has a chance to address the situation.
- In most cases, any mods that could be applied to a piece of armor prior to magnetization can now also be applied to it afterward.
- Tweaked item population tables.
- Made some further improvements to electrical arc messaging.
- Fixed a bug that caused bows to not automatically reload after firing.
- Fixed a bug that caused bows to bring up a menu for type of ammo to reload with any time you had more than one type of arrow instead of automatically reloading with the same type of arrow if available.
- Fixed a bug that caused the bilge sphincter to replace your stinger.
- Fixed a bug that caused electrical arcs emanating from equipment to be described as coming from "somewhere".
- Fixed a bug that made electrical arcs with no place to go cause errors.
- Fixed a bug that caused some corners of the river Yonth to generate as blank zones.
- Fixed a crash that occurred when multiple creatures occupying the same cell attempted to swap positions.
- Fixed a typo in ixlthyxl's description.
- Fixed a bug that made it possible to contract blurry vision and monochrome at the same time under exotic circumstances, potentially resulting in incurable monochrome.
- [modding] Bonded companions with proper names now have display names of the form "Gatt Alhonyawr, hired guard" rather than "Gatt Alhonyawr and hired guard".
- Added a "soundlog" wish to show the last 20 requests processed by the sound engine
204.63
- We made some changes to how electrical conductivity works (ie, what determines which objects electrical arcs leap to).
- Liquid pools now have their conductivity correctly calculated based on their component mixtures. Electrical arcs now correctly leap across conductive pools of liquid.
- Made some tweaks to creature conductivity calculations.
- A creature who wears footwear that's less conductive than they are now gets some additional anti-conductivity protection.
- Arcs no longer leap to flying creatures unless they are the initial target of a discharge.
- Arcs can now travel diagonally.
- Improved the messaging around arc leaping, especially for when a creature avoids an arc due to anti-conductive footwear.
- Added some alternate tiles for bookshelves with items in them.
- Dynamic quest rewards are now identified.
- Data disks offered as dynamic quest rewards now display the item blueprint they teach.
- You now need to have the appropriate Tinker skill level to build an item, rather than have that skill level only when learning the blueprint.
- Village tinkers can no longer recharge broken or rusted energy cells.
- Legendary pilgrims no longer abandon their lairs.
- Conservators shoot their lightlocks again.
- Fixed a bug that caused Sunder Mind to be cancelled as if your concentration slipped when you had high quickness and your target died prematurely.
- Fixed a bug that caused traipsing mortars to fail to equip their natural melee weapons.
- Fixed a bug that caused villagers in villages with pets to talk about nothing except those pets.
- Fixed a bug that caused stingers to repeatedly re-equip themselves when mutations changed.
- Fixed a crash that occurred when a creature fell in love with itself after stepping in dilute warm static.
- Fixed a bug that caused creatures not to receive random cybernetics.
- [modding] Common rendering colors are now accessible in C# via The.Color API. For example, The.Color.Red returns the Color value of 'R' previously accessed from the ColorUtility.ColorMap dictionary.
Hello all, We're skipping this week's patch due to some more travel. We'll be back on schedule the Friday after (3/31). Until then, Live and drink.
204.62
- The Barathrumites now offer the choice between a masterwork carbine and a masterwork chain pistol upon completing a certain quest.
- Companions who can technologically generate force bubbles now respect being told not to.
- Dawning apes are now more convincingly considered robots.
- Added spitting slugs back to regional populations.
- Cages now have a new tile and can be entered.
- Faundren villagers are now docile by default.
- Made some improvements to liquid freezing.
- It now takes a larger, more sensible volume of liquid to freeze into large rock walls, for those liquids that freeze into rock.
- Freezing containers of convalessence no longer obliterates them.
- Creatures in the same tile as a liquid that freezes into a solid wall now become stuck.
- Creatures that become stuck from a pool of liquid freezing under them are now immediately freed if the pool melts or is destroyed.
- Being stuck is now included in creatures' display name, like sitting or lying down.
- The stuck effect now displays more information about what you're stuck in.
- When you talk to Sparafucile during A Call to Arms, you no longer reference equipped items you don't actually have equipped.
- Turbow and linear cannon now have appropriate tinker categories for the purpose of SchemaSoft implants.
- Added a heavy weapons category to SchemaSoft.
- Changed the tile and color for fossilized remains.
- Short display names for liquid pools no longer display the number of drams in the pool.
- Achievements based on equipping things now only trigger if the item is equipped properly.
- Food no longer typically has 'equip' as its default action.
- When navigating to a point of interest that's a creature, you now more reliably go to that creature's new location if they move.
- Fixed a bug that allowed item duplication when twinning and trining lampreys made new lampreys.
- Fixed a bug that caused the Non-Locally Sourced achievement to be uncompleteable.
- Fixed a typo in the message displayed when something falls on a creature.
- Fixed some grammar errors in tomb inscriptions.
- [modding] Conversations now support negated versions of the IfHasBlueprint and IfWearingBlueprint predicates, IfNotHasBlueprint and IfNotWearingBlueprint.
204.61
- 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.
204.60
- 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.
Hi all, We're skipping the patch this week due to some travel. We'll be back next week! Live and drink.
204.59
- 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.
204.58
- 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.
204.56
- 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.
204.53
- 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.
204.52
- 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.
204.51
- 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.
204.50
- 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.
Hello friends, Due to some holiday travel we'll be skipping our weekly patch this week. We'll resume the following week. See you in the new year. Live and drink.
204.49
- 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
tag. - [modding] Made the hateReasons and likeReasons on XRL.World.Parts.GenerateFriendOrFoe and GenerateFriendOrFoe_HEB public.
The artifacts of plant and time, crust and fuzz with lossy compression, doze in moonlit marble beds, touched by august muzzles. The past is unwritten as the future, And what is left, broken and changed, to be tended by the point Colossi and their swarm. -Daughter Erinna, Modulo Moon Stair and the Tree of Life Here are the patch notes for the Moon Stair feature arc.
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
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
parameter that does not exist, or if the value can not be parsed. - Added 'findimportant' and 'fetchimportant' wishes.
- All XML files are now parsed based on their root element and can thus be reorganized within subdirectories and renamed to anything.
- Skill entries can now set the Hidden flag to remove them from the Skills menu until they has been acquired via other means.
204.45 - 'beta' branch
- Added a new signature dish to Chavvah: Crystal Delight.
- Added a new tile for diplomacy droid.
- Added a dynamic description for the [redacted].
- Added more Barathrumite dialogue for late-game quests.
- Refined the crystalline properties of Chavvah, the Tree of Life.
- Made some refinements to the experience of getting dreamcrungled.
- The pipes in [redacted] now flow with a mixture of primordial soup and your chosen catalyst.
- The [redacted] crab is now correctly considered a proper noun.
- Added abilites and equipment to Tau's companion.
- Tweaked the stats of palladium mesh tabbard and psychodyne helmet.
- Made some additional minor tweaks to psychodyne helmet, black mote, palladium mesh tabard, and dazzle cheek.
- Added descriptions for grounding shunts and social co-processor.
- Added descriptions for psychodyne helmet, black mote, palladium mesh tabard, dazzle cheek, crystalline halo, and crystalline jile.
- Added descriptions for crystalline trunk, crystalline branch, crystalline taproot, crystal leaves, crystal key, spiral staircase, chiming rock, and glowing soft.
- Added descriptions for Dyvvrach, Miryam, Tzedech, Tivka, _, Thicksalt, Tammuz, the Tau variants, Aoyg-no-Longer, and the still chime.
- Updated several sounds.
- Removed the watervine step sound.
- Added some chronology entries for important Moon Stair actions.
- Changed the color of severed [redacted] limbs.
- Warm static now distorts skills as well as powers.
- Ejection seats now lock into place when returned after ejecting.
- Added a new option under the Controls section named "MacOS13 Unity Keypad Bug Workaround" as a prospective fix for users on MacOS 13.x having issues with numpad.
- Fixed some issues with temporary mutations not granting their abilities and bonuses.
- Fixed a bug that sometimes caused you to turn blue.
- Fixed a bug that made gigantic trade goods much more common than they should be.
- Fixed a bug that caused [redacted] without poetic features to be unbuildable.
- Fixed a bug that caused the interior of [redacted] that survived death via effects like Precognition to behave strangely.
- Fixed a bug that caused zones to be suspended almost immediately upon leaving them.
- Fixed a bug that caused you to become stranded upon completing a crungle.
- Fixed a bug that caused non-standard metachrome limbs (such as Back, Feet, or Arm weapons) to be ineligible for offhand attacks.
- Fixed a bug that caused psychic hunters to spawn over pits that'd cause them to immediately fall to their death.
- Fixed a bug that caused some popups in the classic UI to cut off the last word.
- Fixed an exception when warm static applied the Springing effect.
- Fixed an issue where Suppressive Fire wasn't showing up in the abilities menu.
- Fixed a few crash and a few other bugs with the Continue screen when there were invalid or corrupt info files.
204.42 - 'beta' branch
- Added new armor: gigantic chassis plate.
- Added a new item: magnetic bottle.
- Added [redacted] to the bottom of the asphalt mines.
- Added sated dreamcrungles.
- After escaping the waking dream of a dreamcrungle, it now either dies or becomes sated.
- Added a new preservable/piece of butcherable equipment: dream rondure.
- Added a new cooking ingredient: dream smoke.
- Added a new 'Flip' mode to the modern dock. It has behavior similar to the original text sidebar.
- Made some tweaks to Crystal of Eve.
- Added young crystalline roots to the subterranean Moon Stair. They very rarely spawn with harvestable crystals of Eve.
- Added descriptions for the following objects: monad, crystal of Eve, crystalline root.
- Noisegrass now only appears on the Moon Stair surface.
- Pax Klanq now takes three days to construct the [redacted].
- Clarified in Pax Klanq's dialog that the hamsa must weigh 5 lbs. or less.
- Pre-existing natural weapons of a [redacted] now match the armament skill.
- Baetyl rewards awarded during [redacted] creation are now gigantic when applicable.
- A popup is now displayed when your follower is unable to enter your [redacted].
- Cragsmench [redacted] no longer spawn with hoary fists.
- If you get stranded in a waking dream by a dreamcrungle, the reward or penalty for completing the crungle is now applied to your new body.
- Tweaked the screen transitions when hit by a dreamcrungle while using the classic interface.
- Charging Strike for axes and Charging Strike for cudgels are now the same skill.
- Village ovens can no longer recipes that have wild rice as an ingredient.
- Added an option to disable mouse zoom.
- The selected ability bar button is now only highlighted if the "Use Ability" command has an active bind.
- The User Interface option "Pressing shift will hide the sidebar" now affects the modern UI dock and undocked windows.
- Gibbons are now correctly classified as apes.
- Twinning and trining lamprey are now correctly classified as fish.
- Reclassified some robots.
- Turret [redacted] now have the correct tile.
- Goatfolk [redacted] no longer spawn with equipment.
- Changed some verbiage with consuming or getting covered in warm static.
- Renamed Chavvah root to crystalline root.
- Tweaked some properties of crystalline roots.
- The dock drag handle's opacity now respects the dock background opacity setting.
- Pathfinding now considers standing next to dangerous gases to pose some fraction of the danger of standing in them.
- Deploy Turret, Flaming Hands, Freezing Hands, and Freeze Breath can no longer be used on the world map.
- Robot sensor arrays and hardpoints may now be marked as scrap independently of each other.
- Non-takeable items that theoretically have a reputation modifier (such as painted or engraved immobile furniture) no longer show the reputation modifier in their description.
- Fixed several bugs where effects obtained from dilute warm static could be applied multiple times.
- Fixed a bug that caused grazing animals used as in the creation of the [redacted] to incorrectly be assigned the goat body type.
- Fixed a bug that caused the still crystal chime to disappear from your inventory.
- Fixed a bug that caused the follower buff from certain hamsas to flicker on creatures with enhanced quickness.
- Fixed a bug that caused autoact to be interrupted when a follower's maximum HP changed.
- Fixed an issue with ability bar navigation improperly respecting the alternate modifier button.
- Fixed an issue that caused the message log to sometimes not scroll fully to the bottom when passing nearby objects.
- Fixed an issue that prevented right-stick look navigation in the prerelease input manager.
- Fixed a bug that made morphogenetic weapons apply the compute power of their target to their effect rather than that of their wielder.
- Fixed a bug that made Barathrum clocks with Q Girl pendulums disassemblable for no bits.
- Fixed a rare exception in village generation.
204.41 - 'beta' branch
- Added a new plant to the Moon Stair: noisegrass.
- Added a new harvestable: bundle of noisegrass.
- Added a new cooking ingredient: wild rice.
- Added a new item: leyline puppeteers.
- The following cybernetic implants all had their bonuses raised from +1 to +2: bionic hands, bionic arm, bionic heart, dopamine synth, and beautiful visage.
- Beautiful visage now costs 3 license points.
- Added some cybernetic credits wedges to certain places on the Moon Stair.
- Added wheeled, goat, and crystal variants of [redacted].
- We made some balance changes to blast cannon.
- Increased accuracy.
- Increased damage.
- Increased concussive force on impact.
- Increased cell energy cost per fire.
- Changed the cooldown from 1d4 to 2.
- Relic containers are now considered important.
- Added a variety of visual effects for Moon Stair objects and interactions.
- Added descriptions for the following creatures and items: zero jell, unimax, dreamcrungle, dawning ape, n-dimensional starshell, drem wren, leering stalker, chrome pyramid, blast cannon, and swarm rack.
- Renamed the liquid container zero jells occasionally drop to entropy cyst and gave it a new tile.
- Added a new tile for recoilers.
- Added a new tile for Santalalotze.
- Changed leering stalker's ASCII color to bright red.
- Fixed an issue with page up and page down binds overriding some ctrl+up and ctrl+down binds. You may have to rebind existing binds using those keys if you have customized them.
- Fixed an issue with page up and page down binds in the prerelease input manager.
- Fixed a bug where some creatures were incorrectly receiving bonuses for mutations they had as if they were rank 1 instead of the rank they actually were.
- Fixed a bug with autoget while flying that required landing to take items on the ground.
- Fixed a bug when a non-player creature used a timecube that caused you to get messages as if you used it.
- Fixed a bug that caused the new missile weapon UI to not update properly.
- [modding] added 'findimportant' and 'fetchimportant' wishes.
204.38 - 'beta' branch
- Added a new mouse cursor and an option to disable it or choose an alternate color scheme (Options > Overlay UI > Mouse cursor).
- Added more status effect possibilities to dilute warm static.
- Made all the Chavvah entities water ritualable. More changes to the Chavvah faction are in progress.
- We made some balance changes to the Hamsa component of [redacted].
- The action cost reduction for melee weapons was reduced from 25% to 15%.
- Figurines now award reputation with the factions of the creatures they depict.
- Cybernetic implants now reduce the toughness of the [redacted] by an amount equal to their license cost.
- Teleport-granting items now give Teleport 6 instead of Teleport 1.
- Added [redacted].
- Added "If, Then, Else" post-quest dialogue for Tammuz.
- Raised scorpiock's level and lowered their AV.
- When using the modern UI you can now zoom out past your default setting, going to "Fit" mode, then "Fullscreen".
- Added a "Wait Menu" keybind to the legacy key mapping.
- Removed the outdated "Display a background image when letterboxing" option.
- Improved performance when moving through liquids, particular during autoexplore.
- Particle simulation now has a fixed timestep.
- Fixed a bug that caused imaginary objects to be flammable.
- Fixed a bug that caused imaginary objects to vaporize if they reached vapor point.
- Fixed a bug that caused particles to stack up in look and targeting views.
- Fixed a bug with item naming popups in the console UI.
- Fixed a bug that caused the play area to dissapear behind item interaction popups.
- Fixed some auto collection bugs for liquids.
- Fixed ability bar buttons not greying out properly.
- Fixed "Wait 1 Turn" option not working properly in the wait menu.
- Fixed a bug where prerelease inventory UI screens were appearing below the play area.
- Fixed a bug where autoget would pick up fancy furniture.
- Fixed a bug that caused village merchants to fail to spawn.
- Fixed a bug where each village history entry in your journal contained histories from every village.
- Fixed a bug with arrow keys improperly paging through modern UI controls.
- Fixed the sizing of popup message windows with long scrollbars.
- Fixed a bug where "Take all" would fail to pick up everything if you had previously dropped any of the items.
- Fixed a bug that caused some shale walls to become invisible.
- Fixed a bug that caused zones to stay in memory for too long.
- [modding] All XML files are now parsed based on their root element and can thus be reorganized within subdirectories and renamed to anything.
- [modding] Skill entries can now set the Hidden flag to remove them from the Skills menu until they has been acquired via other means.
204.32 - 'beta' branch
- 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.
The beta for our latest feature arc, the Moon Stair, is here. Big picture, this arc includes the last late-game region, a new quest in the main questline, significant updates to the new UI, all new sound effects, and many, many gameplay changes. Everything is quite functional, but -- per usual -- it is subject to change and will get additional polish over the next several weeks. If you'd like to help us test it, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. Note: previous saves won't be compatible with this beta. Check out this thread if you want to post your feedback, or get access to a debug wish to fast-forward to the new quest. Here are the patch notes, with the usual caveat that some small changes may be missing. Live and drink!
NEW QUEST IN THE MAIN QUESTLINE
- There is now a new quest after returning from the Tomb of the Eaters. Talk to Barathrum in his study to learn more.
- Added a new system for the creation of [redacted] in support of this quest.
NEW LATE-GAME REGION
- Added the last late-game region: the Moon Stair
- Added new creatures: zero jell, unimax, dawning ape, n-dimensional starshell, dreamcrungle, monad, and dream wren.
- Added a new village-like location -- Chavvah, the Tree of Life -- with several new NPCs.
- Added a new side quest at Chavvah.
- Added psychic biomes, limited to the Moon Stair.
UI
- Added a new Pixel Perfect mode, which forces zoom to snap to a perfect multiple of the pixel art. You can toggle it in the General options menu.
- Added a new Docked mode that locks the combat log, nearby items list, and minimap. You can toggle it in the General options menu.
- Added new UI for target pickers.
- Added new UI for examining things with the Look function.
- Added a new target reticle for some contexts.
- The information bar when using the look/target pickers is now at the top of the screen.
- The ability bar is now fully functional.
- Added a new UI for the Options screen.
- Added a new UI for the High Scores screen.
- Added a new UI for the Help screen.
- Added tooltips and highlights to attributes with bonuses during character creation.
- You can now look at who you're talking to from the conversation UI.
- Added binds for page up and page down.
- Removed option to show tooltips when looking. It's now always works this way when the modern UI is enabled.
- Tooltips shown by mouseclick now hide when keyboard or joystick buttons are pressed (please report any tooltips that do not behave this way).
- Added a tooltip to the window layout lock button
- Look now is now bound to left stick button by default in the modern input manager.
- After firing a ranged weapon, your target for future shots is now more reliably what you shot at instead of what you hit.
- Added two options for filtering the nearby items list to only takeable items and only items in the current tile (Options > Overlay UI > enable Show overlay nearby objects list). When both are enabled, the behavior approximates the legacy UI "only show contents of the current cell" option.
- Refactored the imposter system for visual effects. This fixes many bugs where visual effect artifacts remained on the screen improperly.
- Removed code and unused bits of Overlay UI that have been replaced with the Modern UI.
SOUNDS & MUSIC
- We're in the process of adding all new sound effects to the game. Several hundred have already been added. More to come.
- Added ambient environmental sounds. For now: to Joppa, the salt marsh, and subterranean caves. More to come.
- Added a new toggle and volume slider for ambient sounds to the General options menu.
- Added a new music track in the Moon Stair.
NEW THINGS
- Added new cybernetic implants: grounding shunts and social coprocessor.
- Added new items: palladium weave tabard, dazzle cheek, psychodyne helmet, black mote, and stasis casque.
- Added a new liquid: warm static.
GAMEPLAY CHANGES
- We made some balance tweaks to the attributes of merchants.
- Stiltground merchants are now higher level and have more Willpower.
- Legendary merchants are now leveled appropriately for the difficulty tier their workshops are found in.
- More kinds of merchants now have hired guards.
- Adjusted the number of hired guards for several kinds of merchants.
- We changed how the item mod 'gigantic' works and classified some creatures as 'colossal'.
- The following creatures are classified as colossal: salt kraken, star kraken, great saltback, great magma crab, Rodanis Y, chrome pyramid, and [redacted].
- Colossal creatures can no longer wear non-gigantic gear.
- Non-colossal creatures can no longer wear gigantic gear, with the exception of gigantic weapons, which can be wielded in twice the number of hands they normally take to wield.
- Most types of items can now be gigantic.
- Gigantic weapons deal additional damage and may have other effects, depending on the weapon class.
- Gigantic vessels now store twice as much liquid.
- Gigantic grenades have double the radius.
- Gigantic gems and precious nuggets have 5x the trade value.
- Gigantic energy cells have twice the energy capacity.
- Swarm racks are now gigantic and no longer occupy back or arm slots.
- The Quantum Jitters defect is now worth 4 points.
- Svardym are no longer considered a sultanate faction.
- There is now a teleport gate in the rusted archway.
- You can no longer trade with creatures who are engaged in melee combat.
- Having an adjacent inanimate object as a target no longer counts as being engaged in melee combat.
- Robots with the Wings module can no longer fly while EMP'd.
- Set the region tier of the Six Day Stilt to 2.
- Krakens who have a party leader no longer wander in the characteristic kraken style.
- Item-based bonuses to throwing range are now functional on geomagnetic discs.
- Cheap credit wedges are now excluded from dynamic encounters.
MISCELLANEOUS
- Autoget can now unload weapons and empty liquid containers.
- Campfires and torch sconces are now avoided to a much lesser degree by pathfinding.
- Sometimes pilgrims you encounter are now lost. You can give them directions.
- Teleport gates are now points of interest.
- All creatures with proper names who are not player companions are now considered points of interest.
- Artifact functionality that displays status indications in item descriptions, such as (nonfunctional) or (unpowered), no longer does so in context of tinkering item descriptions.
BUGFIXES
- Fixed a bug that prevented legendary creatures from awarding extra XP in some contexts.
- Fixed a bug that caused legendary creatures to have too little XP for their level.
- Relic missile weapons with the vibro effect now get any penetration bonuses they may have applied on top of the vibro effect.
- Fixed a bug that caused armor categorized as Clothing to auto-equip as held in hand rather than worn.
- Fixed a bug in pathfinding that caused occasional mishaps, in particular inexplicable penchants for walking through fractus.
- Fixed a grammar error in some messages resulting from you decapitating your companion.
- Legendary villagers no longer sometimes erroneously have two names.
DEBUG & MODDING
- 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
parameter that does not exist, or if the value can not be parsed.
Hello folks, Yesterday's patch will be the last Feature Friday for a while as we tighten focus on our upcoming feature arc, the Moon Stair. We're still some weeks out, but our next step will be to put up a Moon Stair beta. So be on the lookout. Until then, link and drink.
203.54
- Mysterious gunslingers now often generate with wide-brimmed hats and woven tunics.
- When you put extradimensional gemstones in a rock tumbler, you now get their extradimensional smooth varieties out.
- Newly sentient beings with onboard power generation can now power Jacked equipment. This change won't apply to creatures that already exist in saved games.
- Dangerous liquids that are out of phase or that you're flying over no longer prompt you with a movement warning in autoexplore.
- The default option when prompted to confirm the deletion of a save is no longer Yes.
- The flattened remains one occasionally stumbles onto in the salt marsh is now considered interesting.
- A creature ceasing to fly in the same tile as a giant clam now uses the same behavior as walking into that tile.
- Bep no longer minds if you use the rock tumbler in the Yd Freehold.
- Hookahs can now be sealed. This change won't apply to hookahs that already exist in saved games.
- Creatures no longer attempt to equip Templar phylacteries in their primary hands.
- Very smart creatures no longer activate Templar phylacteries if the wraith-knight would be hostile to them.
- When you attempt to move into a tile with an animated door that's locked, you no longer attempt to open them.
- "Kin" is now recognized as a plural noun.
- Removed some unimplemented mutations from various creatures.
- The bonus item mod chance from equipping multiple copies of the Otherpearl once again stacks multiplicatively.
- Added a message when selecting 'replay last character' and no valid last character is present.
- Fixed a bug that caused the mental action cost reduction from Two-headed to not get applied.
- Fixed a bug that made point-defense drones fail to fire at some thrown objects.
- Fixed some issues with the tile display of walls in villages.
- Fixed a bug that caused some named items to have their original item type described strangely.
- Fixed a bug that made it so that if fungal infections were occupying two Hand slots, each would try to also occupy a Hands slot rather than sharing one.
- Fixed a bug that made it so that a fungal infection occupying a Hand slot could also occupy a Hands slot that was not the one associated with the Hand slot.
- Fixed a bug that caused an invalid detail color to crash the game.
- [modding] All wall tiles have been updated to use DetailColor as their secondary color instead of BackgroundColor.
203.53
- You and your companions are now highlighted blue instead of green on the alt overlay.
- Obtaining a base skill by drinking brain brine now unlocks the skill tree instead of only unlocking the skill itself.
- Books and artifacts marked important by default, but not explicitly marked important by you, are no longer excluded from the donation list.
- Changed the donation message when the only books or artifacts you have are marked important.
- You're no longer asked for confirmation when you move into a space with a pool of dangerous liquid if you're flying over the pool or not in phase with it.
- Fixed a bug that caused the stat bonuses from Graftek grafts to carry over to clones even through the graft did not.
- Fixed a bug that caused merchant advertisements not to generate.
- Fixed a bug that caused the music tracks for Grit Gate and Ezra to allocate large amounts of memory.
- Fixed a bug that caused the game to crash when choosing to start a new game.
- Fixed a rare bug that caused reality stabilization fields to fire random events, causing world state to fluctuate.
203.52
- Legendary hindren pariah leaders are no longer called "*name*, Hindren Pariah Pariah".
- Sprouting orbs and friendly junk dollars now respect phase and flight.
- Signs now show their description on smart use.
- The cryochamber plaques in Bethesda Susa now act more like signs.
- Journal locations are now marked with a colored '?' to indicate whether you've visited that location.
- Journal locations now note the date of your last visit.
- Journal locations with the same name are now sorted by their time of discovery.
- You can now use the Home and End keys to navigate to the top or bottom of the journal.
- Your cursor positions within the journal are now remembered when you change tabs, until the journal is closed.
- The 'Limit the input buffer to two commands.' option now defaults to on.
- Gossip and lore learned indirectly, such as by cooking with psychal gland paste, now displays what the gossip was in the popup message.
- Renamed the "Open Skills & Powers" keybind to "Open Skills".
- Renamed the status effect Shatter Mental Armor"" to "psionically cleaved".
- The 'villagers of Joppa' faction is no longer be present in alternate starts.
- The usual default interaction on Schrodinger pages is now entangle.
- Stopsvalinn now only makes its full powers available once it is identified.
- Removed an exception that allowed temporary cooking ingredients to be used in cooking if they had no defined duration of their own.
- Normality fields, kindled flames, and space-time anomalies no longer fall down pits.
- Fixed some grammar issues in juice sap drain messages.
- Fixed a bug that caused clones of flying creatures to show as if their Fly ability was activated even though they weren't flying.
- Fixed a bug that prevented Shank from being used if the shanker was able to move their extremities.
- Fixed a bug that caused the game to soft lock if you became a brooding puffer.
- Fixed a bug that caused arrow penetration bonus caps to not apply when using compound bows and turbows.
- Fixed a bug that caused canvas walls in villages to use the ASCII colors of their source creatures instead of the tile colors.
- Fixed a bug that prevented pickaxes and nanopneumatic jackhammers from applying their penetration bonus against diggable objects.
- Fixed a bug that caused deleting deleting entries from your journal's chronology to require two confirmations.
- Fixed a bug that caused the ability bar status to not update properly.
- Fixed a bug that caused the Yd Freehold to not show up in the worldmap alt overlay when ASCII mode was enabled.
- Fixed a bug that caused the text based conversation view to be improperly placed if a conversation was initiated from a zoomed-in view.
- Fixed a bug that caused the text options view to be improperly placed if a conversation was initiated from a zoomed-in view.
- Fixed a rare bug that caused the main building in Golgotha to have a sealed exit.
- Fixed a bug that caused sparking baetyls to spark very quickly when in a targeting view.
- Fixed a bug that caused locations names to overflow the text sidebar.
- [modding] Background color can now be defined in Display.txt.
- [modding] Fixed a bug that prevented Display.txt from loading correctly.
- [modding] Fixed a bug that prevented custom item mods from being craftable.
203.51
- Creatures can now shank.
- "Skills and powers"" are now just called "skills".
- Droid scramblers are now considered metal.
- Gave droid scramblers a commerce value.
- Gas breathing mutations are now affected by the gas tumbler.
- Mushroom cherubim now have more appropriate idealized features.
- Mechanical urchin cherubim now have idealized features that match non-mechanical urchin cherubim.
- When a creature is cloned via cloning draught or by a cloneling, the clone no longer carries over graftek grafts.
- You can now select several artifacts at once to throw down the sacred well.
- Added missing "molten wax drop" object.
- Conveyor belts now have 64,000 HP, down from 250,000 HP.
- Added a user interface option to disable most tile-based flashing and animation effects.
- The same sound can no longer be played more than once in a single frame. This fixes several issues with sound volumes.
- Unequipping the [redacted] via [redacted] of a [redacted] now angers [redacted] similarly to as if you had used [redacted].
- Fixed a bug that sometimes caused the stairs created by spiral borers to override the generation of normal stairs.
- Fixed a bug that caused recharge sounds to sometimes play too loudly.
- Fixed a bug that caused buggy dialog options like "MISSING_QUESTION" and "MISSING_ANSWER" to appear in village immigrants' dialogs.
- Fixed a bug that made it impossible for 1-pound metal items to become coated with liquids.
- Fixed a bug that caused the majority of encounters on the world map to become undiscoverable after reloading the game.
- Fixed a bug that caused followers who end up on the world map for some reason to crash the game.
- Fixed a bug that caused followers joining their leader from the world map to pass time as if you, the player, were traveling.
- Fixed a bug that caused stingers to appear in the inventory.
- Fixed a bug that caused krakens to fail to change their behavior in any way because of being terrified.
- Fixed a bug that caused precognitive visions gained via sphynx salt injectors to continuously ask if you wished to return to the start of your vision.
- Fixed a bug that caused unequipping the [redacted] to leave permanent attribute modifiers behind.
- Fixed a bug that caused some sets of strange tubes to not be treated as plural.
- Fixed a bug that sometimes caused game state to not reset after reloading.
- Fixed a bug that caused single-size penetration dice to explode infinitely.
- Fixed a rare bug that caused the game to freeze on the Freehold splash screen.
- Fixed a soft lock when speaking to Pax Klanq without Q Girl's climber blueprints.
- Fixed a frequent crash caused by an interaction between temporal fugue and force bracelets.
- Fixed errors in Kah and Nacham's dialogue.
- Fixed some typos in polished gemstone descriptions.
- Fixed a typo with rectangular bells.
- [pets] Gloaming no longer respawns on the world map, forestalling a possible crash.
203.50
- Added polished varieties of the rough gemstones. They're rarer and a bit more valuable.
- Powered rock tumblers can now tumble rough gemstones into polished ones.
- Temporal Fugue now clones into many more tiles, in particular ones with liquid puddles below swimming depth, gases, and traversable furniture in them.
- Force bracelets can now be overloaded.
- Thermo casks and high-energy thermo casks now display status information for the portions of their capabilities that only take effect once their startup sequence is complete.
- You can now select multiple options at once when giving books to Sheba, or sharing secrets with Tszappur.
- Added an option to suppress popups when noting information in your journal (Prompts > Display popups when noting information in your journal).
- The location of the Hydropon will now be noted in your journal when visited.
- Fix-It spray foam now repairs scrapped waydroids.
- You can no longer repair things you are out of phase with.
- Dynamically generated comma-separated lists of items now use semicolons for separation if any of the items in the list already contain commas.
- When trading with tinkers, the space menu now only generates identify, repair, and recharge actions for potentially appropriate items.
- When a piece of furniture that a dynamic quest expects you to place something in or on spawns as a newly sentient being, you are now always allowed to trade with that being regardless of whether they have anything in their inventory.
- When trading items to an animated piece of furniture that is normally a container, this is now tracked as putting something in or on them.
- "Arm" is no longer typically the default interaction for disarmed mines on the ground.
- Dromad traders once more address the player by species, and now make an effort to get it right when the player is not a human.
- Dying while confused or overdosing on hulk honey no longer distorts the name of the most advanced artifact in your possession.
- Attacking a stack of inanimate objects no longer damages the entire stack at once.
- Fixed a bug that caused some village inhabitants to be unable to give you directions when you're lost.
- Fixed a bug that caused reputation bonuses from your subtype selection to not be applied.
- Fixed a bug that caused the interaction prompt to be displayed when puffing on hookahs.
- Fixed a bug that caused fungal infections and luminous hoarshrooms to have an action cost when sprouting.
- Fixed a bug that prevented luminous hoarshrooms from sprouting.
- Fixed a bug that caused dynamic quest items to occasionally be nonspecified "items" that would disappear when obtained.
- Fixed a bug that made more things red when overdosing on hulk honey than were supposed to be.
- Fixed a bug that caused sultan shrines to render beneath doorways.
- Fixed a bug that sometimes caused zone floors to generate as white dots.
- [debug] Added "terrainencounters" wish to display a clickable map of your remaining surface terrain encounters.
- [modding] Fixed a bug that prevented the Dragging field from being set in movement MinEvents other than LeaveCellEvent.
- [modding] Fixed several warnings when installing mods with custom textures.
- [modding] Mods will now be listed with their title in the save game mod configuration dialog.
- [modding] Genotype and subtype tags in Genotypes.xml and Subtypes.xml can now specify a Species attribute, which can be used to override the genotype default of "human".
203.49
- Added an option to display full level up information for your followers. (Prompts > "Display full level up message for followers")
- Legendary newly sentient beings now have more sensible names and titles.
- Achievements based on killing a creature are now awarded when a companion lands the killing blow.
- Kindrish can no longer be modded.
- Kindrish can no longer be returned to the hindren multiple times.
- When you create a recipe from a meal with Canned Have-It-All as an ingredient, the recipe's replacement ingredient is now always a valid ingredient.
- Wardens Esther can no longer spawn hated by the Merchants' Guild. They can now spawn hated by dromaids, however.
- The descriptions of meals cooked with liquid ingredients now include liquids themselves rather than their containers.
- Autoexplore is now less willing to walk up next to a hostile aquatic creature that cannot itself approach you.
- The missile weapon Fire binding now works to activate an ability when targeting with the prerelease input manager.
- Fixed a bug that caused cybernetic implants meant to occupy equipment slots on implantation to fail to do so and appear in inventory, resulting in inappropriate behavior.
- Fixed a bug that caused the red targeting indicator for lithofex's gaze to disappear after loading a save.
- Fixed a bug that prevented you from pouring across map boundaries.
- Fixed a typo in brooding rosepuff's description.
- Fixed a bug that caused penetrating radar to show the identified tiles for unidentified items stuck in walls.
- Fixed a bug in diagonal movement in target pickers when prerelease input manager is enabled.
- [modding] Added GetLevelUpDiceEvent and GetLevelUpPointsEvent to alter stats gained from level ups without defining a new genotype or subtype.
203.45
- Disassembling single-bit scrap once again shows the bit that is obtained.
- Putting items in a chest you are carrying no longer attempts to describe the location of the chest.
- The trade screen no longer requests confirmation when putting important items in containers unless the containers are owned.
- Ancient bones and tar-encrusted bones now have more bone-like tiles.
- Dynamically generated compound words are now a little easier to read.
- Fixed a bug that caused equipping too many Otherpearls to cause an integer overflow on the chance to drop extradimensional items.
- Multiple Otherpearls now stack their chances to drop extradimensional items linearly rather than multiplicatively. Ex: equipping six Otherpearls now multiplies the extradimensional item drop chance by 30, not by 15625.
- Fixed a bug that caused turret tinkers to sometimes build a turret in the tile they were occupying.
- Fixed a bug that caused fungal infections on the hand to be incurable.
- Fixed a bug that caused fungal infections to disappear when applied to anything but a hand.
- Fixed a bug that caused you to sometimes start in the ruins of Joppa when selecting a generated village start.
- Fixed a bug that prevented you from being able to jump into clams.
- Fixed a bug that prevented dynamic villages and their respective factions from being generated.
- Fixed a bug that made phase-conjugate and phase-harmonic grenades fail to perform their phase effects if detonated using the 'detonate' interaction.
- Fixed a bug that made harvesting a stack of witchwood wreaths render the rest of the stack unharvestable.
- Fixed a bug that made falling down while flying trigger Quantum Jitters.
- Fixed a bug that allowed Amnesia and memory eaters to override the effect of air current microsensors until you left the zone and returned to it.
- Fixed a bug that caused uninstalled gun rack implants to generate phantom copies of themselves in your inventory.
- Fixed a bug that caused Force Bubble forcefields to be partially destroyed if active at the very edge of the world.
- Fixed a bug that prevented block sounds from playing properly.
- Fixed some grammar errors in tombstone text.
- Fixed a dynamic pronoun issue in tomb mural text.
- Fixed some dynamic pronoun issues in creature description text.
- Fixed a capitalization issue with Rainwater Shomer's name.
- [modding] Updated the HighScores.json format to store more information for easy access.
- [modding] HitSounds now have a default 135ms delay, which can be overriden by the HitSoundDelay int property. The delay is specified in MS.
- [modding] Added BlockSound and BlockSoundDelay tag/property support to shields.
203.41
- Improved page up and page down behavior on the equipment screen.
- Companion clonelings ordered to stay put no longer move around to clone.
- Molting basilisks that spawn in a zone that's already generated, like when one climbs through a spacetime vortex, no longer place molted husks throughout the zone.
- Revealed mines and bombs now have much higher priority for being shown in their tile relative to other objects.
- Smart use near mines and bombs now triggers interaction with them.
- Crab legs now count as meat.
- Creatures freed from gentling cones and mask now usually return to conversing as they would have prior to gentling.
- Goatfolk haunts now have fewer huts and a higher density of qlippoths per hut.
- Mercurial cloaks are now considered weird artifacts.
- Digging, in conjunction with autoexplore and normal movement, no longer attempts to burrow through the force bubbles of non-hostile NPCs.
- Jotun, Fjorn-Kosef, and Haggabah are now marked as having proper names.
- Chalkboards can now be animated.
- Duplicating a temporary item using non-temporary metamorphic polygel now creates a non-temporary version of the item.
- Duplicates created by metamorphic polygel now carry over effects like being broken or cleaved from the parent object.
- Removed the defunct Waydroids faction.
- Gave concrete floors to some areas in the Tomb of the Eaters that were missing them.
- Fixed a bug that caused mutation points to be spent when there were no further random mutations to buy.
- Fixed a bug that caused villages to sometimes generate without an oven.
- Fixed a bug that caused wire strands shorter than 25' to not stack with wire strands longer than 25'.
- Fixed an issue that caused some village wardens to generate without the warden title in their name.
- Fixed a bug where items duplicated with temporary metamorphic polygel became non-temporary.
- Fixed a bug that caused the damage message for ranged weapon attacks that killed their target to be suppressed. (Tthe target's death was reported but not the damage.)
- Fixed a crash when traveling to [redacted].
- Fixed several rare crashes in the audio manager.
- Fixed some grammar issues with the messages for when you spot weeps.
- Fixed a repeat word in blood-gradient hand vacuum description.
- [modding] Genotypes without available presets are now hidden when selecting a preset character.
- [modding] Custom embark modes can now skip the Genotype and Subtype modules if they are not applicable.
- [modding] The CanEquipOverDefaultBehavior event is now honored by attempts to equip items from the equipment screen as well as from the inventory screen.
203.39
- When an engulfed creature flings quills, the quills now strike the engulfer.
- Gave the villagers of Kyakukya plump mushrooms again.
- You can now harvest witchwood wreaths for witchwood bark.
- The walls of Pax Klanq's hut are once again only visible after taking [redacted].
- Soup sludges now stop spawning if there are already thirty in the zone.
- Light-based phenomena now pass through glass walls and doors.
- Tetraxenonoglass now has a chance to refract light-based projectiles.
- Temporary Eaters' nectar tonics no longer permuate your mutation buy options.
- The Kyakukya and Yd Freehold monuments are now considered interesting.
- Gave unique items many more hitpoints.
- Sound effects for when items break or armor is shattered are now less unpleasant.
- Excluded gnawed watervine from dynamic encounters.
- Fixed several instances of incorrect double spaces.
- Swapped the colors of the sun and moon mask.
- Removed a reference to the First Huntsman.
- Fixed an error when escaping out of the accusation phase of Kith and Kin.
- Fixed a bug that caused poor accusations to be forgotten in Kith and Kin.
- Fixed a bug that caused Keh-hind to stay in Bey Lah after being exiled.
- Fixed a bug that caused AltUse Ability to not properly trigger Sprint.
- [modding] Added SwingSound, MissSound, and BlockedSound sound tag support to weapons.
- [modding] Added support for [soundname]_variant_[n] with shuffled playback for sound effect variants.
- [modding] Added the current build number to the runtime compiler symbols.
- [modding] World sounds are now delayable.
203.38
- We made several changes, cultural and otherwise, to Kyakukya.
- Added village monuments and village history snippets.
- Removed Kyakukyan hunter, mushroom gatherer, and worshipper of Oboroqoru.
- Oboroqoru worshippers are now generated dynamically and pulled from a wide pool of creatures.
- Oboroqoru worshipers have new dialog.
- Made significant edits to Mayor Nuntu's dialog.
- Gave Mayor Nuntu a new description.
- Made some edits to Yurl's dialog.
- Replaced Svenlairnard with someone else.
- Tweaked woodsprog dialog.
- Made the quest reward choices for Raising Indrix much better.
- Added new tiles for mushroom walls.
- Gave mushroom walls a new description.
- Changed the brinestalk walls to weathered wood and replaced the flower ground tiles near the Oboroqoru shrine with real flower objects.
- Added a new set of default keybinds for diagonal movement -- shift+arrow keys -- and diagonal attack -- ctrl+shift+arrow keys.
- You can no longer block with shields in your thrown weapon slot or bucklers equipped in your hand.
- Objects drawn into existence with temporary [redacted] are now also temporary.
- Objects drawn into existence now respect phase.
- Changed the Naphtaali ASCII glyph to 'n'.
- Added a notification that automatic laptop defaults aren't currently implemented for the prerelease input manager.
- Fixed a bug that caused some Palladium Reef maps to build without respecting the worldseed.
- Fixed a bug that caused line and cone targeting to occasionally ignore visibility.
- Fixed a bug that caused the wrong map to be named Gyl.
- Fixed an error when generating grenadier tents in the Stiltgrounds.
- Fixed a bug that prevented enter from mapping keys on the ability screen.
- Fixed a bug that caused F2 not to work on the new keybindings screen.
- Fixed incorrect sound tagging on several melee objects.
- Fixed pluralization of clay pots.
- Fixed a rare exception in scoreboard processing.
- [modding] You can now override existing game state in EmbarkModules.xml.
- [modding] Added population table support to the ReceiveItem conversation part.
- [modding] Added conversation predicates: IfZoneID, IfZoneWorld, IfZoneTier, IfZoneLevel.
- [modding] The "reload" wish now invalidates the sound file cache.
- [modding] The Sounds mod subdirectory now supports its own arbitrary subdirectories.
203.37
- Liquid pools under wading depth (200 drams) are now called 'puddles'.
- Liquid pools at or over swimming depth (2000 drams) are now called 'deep pools'.
- Added new, connected tiles for puddles.
- Added a few new tile variants for the following pure liquid pools: wax, algae, green goo, brown sludge, black ooze, honey, primordial soup, salt, lava, slime, asphalt, and the four rare liquids.
- You can now restore from a checkpoint in the menu options.
- Reduced the cold resistance on elaystine skull cap from +25 to +5.
- Added resistances to the tier 5 relic haurberk.
- Tier 3 relic pistols are no longer carbine-like.
- Shem -1 is now counted as a friend for the purposes of A Call to Arms and The Assessment.
- The default interaction on witchbark is once again 'eat'.
- Fewer of the cider, wine, honey, and oil vessels you come across in random dungeons are mysteriously owned.
- Star kraken no longer extrude [sultan wall] objects.
- Followers trying to join you after a map transition no longer spawn in lava or over open pits.
- Fixed a bug that prevented you from blowing the conch of the Aji while wielding it in your thrown weapon slot.
- Fixed a bug that caused Liihart and Meyehind to resurrect when you progressed Kith and Kin.
- Fixed a bug where loading a more recent quick save after restoring from checkpoint would cause zone thawing errors.
- Fixed a rare issue that caused map generation to ignore locked doors when determining pathable connectivity.
- Fixed a rare issue that caused stairs to be disconnected.
- Fixed a typo in tier 3 gauntlet relics.
- Fixed a conjugation bug in rubber-based cooking effect descriptions.
203.35
- The billowing conch of the Aji now blows gas in a cone.
- Mannequins can now be animated.
- The thrown weapons category is now also expanded with grenades when you're choosing a weapon to throw.
- In the Tomb of the Eaters when the Bell of Rest rings, you no longer occasionally get teleported to a space with a pit.
- Improved the grammar of base item names that get appended to the descriptions of relics and named items. This won't affect existing items in saved games.
- The nearby objects list now updates faster.
- The nearby objects list and minimap are now masked while you're pressing Alt.
- Open air no longer renders in magenta in the alt overlay.
- Fixed a bug that allowed pulsed field magnets to pull cybernetic implants off your body.
- Fixed a bug that let robots eat meals.
- Fixed a bug that caused onboard recoilers to activate all the time when you had multiple of them implanted. If you want multiple onboard recoilers to work properly in current saved games, you have to uninstall and reinstall the implants.
- Fixed a bug that caused the Otherpearl not to grant psychic glimmer.
- Fixed a bug where, during the water ritual, you could buy mutations you already had.
- Fixed a bug that caused containers to appear empty when an item was taken out of them, regardless of their contents.
- Fixed several bugs related to tho nearby objects list.
- Fixed a bug that produced various name, description, and weight related errors throughout the game.
- Fixed a bug where the "Show liquid pools" and "Show plants" options were sometimes ignored.
- Fixed a bug that caused the nearby objects list to become unresponsive after loading a save.
- Fixed a bug where objects gradually stopped rendering in the list as the game progressed.
- Fixed a bug that showed invisible objects.
- Fixed a bug that allowed you to continually disassemble the same item via the nearby objects list.
- Fixed some murals referring to the player in the second person.
- Fixed a bug that caused conversation options related to the Landing Pads quest to appear even if your tongue was missing.
- Fixed a bug that caused legendary stat saps to have the type of stats they sapped removed from their names.
- Fixed an issue that caused some key inputs to be doubled when using the prerelease input manager.
- [modding] Did a lot more reorganization of the new object blueprint files.
- [modding] The QueryItemList event now gives DefaultBehavior objects the opportunity to prevent usage of their body part via the event CanEquipOverDefaultBehavior. Parameters: Object - the object to be equipped; Subject - the object it is potentially to be equippped on; and Part - the BodyPart being examined. Returning false prevents the object from being equipped in that slot.
203.34
- Skills learnable via the water ritual are now disambiguated when necessary. E.g., "Charging Strike" is displayed as "Charging Strike (Cudgel/Axe)".
- Bilge sphincters can no longer be used to dupe liquids.
- Puffing on hookahs without water in them no longer produces smoke.
- Being in the path of a decarbonizer's charging molecular cannon now interrupts autoact and discomfits NPCs.
- The Olive Face now has a proper trade value.
- Elder Irudad and other humanoid apothecaries now spawn with walking sticks.
- Quills can no longer be flung on the world map.
- Mental mutations now affect psychic glimmer regardless of what source added them.
- The bell of rest will no longer rarely drop you into a square with a pit.
- Fixed some potential grammar issues in creature and item descriptions.
- Fixed a bug that made anomaly fumigators refuse to toggle off.
- Fixed a bug that caused psychic meridian to not appear in dynamic encounters.
- Fixed a bug that caused the achievement "Jeweled Dusk" to not unlock when permadeath was disabled.
- Fixed a bug that caused psychic meridians to be excluded from dynamic encounters.
- Fixed the display name of an iron gate in the Yd Freehold.
- [modding] ObjectBlueprints.xml has been split into multiple XML files. They're all located in the StreamingAssets/Base/ObjectBlueprints folder. We also did some reorganization of object blueprints inside those files.
203.33
- The Joppa Zealot is now much louder.
- Improved the travel direction selection for the Joppa Zealot's particle effects.
- Description text for Wilderness Lore: Rivers and Lakes now correctly describes the skill.
- Slynth no longer leave behind human corpses.
- Kaleidoslugs in the Yd Freehold now belong to the Yd Freehold faction.
- You can no longer cross into [redacted] from outside the [redacted].
- Made some clarifications in the help description of the Strength attribute.
- Containers that occupy multiple tiles will now be moved together, and break if forcefully separated.
- You will now be presented with a list of containers to open if several occupy the same tile.
- Cybernetic implants are now described as such when specified in baetyl demands and similar contexts.
- Pathfinding now more studiously avoids giant clams.
- Fixed a bug that caused odd behavior from armor averaging when some of the body parts involved had 0 AV/DV and others didn't.
- Fixed some cases where a lot of watervine or brinestalk would spawn in the same tile.
- Fixed a bug that prevented the Joppa Zealot's particle text effect from displaying.
- Fixed a bug that caused some liquids not to appear is valid cooking ingredients when they should have.
- Fixed a typo in the names of recipes that use cloning draught as an ingredient.
- Fixed some incorrect grammar in sultan tomb inscriptions.
- Fixed a typo in the Tongue & Cheek recipe effect description.
- Fixed a bug that caused the spreading of Klanq in the vicinity of the Six Day Stilt to only function within the cathedral.
- Fixed a bug that allowed you to loot destroyed containers with the Open action.
- Fixed a bug that caused the AI behavior of some movement and retreat related abilities to malfunction.
- Fixed a bug that caused furniture to rarely spawn stacked.
- Fixed a bug that increased world map lag.
203.32
- 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.
Hi folks, Due to some team travel we'll be skipping Friday's patch this week. We'll resume next week. Live and drink.
203.29
- Villages are no longer occasionally colonized by multiple versions of the same legendary creature, which lead to various issues.
- The quest 'Pax Klanq, I Presume?' now completes after you do the important step and talk to Barathrum about it, even if earlier quest steps are still active.
- Events that would create an open pit in [redacted] now open space-time rifts instead.
- Meyehind and Liihart now aid Eskhind if you initiate a fight with her via dialogue.
- 'Do You Really Want to Die' prompts now function correctly in modes with checkpoints.
- Fixed a bug that caused the key mapping option in the system menu to set a checkpoint.
- Fixed a bug that caused the game to crash when an open pit appeared in a pocket dimension that wraps back onto itself in a single screen.
- Fixed a bug that caused some secrets to fail to print to the message log when they were revealed.
- Fixed a bug that caused blank sultan murals to appear in rare circumstances.
- Fixed an exception caused by malformed color codes.
- Fixed a bug that caused manually dismissed proselytes to keep following you.
- Fixed a bug that caused Pax Klanq and other legendary fungi to infect a different limb from the one selected.
- Fixed a bug that caused Pax Klanq to spawn outside his hut.
- Fixed a bug that made it possible for a galgal to run over itself, particularly when possessed by the player.
- Fixed bugs in the interaction of space-time vortices with reality stabilization that caused confusing messages and inappropriate showers of sparks.
- Fixed a bug that made your force bubble not move with you when you jumped. (This probably also will result in jumping interacting with other movement-triggered events that it previously bypassed.)
- Fixed a bug that made hydraulics presses only compress objects that were placed in them, not creatures who entered them.
- Fixed a bug that prevented the comm panel from taking data disks from the player.
- Fixed a typo with a Paralyzing Stinger exclusion.
- [modding]Added anatomies for motes, mirrors, and octohedra.
203.28
- You can now use Sunder Mind on creatures who have been fully identified with Sense Psychic.
- Pulsed field magnets now pull just one item from your inventory at a time.
- Electromagnetic shielding now makes artifacts immune to maghammers and pulsed field magnets.
- Holograms can no longer be set on fire.
- Poison-tipped spears and geomagnetic discs are now categorized as thrown weapons.
- Creatures spawned from nests now award 1/4th XP by default.
- Stepping on a junk dollar is now tracked as killing it.
- Robotic psychic hunters are now mentally assailable.
- Urberry is now considered a med.
- Bep now sells an Yd Freehold recoiler.
- Plant walls can now catch on fire, and they vaporize into ash instead of lava.
- Fixed scoring for the Daily Challenge.
- Removed Weekly from high scores screen.
- Added Key Mapping back to the system menu.
- The inventory hotkey spread now takes into account active navigation keybinds.
- The burnished fullerite shield tile no longer has the Templar rhombus.
- Saad Amus can now install cybernetic implants.
- Gave helping hands an item tier.
- Flowers now use fractional weight.
- Caslainard and Polluxus no longer have their item mods appear in their display names.
- There are new UI options to disable text-based and fullscreen screen-warping effects.
- The brinestalk gate in Ezra is now properly named.
- Improved grammar for objects on the worldmap.
- Improved plurality grammar in sultan gospels.
- Fixed a bug that broke move to zone edge.
- Fixed a bug that made turning off automatic rifling through trash disable manually rifling through trash.
- Fixed some issues with the new keybind UI when using the legacy input manager.
- Fixed some non-bonnet relics being described as bonnets.
- Fixed a typo in the gentling cone and mask descriptions.
- FearAura will no longer cause a hard lock if acquired by a player.
- Fixed a bug that prevented Hindriarch Esk from participating in the "Landings Pads" quest.
- Fixed a bug that caused the beguiled effect to persist after a creature had been proselytized.
203.27
- Most forms of pathfinding will now automatically dig through walls, if need be, if you have digging capability.
- Autoact interruption by Heightened Hearing, Sense Psychic, and electromagnetic sensors now behaves in a fashion more consistent with other ways that autoact gets interrupted.
- Terrain is no longer shown as "Undamaged" when looked at.
- Added new default bindings to the prerelease input manager:
- alt+dpad left => move to point of interest
- alt+dpad right => auto attack nearby
- alt+dpad up => ascend
- alt+dpad down => descend
- Added a new 'Adventure' keybinding category for legacy keybinds.
- Hook and Drag and latch-on weapons no longer trigger a drag attempt, and potentially prevent movement/attacking, when attempting movement that would not actually perform a drag.
- NPC scavengers will now only attempt to pathfind to trash that is in their line of sight.
- Liquid auto-collection can now always be disabled when it has been enabled, and gives an appropriate message when you attempt to enable it on an empty container for which no appropriate liquid type is obvious.
- Targeting with the prerelease input manager enabled now correctly fires via the fire binding when picking a target when using a binding other than F.
- Fixed an issue preventing the highlight overlay from working with the prerelease input manager.
- Fixed a typo in the "Zoom In" binding.
- Fixed a bug that caused some autoact interruption messages to not be displayed.
- Fixed a bug that caused anchor spikes to prevent the defensive lunge of long blades.
- Fixed a bug that allowed you to take items from sultan reliquaries without triggering the robber chimes by using the "Store an item" menu.
- Fixed a bug that caused Proselytize to become guaranteed once you were sufficiently above your target in levels.
- Fixed a bug that caused wire strands to display both a length and a stack size.
- Fixed a bug that that prevent some alternate move commands from being activated.
203.25
- When you are flying, force attack and automatic attack commands now use swoop if it seems productive for them to do so.
- Damage from Sunder Mind, Syphon Vim, poison, bleeding, and various other appropriate sources can no longer be prevented by, and no longer triggers, teleportation-based defensive mechanisms.
- When villages have water as their signature liquid, this no longer overrides non-water preferences for the liquid used in the water ritual.
- Village quests to find the location of objects within a zone, such as dromad traders, will no longer instantly complete upon entering their zone.
- It is no longer possible to start a conversation with any body currently dormant through use of Domination.
- Entering the trade screen with sentient containers by attempting to open them now respects conditions that should prevent that.
- Butchering severed body parts that are butcherable because of the cybernetics they contain now respects the body part being marked important in the same way that it is respected for items that are butcherable for other reasons.
- Most pathfinding is now actively unwilling to path over known yonderbrush locations, rather than merely being very reluctant.
- Unbound keys now pass through to underlying screens when using the prerelase input manager, which means most hotkey lists and unbound key commands will work properly.
- Fixed an issue where old keybindings would still exist even when seemingly overwritten when using the legacy input manager.
- Fixed a bug that made crypt sitters aggressive when they should have been neutral and neutral when they should have been aggressive.
- Fixed a typo when making small talk with a temporal fugue clone.
- Fixed a bug that caused invisible creatures to be highlighted in red when picking a target.
- Fixed a bug that caused a small sphere of negative weight hovering in open air to fail to fall when EMPed or otherwise disabled.
- Fixed a bug that caused going prone to fail to charge any action cost.
- Fixed a bug that made creatures fail to get out of the way of oncoming krakens.
- Fixed a bug that caused the Cudgel Proficiency skill to apply its +2 hit bonus to short blades instead of cudgels.
- [modding] The character sheet now uses the display name of your character's genotype and subtype.
203.23
- 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
Hit that will be used as the tracking list for what objects the explosion has affected. - [modding] The 'placeobjecttest' wish is now more robust when wishing for invalid blueprints.
203.21
- We made some improvements to saved games.
- Saved games are now less likely to break from patches or mod alterations.
- Most mods can now be disabled in the middle of a saved game.
- You can now bask in the open areas of the rust wells.
- You no longer get a popup message when your troll foal followers die.
- Effects that change the result of random mutation rolls, like Eaters' nectar tonics, now also change the results of consuming brain brine.
- Pressing escape during item naming now returns you to the begining of the naming process rather than aborting it.
- The disoriented effect now extends duration on multiple applications rather than stacking.
- Tam is now grammatically recognized as having a proper name again.
- Amnesia no longer triggers from new entries in your general notes or chronology.
- Fixed a bug that caused Amnesia to trigger 100% of the time.
- Broadcast power reception from satellites now works in open areas of the Rust Wells regardless of depth.
- Fixed a bug that made broadcast power reception from satellite slower than it should have been on the world map.
- Fixed a bug that where the extra waterskins you bought to hold excess water from a trade ended up empty.
- Fixed a bug that made nectar injector relics give one mutation point instead of two.
- Fixed a bug that incorrectly allowed magnetized shields and missile weapons to have the jacked item mod added to them.
- Fixed a bug that caused the Yd Freehold to take several minutes to build.
- Fixed a bug that occurred when galgalim ran you down.
- Fixed an issue that caused erratic movement and game crashes when you dominated a flocking creature such as a plastronoid or glowcrow.
- Fixed a bug that caused healing messages in the message log to have improper coloration.
- Fixed an exception when traveling to a new zone with followers in tow.
- [debug] Added the "clearcorrupt" wish to clean up corrupted objects from loading a saved game. 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.
Rampant greenspread canopies a starburst of the Eaters' richest works. The jungle is torn at the corners, where crysteel balustrades and star orchid lancets peek through... [203.18. Note: This update will invalidate existing saves. If you want to keep playing your current character, switch back to a previous branch. (Steam > Caves of Qud > Properties > Betas > select 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.
NEW ACHIEVEMENTS
- Added 48 new achievements.
- Mechanimist Reformer; Aaaaaaaaargh!; Feast Upon the Goat Hearts! *cheers*; Rocket Bear; Two Cats Are Better Than One; Me, Myself, and I; Clonal Colony; The Woe of Apes; Close the Loop; Tourist; Sight Older Than Sight; What Are Directions on a Space That Cannot Be Ordered?; Star-Eye Esper; The Quasar Mind; There Can Be Only One; Glimmer of Truth; Sultan of Salt; Absolute Unit; Non-Locally Sourced; Surprise!; From Thyn Heres Shaken the Wet and Olde Lif; All Those Who Wander; The Recitation of the Drowning of Eudoxia by the Witches of Moonhearth; A Clammy Reception; What's Eating the Watervine?; Byevalve; You Recame; Dayenu; Belong, Friends; Token of Gratitude; The Laws of Physics Are Mere Suggestions, Vol. 2; Aetalag; I-; *gulp*; Jeweled Dusk; The Narrowing Sky; Dawnglider; Was It Something I Said?; Lottery Winner; The Psychal Chorus; Become as Gods; Live and Ink; tsk tsk; Raisins in the Layer Cake; May the Ground Shake But the Six Day Stilt Never Tumble; Red Rock Hazing Ritual; Mumblecore; Open Your Mind
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.
- If you have Gadget Inspector, you can now deploy wire.
- 1" of wire extends across one tile.
- You can deploy up to 10' at a time.
- Deployed wire can be used to connect components across a working power grid.
- Wire objects now merge into a single coil that weight 1lb per 25'.
- Witchwood bark now heals a slightly reduced amount.
- Witchwood bark now heals over three turns in descending amounts (12-14 on turn 1, 6-7 on turn 2, 3 on turn 3).
- If you have the Hooks for Feet defect, your dismembered hooks now regrow.
- We reduced the defensive buffs from cooking with the preserved gland paste of the various bearded lizards.
- Sleetbeard gland paste and concentrated sleetbeard gland paste now bestow +10 and +20 cold resist, respectively, instead of +100.
- Flamebeard gland paste and concentrated flamebeard gland paste now bestow +10 and +20 heat resist, respectively, instead of +100.
- Tartbeard gland paste and concentrated tartbeard gland paste now bestow +10 and +20 acid resist, respectively, instead of +100.
- The gland paste and concentrated gland paste of nullbeards, gallbeards, dreambeards, stunbeards, and maze beards no longer offer any defensive bonuses.
- Added two new shields: crysteel aegis and flawless crysteel aegis.
- You can now butcher ape fur hats and ape fur gloves from albino ape corpses. The descriptions of these items were changed to make this more sensible.
- Relic curios that summon friendly creatures now typically summon higher-level creatures.
- Relic tonics now provide two attribute/mutation points instead of one (or boost an attribute by two instead of one).
- Relic melee weapons are now sometimes two-handed.
- Widened the range of possibilities for relic missile weapons.
- Removed short swords from the game because their stats were extraneous and identical to daggers. If they do come back, they'll likely be revamped.
- You now fall in love with statues and figurines depicting creatures you would normally fall in love with.
- The life drain effect of bloody soup sludges no longer triggers on all weapon hits, instead restricted to a hit from their bloody pseudopod.
- Rocks falling from the ceiling now respect phase.
- On Roleplay and Wander modes, Gyl is now a checkpoint location.
- Creatures no longer spawn inside the [redacted] at Gyl.
- You can now ask Pax Klanq to puff on you again if you lose your Klanq infection prior to finishing the quest to spread it.
- Snapjaw lairs are now populated with a variety of snapjaws.
- Sleeping waydroids in the Grit Gate enclave are now friendly to Barathrumites.
- Pathfinding now slightly prefers to avoid tiles next to pits, shafts, and open air.
- Industrial fans now blow gases around.
- Fixed some punctuation in messages about being blown around by industrial fans.
- Adjusted the tier of Bethesda Susa and Asphalt Mines subterranean levels.
- Increased the item tier of liquid-cells and nuclear cell.
- Adjusted the tiers of some missile weapons.
- Made a small adjustment to the creature tier calculation.
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.
- We added full Steam Deck support.
- Launching on Steam Deck defaults to 1.25x.
- Launching on Steam Deck defaults to gamepad input.
- Launching on Steam defaults to the prerelease input manager.
- Updated Steamworks SDK to 1.53a.
- Text input fields now display an overlay keyboard if one is available on the device.
- Added a brand new UI for the Continue screen and removed the stand-in overlay one.
- Mouse input is now enabled by default.
- Added a new force attack binding to the prerelease input manager which will force attack in the currently selected direction. (defaults to alt+L1)
- Added new tiles for the following objects: canned Have-It-All, canned mystery meat, bandage, desalination pellet, knollworm skull, blood-stained neck ring, miner's helmet, fire ant gaster, steel buckler, steel shield, carbide shield, bronze ingot, qudzu stem, rubber tree seed, fullerite aegis, hunk of cheese, Yd Freehold workshop sign, jeweler sign, some books, tokens, timecube, relic curios, gentling cone, eyeless crab legs, crimson hood, mirrorshades, telemetric visor, chrome mantle, mercurial cloak, rainboweave cloak, worn burnoose, Praetorian's cloak, leather scraps, panther's cloak, furs, point-defense lasor, precinct navigator, wrist calc, force bracelet, structural scanning bracelet, life loop, snakeskin armlet, chain gauntlets, elastyne gloves, plastifer gloves, carbide boots, fullerite boots, anti-gravity boots, bounding boots, brinestalk gate, small sphere of negative weight, data disk, waterskin, camel bladder, robot limbs, organic limbs, trash, security cards, spiral borer, Klanq infection, ganglionic teleprojector, forge, anvil, fused security door, geomagnetic disc, luminous mote, quantum mote, palladium electrodeposits, crumpled piece of paper, torn sheet of graph paper, Templar phylactery, chrome platform, pocketed vest, plasifer chem vest, puma chitin vest, fullerite flake armor, rubber suit, flexivest, nanoweave vest, all grenades, and all energy cells.
- Added new animated tiles for hydraulic press, hydraulic irrigator, pumping stations, and solar power stations.
- Broken wire now looks broken.
- Previously chosen conversation options are now more consistently recolored.
- Witchwood bark is now classified as a med instead of food.
- Shale that is adjacent to large pools of water now has its tile detail color altered to indicate vine growth.
- Tweaked seed-spitting vine's tile and ASCII colors.
- Tweaked dreadroot's ASCII and tile colors.
- Changed the ASCII and tile colors of various other objects.
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.
- Cloneling clones now count toward the achievements "Me, Myself, and I" and "Clonal Colony".
- Added iron gates.
- Replaced some doors with gates in zone generation where appropriate.
- Historic sites no longer have erroneous "unknown"s in their descriptions.
- Objects with fractional weight, like wire strands, no longer count as 0 weight items for the autoget option "Auto-pickup 0 weight items".
- Objects with negative weight are now picked up when "Auto-pickup 0 weight items" is enabled.
- Added better lighting to Grit Gate.
- Fixed a bug that caused the razed goatfolk village to fail to build.
- Fixed a bug that caused read books to count multiple times for achievements.
- Fixed a bug that caused the achievement for traveling to the Six Day Stilt not to unlock if you had accepted the quest O Glorious Shekhinah!
- Fixed a bug that caused the "Hole Like a Head" achievement to not unlock if you had multiple heads.
- Fixed a bug that caused the game to freeze if you were dominating an object requiring fungal vision as the shimmering effect expired.
- Fixed a bug that caused the shimmering screen effect from consuming Eater's flesh to persist when dominating another creature.
- Fixed a bug that caused part of the upper Tomb of Eaters not to be flagged as an interior space.
- Fixed a bug that caused the main quest to skip ahead to "The Earl of Omonporch" if Asphodel died early.
- Fixed a bug that caused objects that were immobile for any reason to become immune to the effects of time dilation.
- Fixed a bug that caused one of the four children of the Tomb to occasionally not spawn.
- Fixed a bug that caused svardym storms to roll over to protected zones like the Yd Freehold if the storm started outside of it.
- Fixed a bug that caused lithofexes to refract their own lithifying gaze if equipped with refractive gear.
- Fixed a bug that caused high explosives (including sowers seeds) to occasionaly explode forever.
- Fixed some cooking effects not serializing properly.
- Fixed a bug that caused the game to occasionally crash when you accessed a book.
- Fixed a bug that caused some relics to generate with place names.
- Fixed a bug that caused artifacts providing additional carry capacity to function when improperly equipped.
- Fixed a bug that caused the hooks from Hooks for Feet to be placed in your inventory when buying new mutations.
- Fixed a bug that caused popups about extradimensional psychic hunters to continue appearing after you left [redacted].
- Fixed a bug that caused the Puff Spores ability to persist permanently if the Klanq infected limb was dismembered.
- Fixed a bug that caused the Grit Gate communications panel to disable trading permanently.
- Fixed a bug that caused Otho not to admit you to Grit Gate if your level was too high when returning from "More Than a Willing Spirit".
- Fixed a bug that caused Neelahind to end the conversation if, during "Kith and Kin", you accused a kendren in prosperous circumstances without having finished "Love and Fear".
- Fixed a bug that caused the dialogue of Bey Lah's residents to not immediately update after "Kith and Kin".
- Fixed an exception when a liquid fell through a pit.
- Fixed a bug that allowed you to swipe and lunge on the world map using a long sword.
- Fixed a bug that caused the text for buying additional tinkering recipes in the water ritual to not update until revisited.
- Fixed a bug that let you trade non-gossips secrets as gossip.
- Fixed a bug that made broken wire attached to a live power grid fail to emit sparks.
- Fixed some bugs that sometimes made power grids behave strangely.
- Fixed a typo in Goek's dialog.
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 IfZoneName conversation predicates.
- We retired encounter tables (EncounterTables.xml) in favor of the much more flexible population tables (PopulationTables.xml). This may affect existing mods.
- Creatures that were previously equipped via encounter table equipment builders are now implemented as multiple creature objects with the AggregateWith tag (ex: Snapjaw Scavenger).
- Added extensive semantic tagging to several objects for power grid, hydraulic, and mechanical infrastructure.
- Added a new debug option, ""Draw zone semantics", that indicates the inside/outside areas of zones using the newest ruins builder.
- Added an option to disable achievement progress (Debug > disable achievements).
Hello friends, We'll be bringing the Deep Jungle feature arc out of beta and into the mainline game this Thursday, Feb 17th. Until then, live and drink.
203.14 - 'beta' branch
- We made a bunch of changes to starting equipment.
- All castes and callings now start with at least 3-4 witchwood bark. Correspondingly, starting village apothecaries now stock only a token amount witchwood bark.
- Reduced the number of starting torches to a more reasonable amount.
- All starting food -- crusty loaf, food cube, Ekuemekiyyen greens, and salthopper chips -- can now be cooked with. Smoldered mushrooms still preserve into pickled mushrooms.
- Made a bunch of tweaks to true kin starting gear. As a result, they now start with more tonics than they had been in the beta, but not as many as they were capable of starting with on mainline.
- Scholars now have a chance to start with a couple books.
- Pilgrims now start with at least one book and a wineskin.
- Apostles now start with a honeyskin.
- Consuls now start with a wineskin.
- Watervine farmers now start with some random ingredients and a cookbook.
- Arconauts now start with some canned Have-It-All instead of mystery meat.
- Fuming God Child's ash-stained robes now grant +1 AV.
- Greybeards now start with furs and a short bow.
- Horticulturists and Priests of All Suns now start with a short bow.
- Priests of All Moons now start with a compound bow.
- Castes and callings that start with missile weapons now have more ammo.
- Witchwood bark now heals a slightly reduced amount.
- Witchwood bark now heals over three turns in descending amounts (12-14 on turn 1, 6-7 on turn 2, 3 on turn 3).
- Witchwood bark is now classified as a med instead of food.
- Gave witchwood bark a new description.
- The world now properly generates all historic sites that, according to gospels and quests, contain relics. This means that occasionally some extra historic sites are now generated.
- Warden Une is now officially true kin and can install cybernetic implants.
- Added iron gates.
- Replaced some doors with gates in zone generation where appropriate.
- Slightly reduced the chest chances in goatfolk haunts.
- Increased the item tier of liquid-cells and nuclear cell.
- Improved the quality of random cave encounters.
- Improved the quality of ruin generation.
- Tweaked some artifact and junk population tables.
- Historic sites no longer have erroneous "unknown"s in their descriptions.
- Fixed some cooking text errors while cooking in the deathlands.
- You can now ask Pax Klanq to puff on you again if you lose your Klanq infection prior to finishing the quest to spread it.
- Broadened the conditions for getting the Red Rock Hazing Ritual achievement.
- Argyve no longer takes wire beyond the 200' requested for "Weirdwire Conduit... Eureka!".
- Fixed a bug that caused the Puff Spores ability to persist permanently if the Klanq infected limb was dismembered.
- Fixed a bug that caused the Grit Gate communications panel to disable trading permanently.
- Fixed a bug that caused Otho not to admit you to Grit Gate if your level was too high when returning from "More Than a Willing Spirit".
- Fixed a bug that caused Neelahind to end the conversation if, during "Kith and Kin", you accused a kendren in prosperous circumstances without having finished "Love and Fear".
- Fixed a bug that caused the dialogue of Bey Lah's residents to not immediately update after "Kith and Kin".
- Fixed a bug that caused the quest "Weirdwire Conduit... Eureka!" to complete at 20' of wire, rather than 200'.
- Fixed a bug that caused Argyve not to take the wire when completing "Weirdwire Conduit... Eureka!".
- Fixed an exception when a liquid fell through a pit.
- Fixed a bug that prevented flying up through the rust wells if the above zones were inactive.
- Fixed a bug that caused a FlyingWhitelistArea object to appear in the nearby objects window.
- Fixed a bug that caused hotkeys to not work in the classic conversation UI.
- Fixed a bug that prevented you from getting the [redacted]'s journal secret after speaking with them.
- Fixed a bug that allowed you to swipe and lunge on the world map using a long sword.
- Fixed a bug that caused the text for buying additional tinkering recipes in the water ritual to not update until revisited.
- Fixed a bug that let you trade non-gossips secrets as gossip.
- Fixed a bug that caused part of the upper Tomb of Eaters not to be flagged as an interior space.
- Fixed a bug that caused the main quest to skip ahead to "The Earl of Omonporch" if Asphodel died early.
- Fixed a bug that caused objects that were immobile for any reason to become immune to the effects of time dilation.
- Fixed a bug that caused one of the four children of the Tomb to occasionally not spawn.
- Fixed a bug that caused the 'A' hotkey for the old ASCII editor to crash the game if pressed on the main menu.
- [modding] Added the IfTime, IfLedBy, and IfZoneName conversation predicates.
203.12 - 'beta' branch
- We gave Red Rock a big makeover. It's now much more cavern-like, includes unique encounters, and is home to a snapjaw settlement.
- We added a rare chance for power grid, hydraulic, and mechanical infrastructure to appear in various sites.
- Possible sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle or deep jungle, Bethesda Susa, and some villages.
- Infrastructure and the equipment it powers will be found in various states of disrepair.
- Infrastructure equipment may or may not have a use.
- Added -- or made dynamically generatable -- some new furniture of varying technological sophistication.
- Removed metal and plastic hydraulic pipes.
- If you have Tinker I, you can now deploy wire.
- 1" of wire extends across one tile.
- You can deploy up to 10' at a time.
- Deployed wire can be used to connect components across a working power grid.
- Wire objects now merge into a single coil that weight 1lb per 25'.
- We revamped ruin generation and population in several sites.
- Sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle of deep jungle, and some named ruins.
- Revamped ruined structures tend to be a little more complex than they were previously.
- Ruin creature and loot population is much improved.
- Baroque ruins now use a consistent wall type across the parasang and down the ruin column.
- Made a bunch of population adjustments to the deep jungle.
- Adjusted the tier of Bethesda Susa and Asphalt Mines subterranean levels.
- Increased the chance for 50' strands of wire to appear on the surface of the rust wells.
- Previously chosen conversation options are now more consistently recolored.
- Shale that is adjacent to large pools of water now has its tile detail color altered to indicate vine growth.
- Changed dreadroot's tile color.
- [debug] Added a new debug option, ""Draw zone semantics", that indicates the inside/outside areas of zones using the newest ruins builder.
- [modding] We revamped the conversation system to be much more dynamic and moddable.
- See the 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.
- [modding] Added extensive semantic tagging to several objects for power grid, hydraulic, and mechanical infrastructure.
203.9 - 'beta' branch
- Added a new UI for the Continue screen and removed the stand-in overlay one.
- Mouse input is now enabled by default.
- On Roleplay and Wandor modes, Gyl is now a checkpoint location.
- Creatures no longer spawn inside the [redacted] at Gyl.
- Reduced the chance for low tier creatures to have high tier items like zetachrome.
- Fixed a bug that caused the game to occasionally crash when you accessed a book.
- Fixed a bug that caused some relics to generate with place names.
- Fixed a bug that caused artifacts providing additional carry capacity to function when improperly equipped.
- Fixed a bug that caused the hooks from Hooks for Feet to be placed in your inventory when buying new mutations.
- Fixed a bug that caused popups about extradimensional psychic hunters to continue appearing after you left [redacted].
- We started to add Steam Deck support.
- When running on Steam Deck, the default scale is set to 1.25x.
- When running on Steam Deck, the prerelease input manager is the default input mode.
- When running on Steam Deck, the overlay keyboard will be displayed for text input fields.
- Updated Steamworks SDK to 1.53a.
203.7 - 'beta' branch
- Added a new music track to deep caves.
- Sleeping waydroids in the Grit Gate enclave are now friendly to Barathrumites.
- Added two new shields: crysteel aegis and flawless crysteel aegis.
- Added a new force attack binding to the prerelease input manager which will force attack in the currently selected direction. (defaults to alt+L1)
- Widened the range of possibilities for relic missile weapons.
- Tweaked the details and added several new descriptions for relic base items.
- Relic curios that summon friendly creatures now typically summon higher-level creatures.
- Relic tonics now provide two attribute/mutation points instead of one (or boost an attribute by two instead of one).
- Added new descriptions for the following items: nanoweave vest and rainboweave cloak.
- Added signs for gutsmongers' shops.
- Added new tiles for the following objects: canned Have-It-All, canned mystery meat, bandage, desalination pellet, knollworm skull, blood-stained neck ring, miner's helmet, fire ant gaster, steel buckler, steel shield, carbide shield, bronze ingot, qudzu stem, rubber tree seed, fullerite aegis, hunk of cheese, Yd Freehold workshop sign, jeweler sign, some books, tokens, timecube, relic curios, gentling cone, eyeless crab legs, crimson hood, mirrorshades, telemetric visor, chrome mantle, mercurial cloak, rainboweave cloak, worn burnoose, Praetorian's cloak, leather scraps, panther's cloak, furs, point-defense lasor, precinct navigator, wrist calc, force bracelet, structural scanning bracelet, life loop, snakeskin armlet, chain gauntlets, elastyne gloves, plasifer gloves, carbide boots, fullerite boots, anti-gravity boots, bounding boots, brinestalk gate, small sphere of negative weight, data disk, waterskin, camel bladder, robot limbs, organic limbs, trash, security cards, spiral borer, Klanq infection, ganglionic teleprojector, forge, anvil, fused security door, geomagnetic disc, luminous mote, quantum mote, palladium electrodeposits, crumpled piece of paper, torn sheet of graph paper, Templar phylactery, chrome platform, pocketed vest, plasifer chem vest, puma chitin vest, fullerite flake armor, rubber suit, flexivest, nanoweave vest, all grenades, and all energy cells.
- Changed the ASCII and tile colors of various objects.
- We did some more population refactoring. You may see some more changes in creature and equipment distributions.
- Rocks falling from the ceiling now respect phase.
- Fixed a bug that caused svardym storms to roll over to protected zones like the Yd Freehold if the storm started outside of it.
- Fixed a bug that caused lithofexes to refract their own lithifying gaze if equipped with refractive gear.
- Fixed a bug that caused high explosives (including sowers seeds) to ocassionally explode forever.
- Fixed some cooking effects not serializing properly (this will unfortunately break some small % of saved games)
203.6 - 'beta' branch
- Added a new music track to [redacted].
- You now fall in love with statues and figurines depicting creatures you would normally fall in love with.
- Renamed "desert rifle"" to "Isaachar rifle"".
- Renamed "borderlands revolver" to "chrome revolver".
- Added new descriptions for the following guns and ammo: Issachar rifle, carbine, sniper rifle, musket, chain laser, linear cannon, freeze ray, blood-gradient hand vacuum, chaingun, chrome revolver, semi-automatic pistol, chain pistol, pump shotgun, combat shotgun, lead slug, electrobow, grenade launcher, missile launcher, HE missile, phase cannon, nullray pistol, short bow, compound bow, and flamethrower.
- Adjusted the tiers of some missile weapons.
- Fixed a typo in Goek's dialog.
- The life drain effect of bloody soup sludges no longer triggers on all weapon hits, instead restricted to a hit from their bloody pseudopod.
- Fixed a bug that caused the "Hole Like a Head" achievement to not unlock if you had multiple heads.
- Fixed a bug that caused the game to freeze if you were dominating an object requiring fungal vision as the shimmering effect expired.
- Fixed a bug that caused the shimmering screen effect from consuming Eater's flesh to persist when dominating another creature.
203.4 - 'beta' branch
- Added new items: ogre fur hat, ogre fur gloves, and ogre fur cloak.
- You can now butcher ape fur hats and ape fur gloves from albino ape corpses. The descriptions of these items were changed to make this more sensible.
- Relic melee weapons are now sometimes two-handed.
- Historic sites are now built from a more sensible set of wall types, which includes gilded marble from the appropriate sultanate period.
- Removed short swords from the game because their stats were extraneous and identical to daggers. If they do come back, they'll likely be revamped.
- Added new descriptions for low and mid tier daggers, cudgels, axes, and swords.
- Cloneling clones now count toward the achievements "Me, Myself, and I" and "Clonal Colony".
- Fixed a bug that caused the achievement for traveling to the Six Day Stilt not to unlock if you had accepted the quest O Glorious Shekhinah!
- Fixed a bug that caused the razed goatfolk village to fail to build.
- Fixed a bug that caused read books to count multiple times for achievements.
- [debug] Added an option to disable achievement progress (Debug > disable achievements).
Our Deep Jungle feature arc is now in beta. If you're interested, come help us test! To access the beta: right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. We'd appreciate if you logged issues you find at our public issue tracker. Kindly include [beta] in the bug title. Live and drink, friends.
PATCH NOTES
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.
LATE-GAME HISTORIC SITES
- We added historic sites for the period 1, 2, and 3 sultans. The 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
- We made mid and late-game historic sites have fewer levels. They now max out at around depth 7.
- More changes to historic site population are likely to come.
NEW ACHIEVEMENTS
- Added 48 new achievements.
- Mechanimist Reformer; Aaaaaaaaargh!; Feast Upon the Goat Hearts! *cheers*; Rocket Bear; Two Cats Are Better Than One; Me, Myself, and I; Clonal Colony; The Woe of Apes; Close the Loop; Tourist; Sight Older Than Sight; What Are Directions on a Space That Cannot Be Ordered?; Star-Eye Esper; The Quasar Mind; There Can Be Only One; Glimmer of Truth; Sultan of Salt; Absolute Unit; Non-Locally Sourced; Surprise!; From Thyn Heres Shaken the Wet and Olde Lif; All Those Who Wander; The Recitation of the Drowning of Eudoxia by the Witches of Moonhearth; A Clammy Reception; What's Eating the Watervine?; Byevalve; You Recame; Dayenu; Belong, Friends; Token of Gratitude; The Laws of Physics Are Mere Suggestions, Vol. 2; Aetalag; I-; *gulp*; Jeweled Dusk; The Narrowing Sky; Dawnglider; Was It Something I Said?; Lottery Winner; The Psychal Chorus; Become as Gods; Live and Ink; tsk tsk; Raisins in the Layer Cake; May the Ground Shake But the Six Day Stilt Never Tumble; Red Rock Hazing Ritual; Mumblecore; Open Your Mind
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.
BALANCE
- 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.
- Made a small adjustment to the creature tier calculation.
POPULATION REFACTOR
- We're in the process of refactoring 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 rarely spawn with a wider range of equipment.
- Snapjaw scavengers now occasionally spawn without equipment.
MODDING
- We're in the process of retiring encounter tables in favor of population tables. This may affect 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).
Hello, We're skipping this week's update both to focus on our next feature arc (the Deep Jungle) and because it's Christmas Eve. Early next week, though, we'll be posting an early beta of the Deep Jungle feature arc, which'll include two minor late-game regions, the rest of the sultans' historic sites, a revamped version of the Rust Wells, dozens of new achievements, and more. Live and drink, friends.
202.102
- 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.
202.101
- 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.
202.100
- 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.
202.98
- 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.
Hey all, As we move along our road map, fleshing out the game and getting closer to our 1.0 release, we've reached a point where it makes sense to raise the price from $14.99 to $19.99. If you're on the fence about buying the game, now's the perfect chance to jump in before the price bumps up in January. To everyone who's supported us thus far, thank you! Live and drink, friends.
202.97
- 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.
202.95
- 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.
202.94
- 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
elements instead of . - [modding] Fixed invalid manifest IDs breaking certain mods.
202.93
- 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.
"What an enchanting place! The maze of polyps allowed me to slink along, mostly unnoticed, and take in the doings of its flora and fauna. A rich diversity of life radiates across Qud, but in the Reef, it flourishes on a new level. In but one hemmed in quarter I witnessed a tetrad of kaleidoslugs round the rune-cut cone of an enigma snail, a jelly huff a cloud of plasma onto a memory eater, and a polycule of tongue tyrants devour a squad of interdictors. At one point the Reef came alive and a polyp-jeweled hermit walked out of the lattice. He grinned at me and bartered a broken hand rail. When I turned my head to nod goodbye, he was gone." -Kaylenn Sand-Shell, In Maqqom Yd
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.
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.
This is a release candidate for Monday's launch. 202.89 - 'beta' branch
- Added a new book: In Maqqom Yd.
- Added new descriptions for the following creatures: Mak, Goek, and Bep.
- Added new descriptions for the following objects: display breadboard, sewming machine, kiln, rock tumbler, lathe, glass printer, glass furnace, mannequin, light sculpture, brain sculpture, unfinished sculpture, painted column, painting, mushroom case, harp, rectangular bells, and hammered dulcimer.
- Added a new sound effect for the start of a svardym eggsac storm.
- Added a new sound effect and visual effect for someone nearby plucks a coral polyp.
- Refined most of the new content's ASCII.
- Made some changes to the ASCII worldmap.
- Added authentic stats for all the new furniture.
- New furniture now appears in dynamic villages.
- Made tier 6 bits a little more common.
- The prerelease input manager now lets you rebind the cancel action.
- Additional jumps triggered via cooking effects are now messaged better.
- Pathfinding now avoids hostile junk dollars.
- Goek now teaches Tongue and Cheek via the water ritual.
- Bep now identifies artifacts.
- Rummaging creatures, such as arconouts and svardym scrounges, no longer rummage as villagers.
- Slynth wanderers are now a bit more common.
- Slynth settling in the mopango hideout now cluster in a safer location.
- Slynth settlers are now docile, like other villagers.
- Legendary soup sludges are now be more easily distinguishable from normal ones.
- Removed some extraneous and fragile piping infrastructure from the Yd Freehold.
- Getting from the current cell now prioritizes takeable items over liquids.
- Missle weapon targeting now has a bindable context menu.
- Fixed a bug that caused a checkpoint to be created after the game had stopped and then overwrite your primary save.
- 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 bug that caused errors when soup sludges spit algae or sunslag.
- Fixed a bug that caused Thah to choose a faction that no longer loved you when resolving the Landing Pads quest.
- 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.
- Fixed a tile color bug with semi-automatic pistol.
- [modding] AllowedMutationCategories defined in Genotypes.xml now supports a comma separated list of included/excluded categories. E.g., "Physical,Morphotypes" = only physical and morphotypes; "*,-Mental" = everything but mental.
- [modding] Added a context menu to objects in the map editor for adding a part without the need of a new blueprint.
- [modding] Fixed a boot crash when defining duplicate conversation nodes.
That's one week from today. This Friday, we'll post one last beta patch before the launch. Live and drink, friends.
202.88 - 'beta' branch
- Added new descriptions for the following objects: starmchair, sofa, multicabinet, chalkboard, marble steps, glass hydraulic pipes in the Yd Freehold, and fulcrete with square wave.
- Thermo casks are now considered artifacts.
- Night-sight interpolators now have a trade value.
- Svardym storms now last longer and eggs drop a bit less frequently.
- Lithofex gaze is now more visible in the reef.
- Crab cherubim and mechanical crab cherubim now have claws.
- Clarified that precision nanon fingers' 3X boost to crit chance applies only to base crit chance.
- Clarified that the fitted with filters mod only protects against harmful gases if you're breathing them.
- Creatures now render over clams.
- 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.
- The glass pipes in the Yd Freehold are now lacquered.
- Greatly improved performance when a large party of creatures is on screen.
- Swapped the tiles for Teleportation and Teleport Other.
- Minorly improved input performance.
- Minorly improved erformance when transitioning to or traveling on the world map.
- Fixed a bug in the alt overlay that revealed the tile of unidentified artifacts and disguised creatures.
- Fixed a bug in the alt overlay with the Yd Freehold's appearance.
- Fixed an bug that caused crashes during zone builds.
- Fixed a bug that caused empty "pool" objects to appear in zones.
- Fixed a bug that caused you to be unable to speak with Otho if he was selected for the resolution of the Landing Pads quest.
- Fixed several issues with variant selection on the Choose Mutations screen.
- Fixed a text error in slynth settler's dialogue.
- Fixed a typo in Mental Mirror's description.
- Fixed a typo in trining lamprey's description.
- Fixed a rare crash when transitioning to [redacted].
202.85 - 'beta' branch
- The new quest Landing Pads is now fully implemented start to finish.
- Added a new music track for Rainbow Wood, Lake Hinnom, and Palladium Reef.
- Fixed a major OSX hang on startup.
- Character generation screens now have hotkeys.
- Added arsplice hyphae to the subterranean reef.
- Added a new description, name color, and eat message for arsplice seed.
- Reduced the damage on-high voltage arc winder and the overloaded variants of both arc winder and high-voltage arc winder.
- Added new dialogue for gutsmongers.
- Added a new description for star orchid marble.
- Electrobow has a tile again.
- The Esper morphotype now has the right icon in the character creation UI.
- Turrets mounting blood-gradient hand vacuums are now called blood-gradient vacuum turrets.
- Baetyls no longer request nanon-modded items.
203.83 - 'beta' branch
- Added all new tiles for most missile weapons.
- Added new items: kaleidocera cape, kaleidocera muffs, kaleidocera krakows, enigma cone, and enigma cap.
- Added a new book: The Murmurs' Prayer.
- Added new descriptions for the following items: night-sight interpolaters, tri-hologram bracelet, slip ring, precision nanon fingers, step sowers, 3D cobblers, gas tumbler, chiral rings, eigenrifle, eigenpistol, light rail, hand rail, spaser rifle, spaser pistol, space inverter, arc winder, high-voltage arc winder, psychal fleshgun, di-thermo beam, and sharpened polyp.
- Added new descriptions for the following creatures: slynth residents and wanderers, all the wild svardym, Geeub, Krka, Tillifergaewicz, Rokhas, and Warden Une.
- Added new descriptions for the following terrain objects: coral polyp, palladium strut, coral and palladium strut, swollen bulb, and coral pit.
- Build Library is now functional.
- You now autosave when you reach a checkpoint in Roleplay and Wander modes.
- Gorged growths who are members of settlements no longer crumble apart.
- Farmed bop sponges are no longer always ripe.
- Generated villages now have accurate descriptions on the world map.
- Night-sight interpolators now work like other kinds of night vision for the purpose of perceiving [redacted].
- 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 popup confirmation for targeting yourself with a geomagnetic disc.
- 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 perfomance issue caused aquatic or wall-walking creatures in your party trying to pathfind to you.
- Fixed a grammar error in some messages when companions were swallowed whole.
- Fixed conversation choices getting resorting when you revisited a node.
- Fixed a bug that caused Golgotha and Bethesda Susa to not build properly.
- [pets] Fixed a bug that caused You, but Mechanical not to inherit your anatomy.
202.82 - 'beta' branch
- Flawless crysteel gear is now a bit rarer.
- Zetachrome gear is now much rarer.
- Added new creature descriptions: giant clam, ixlthyxl, tongue tyrant, star kraken, and galgal.
- Added new item descriptions: thermo cask, high-energy thermo cask, and psychic meridian.
- Gorged growths now dehydrate and crumble apart after a while.
- Updated Burgeoning plant-summoning tables to be better distributed and include more plants, particularly late-game plants.
- Added some polish to the Hydropon.
- Warden Une now has appropriate equipment.
- Palladium struts are no longer takeable.
- Made several enhancements to [redacted].
- Irritable Genome's message now includes the mutation that was affected.
- Eater's flesh and luminous hoarshroom now counts as mushrooms for the purposes of triggering cooking effects.
- 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 bug that caused villages to use the wrong liquid type when building pools and rivers
- Fixed a bug that caused the "Seek the Heart of the Rainbow" quest step not to complete upon reaching the correct zone.
- Fixed a bug that caused the minimap to share the message logs opacity setting
- Fixed a bug that caused subtype tile detail colors to not be properly set
- Fixed the pluralization of pneumatic pistons, anchor spikes, palladium electrodeposits, and tibular hydrojets.
202.80
- 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.
2.0.202.79
- Added a new wayfaring skill, Wilderness Lore: Rivers and Lakes.
- Renamed Wilderness Lore: Mountains to Wilderness Lore: Hills and Mountains.
- Made moving across rivers, lakes, and the Rainbow Wood a little slower.
- The Rainbow Wood and Palladium Reef are no longer considered jungles for the purposes of wilderness lore.
- Various becoming nooks across Qud now have implants in their cybernetics racks again.
- Gravity grenades now down flyers in their area of effect.
- Creatures beguiled via the cooking effect triggered action now lose interest in their beguilers after the metabolizing effect expires.
- Algal water pools in Lake Hinnom and the Palladium Reef are now deeper and squarely past the swim threshold.
- 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.
- Nanon now requires Tinker III.
- Moved the river referenced in Raising Indrix to south of the Kyakukya instead of north. Also fixed a bug with its starting location.
- Added descriptions for all new cybernetic implants.
- Changed the name of some high-tier implants.
- Added descriptions for prism perch, white esh, quatravolt glider, and sultan croc.
- Updated what secrets svardym and the denizens of the Yd Freehold are interested in.
- The Hydropon is no longer subject to svardym storms.
- Urns in the Yd Freehold now have appropriate names.
- Changed the names and added descriptions for finger coral and tunnel sponge.
- Increased the number of times you can drink [redacted] for a positive effect.
- Meditation no longer occasionally cures gamma moth mutation.
- Damage reflected by equipment is now attributed to the equipment's wearer.
- Fixed a bug that caused new characters to be created without the proper faction reputations for their genotype and subtype.
- Fixed a bug that caused natural claw weapons from Skulk Tonic to remain after the effect expired.
- Fixed a bug that caused you to start with the skill that your random starting village teaches via the water ritual.
- Fixed a reputation bug that caused several hostility issues with creatures' attitudes toward you.
- 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 kills via your spaser-generated plasma to not be attributed to you.
- Fixed a bug that caused robots to be unaffected by ganglionic teleproject and Rebuke Robot.
- Fixed a bug that made it possible to fly underground with a certain flight-granting cybernetic boosts.
- Fixed a bug that caused you to be referred to in the third person wehn dealing damage with Sunder Mind.
- Fixed a bug that caused up-stairs to generate on the surface level of the Palladium Reef.
- Fixed a bug that cauased identified artifacts to keep their unidentified color.
- Fixed a bug that caused [redacted] to fail to render correctcly if entered with penetrating radar enabled.
- Fixed a bug that caused an exception when a [redacted] is targeting during a serialization cycle
- More [redacted].
- [modding] Fixed the player's body object not being sourced from Genotype/Subtype.
- Our official, community-mananged wiki has a new home: https://wiki.cavesofqud.com. We updated the link in the Modding Utilities.
- You can now jump through squares that contain creatures who are out of phase or flight with you.
- You can no longer manipulate the results of cooking with nectar by using Precognition.
- The carrying capacity bonus from Multiple Legs now reflects its description.
- You can no longer talk to your original body while dominating another creature. (This led to bad things.)
- Ctrl+Space once again looks at items on the equipment screen.
- Most things that interrupt autoact now provide a visual indicator of what caused the interruption, if it's something external.
- Psionic weapons no longer affect inanimate objects.
- Night-vision goggles are now overloadable.
- Creatures are now a little better at escaping environmental damage.
- Creatures no longer use Force Bubble if an ally is adjacent. This prevents rare Force Bubble + Temporal Fugue crashes.
- Nulling weapons now apply astral burdening for a short time after they hit, rather than only instantaneously as they hit.
- Looking at objects in force fields and stasis fields now gives info on the object instead of the field.
- Rephrased messages about additional body parts needed to equip items in more abstract, inclusive terms.
- Slightly decreased the traversal speed of most projectiles.
- A visible rhinox getting ready to charge now interrupts autoact.
- Temporal fugue clones are now placed a little more intelligently with respect to natural movement modes (e.g., aquatic creature clones will prefer spawning in swim-depth water).
- Fixed a bug that caused autoexplore to dig around boulders and rubble instead of through them.
- Fixed a bug that caused Temporal Fugue clones to always spawn northwest of you.
- Fixed a bug that caused jewelers to occasionally have double-jewel-encrusted items.
- Fixed a bug that caused you to occasionally get stuck inside walls when using Space-Time Vortex.
- Fixed a bug that caused creatures to sometimes generate inside walls.
- Fixed a rare crash in Grit Gate.
- The "you" pronoun is no longer incorrectly used when creatures collect liquids.
- [modding] Added some new predicates to conversations: IfTrueKin, IfNotTrueKin, IfGenotype, IfNotGenotype, IfSubtype, and IfNotSubtype.
- [modding] Unity impostors now support X and Y offsets.
The beta for our latest feature arc -- Palladium Reef / New Chargen -- has arrived. The patch is unpolished but very functional; the full release is likely to come in the next few weeks. Here is an incomplete list of patch notes. NEW LATE-GAME REGIONS
- Added two new late game regions: Lake Hinnom and the Palladium Reef.
- Added a new village, the Yd Freehold, with several new NPCs.
- 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, and slynth wanderer.
- Added a new side quest (partially implemented). It's up to you to figure out where to get it.
- Expanded the Rainbow Wood and configured it to include dynamic sites like villages, ruins, and lairs.
- Entirely refactored the character generation sequence to be much more sensible, highly moddable, and use an all-new, responsive, fully keyboardable AND mousable UI.
- Added nine new preset character builds. These are designed to help new players get started, but they're also fully customizable.
- Added two new game modes (these were already live on the beta branch):
- Roleplay Mode - checkpointing at settlements
- Wander Mode - checkpointing at settlements, no XP for kills, bonus XP for discoveries, creatures begin neutral to you
- Made several enhancements to the new UI.
- [Modding] Added a new, highly-extensible data file, EmbarkModules.xml, that drives character creation.
- 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.
- 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 two new liquids: algae and sunslag.
- 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 a whole bunch of new furniture.
- Added a whole bunch of new tile art.
- Made significant visual enhancements to the world map.
- Gave several existing merchants cybernetic implants as wares.
- Gunslingers now start with Akimbo instead of Weak Spotter, and they start with much more ammo.
- Water Merchants now start with Short Blade.
- Modified how plant-based cooking effects work.
- Changed salt krakens behavior.
- You can no longer disassemble non-takeable furniture.
- Soup sludges now appear in dynamic encounters.
- Added Omonporch and the Yd Freehold as landmarks.
- Village ovens can no longer include psychal gland paste.
- Morphotypes now show up in the character sheet.
- [Modding] Added three new body types for clams, jellies, and starfish.
- [Beta] Added a wish for late-game testing: reefjump.
Hello folks, Our usual patch cadence is to update weekly and then pause those updates as we get ready for one of our big Feature Arc patches. That's where we are right now with our next Feature Arc: the Palladium Reef / Character Creation Rework! We plan to put up a beta in the coming weeks (no date yet), so to give us the focus we need, we're pausing weekly patches as of this week. We may still sneak one in now and then if there's a reason to, but it's safer not to expect it. Thanks, friends. Until the sponge, live and drink.
201.114/202.74
- 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.
201.113/202.73
- 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.
201.110/202.70
- 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.
201.109/202.69
- 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.
201.107/202.67
- 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.
Due to some team travel, we're skipping our weekly patch this week. Feature Friday will be back next week. Live and drink, friends.
201.106/202.66
- 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.
201.105/202.65
- 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.
201.104/202.64
- 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.
201.103/202.63
- 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.
201.102/202.62
- 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.
201.99
- 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.
- We added new game modes.
- Classic
- This is the standard Qud experience with permadeath. Nothing has changed.
- Roleplay
- Checking pointing at settlements. When you die, you have the option to reload from the last checkpoint. Your checkpoint is automatically set whenever you enter or leave a settlement. You can also set your checkpoint manually while at a settlement by hitting Esc and then 'c'.
- Wander
- Checking pointing at settlements.
- Your reputation with every faction starts at 0 (or higher), meaning most creatures start neutral to you. Aggressive creatures of neutral factions will still attack you.
- You get no XP for kills.
- You get more XP for discoveries, completing quests, and performing the water ritual. This amount scales with your level.
- You can't change your game mode once you start a game.
- You can now check your game mode, turn counter, and world seed in game by hitting Esc and selecting Game Info.
- Classic
- We reworded the debug options around disabling permadeath to make them clearer.
201.98/202.58
- 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.
201.97/202.57
- 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.)
201.89/202.49
- 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.
201.88/202.48
- When furniture with integrated power transmission systems becomes animated, the resulting newly sentient being no longer breaks every time it moves.
- You can no longer do the following while confused: perform interactions related to note taking, mark things important or unimportant, or mod items with tinkering.
- Auto-disassemble no longer attempts to disassemble artifacts owned by others.
- Take All is now handled as an ongoing process via autoact, meaning it takes one item or stack at a time and can be interrupted by hostile creatures or damage.
- Removed the gender restrictions on True Kin.
- Gave chitinous puma and slumberling weapon skills appropriate for their claws.
- Antelope cherubim now belong to the antelopes faction.
- Nanopneumatic jackhammers are now tinkerable and disassemblable.
- Some missile weapons now have their ammo counts colored in the console UI sidebar.
- If, while wielding a turbow that is powered and has an arrow loaded, you use the reload command and select an arrow from inventory to reload with, you are no longer asked afterward about loading the turbow's energy cell socket.
- Upgraded the appearance of liquid splashes.
- Fixed a bug that caused Burrowing Claws to keep pathfinding through walls and continue to grant the Dig ability after you toggled it off.
- You now pathfind through walls when you have a pickaxe or nanopneumatic jackhammer equipped.
- You no longer pathfind through walls that are owned by others.
- Changed the display text on the Wait keybind to "Wait / Pat at flames".
- Long Blades stances are no longer visible on sleeping creatures.
- Clarified in the Spread Klanq quest text that the faction members you puff on must be sentient.
- Normalized Euclid's gender and pronouns.
- Fixed a bug that caused smart use to not work on chests and bookshelves.
- Fixed a bug that caused the permanent attribute bonuses from Triple-Jointed, Double-Muscled, and Two-Hearted to be treated as temporary under certain circumstances.
- Fixed a bug that caused it to be possible for creatures with Wings to be flying and sitting at the same time.
- Fixed a bug that caused you to keep your Long Blade stances when you acquired the Lond Blades skill via a skillsoft implanted that you later uninstalled.
- Fixed a bug that caused some legendary glow-wights to generate extra copies of their entourages after you saved and loaded. This may happen one last time in existing saves.
- Fixed a bug that caused options to occasionally get unintentionally cleared during a data hotload.
- Fixed [redacted] as it appears in On the Origins and Nature of the Dark Calculus.
201.85/202.45
- Added a new tile for mechanical wings.
- Aquatic creatures now dream in blub-ridden language.
- Dirt paths, salt paths, and dirt roads are now more varied in their appearance.
- Added a subtle visual effect when you walk on dirt paths, salt paths, and dirt roads, meant to suggest leaving tracks.
- Reverted a change from last week that made the Light Manipulation recharge rate affected by Willpower. It no longer is.
- Added a death message for being pricked to death by fracti.
- Schrodinger pages now warn before use if they are in a container owned by somebody else.
- Data disks for the co-processor mod no longer falsely indicate that the modded item will provide 0 units of compute power.
- Item mods described using "with" now aggregate together, so for example you might have a "ganglionic teleprojector with electromagnetic shielding, filters, and suspensors" rather than a "ganglionic teleprojector with electromagnetic shielding with filters with suspensors".
- Visible mines are now highlighted in the alt overlay in red or green according to whether they belong to a creature hostile to the player.
- Visible bombs are now highlighted in the alt overlay in red.
- Baboons becoming terrified of blood-stained neck-rings no longer leaves messages in the message log.
- Strip flies are now better at avoiding trying to steal equipment that they will not be able to remove from your body.
- Fixed that bug that caused Long Blade powers like Swipe and Lunge to not work if you learned them without learning the base skill first.
- Fixed a bug that caused the effect of the Mark of Death to persist even if the mark was removed from your body.
- Fixed a bug that caused attribute shifts from certain sources such as skulk injectors to not work properly.
- Fixed a bug that caused key bindings to display improperly.
- Fixed a bug that caused transparent liquid containers to retain the appearance of the liquid they previously contained.
- Fixed a pair of bugs that caused salt dunes to turn into white squares when you revisited their zones after having left for a while.
- Fixed a bug that caused NPC mines to be considered hostile to the player less often than they should have been.
- Fixed a bug that made Hook and Drag not work.
- Fixed a bug allowing legendary crafters to choose a newline character as a craftmark, leading to odd name displays.
- Fixed a bug that made display name modifiers like slimy or [flying] commute to your sultan murals.
- [modding] Conversations support some new attributes.
- SetStringState="name,value" sets the global string state labeled 'name' to 'value' (if 'value' is empty, it unsets the state)
- SetIntState="name,value" sets the global integer state labeled 'name' to 'value' (if 'value' is empty, it unsets the state)
- AddIntState="name,value" adds 'value' to the global integer state labeled 'name'
- SetBooleanState="name,value" sets the global boolean state labeled 'name' to 'value', which should be true or false (if 'value' is empty, it unsets the state)
- ToggleBooleanState="name" toggles the global boolean state labeled 'name'
- IfTestState="test" makes the conversation element conditional on a test of game state (see https://cavesofqud.fandom.com/wiki/Modding:Conversation for details)
- [debug] Enabling "Show debug information on object and system internals" now lets you interact with flooring objects that you otherwise couldn't interact with.
201.81/202.40
- 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.
201.77/202.36
- 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.
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.
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] Mods' Steam Workshop names no longer dictate their internal IDs and thus won't prevent approval if they contain invalid characters.
- [modding] Genotypes now have an IsTrueKin flag, separate from IsMutant. GameObject.IsTrueKin() now looks for this flag being true on the creature's property-defined genotype, with creatures with no genotype presumed to not be true kin. GameObject.IsMutant() now looks for IsMutant being true on the creature's property-defined genotype, with creature with no genotype presumed to be mutants.
201.71/202.30
- 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.
201.70/202.29
- 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.
201.69/202.28
- Gave agolflies wings.
- Euclid now wanders around Barathrum's study but no longer attacks the mushrooms there.
- Dynamic quests that instruct you to find a location 3-7 parasangs in a direction from a landmark no longer use underground landmarks.
- Yuckwheat is no longer destroyed when harvested.
- Quartziferous mirrors now refract light.
- The following actions now have energy costs and exit menu interfaces: eating, drinking, and opening & closing doors you aren't moving through.
- We moved some Autoget options around.
- Moved "Maximum auto-move squares/sec and auto-attack actions/sec" from Autoget to Automation.
- Moved "Ignore enemies less than
" from Autoget to Automation. - Moved "Ignore enemies farther away than
" from Autoget to Automation. - Moved "Take corpses when using Tab to take all" from Autoget to User Interface.
- Moved "Ignore enemies farther away than
- Removed Q Girl's plastifer jerkin.
- Jump no longer snaps to your current target.
- Items that use a particular liquid can now be set to autocollect that liquid when they're empty.
- Ogre ape pelts are no longer considered food.
- Arch dervishes no longer spawn with weak psionic weapons.
- Creatures on walls can be looked at again.
- Mines are now triggered only by creatures hostile to the minelayer.
- Mines now function as hidden in pathfinding only to creatures hostile to the minelayer.
- Creatures now do at least a little work to avoid mines they can detect, even if they aren't a threat.
- Spray bottles can no longer be used to spray themselves.
- Most objects in your tile or adjacent tiles now have an "attack" action available from the interaction menu, enabling you to be more specific in your attacks when there are multiple targets.
- NPCs no longer irrationally prefer armor that is a light source over armor that is not.
- You are no longer asked to spread Pax Klanq in Joppa in games where you did not start in Joppa.
- Hitting escape when asked for a target for Spray-a-Brain or nano-neuro animator no longer generates an error.
- Temporary and existence-support objects are now never animatable; the same is true of objects whose phase of matter is something other than solid.
- Hoarshrooms sprouted from luminous fungal infections no longer bond to body parts they are equipped in once they are separated from the body part they initially sprout on.
- Multiple applications of hulk honey, when not causing overdose, now refresh the duration of the effect rather than stacking.
- Lunge now respects phase and flight with regard to whether objects between you and your target obstruct you.
- Tattooed detail color no longer persists across player characters and save games.
- You no longer receive popups when other creatures' irritable genomes act up.
- Removed the blank Garden of Geth tile from the worldmap.
- Fixed a bug that made pools of water strangely resistant to being evaporated once somebody walked through them. This change may introduce new liquid temperature behavior, some of which is unintended.
- Fixed a bug that caused the Reputation screen to display the text for a faction hating you when they merely just dislike you.
- Fixed a bug that caused freshly animated objects not to become active until odd conditions were met.
- Fixed an exception when blast cannons were disarmed, e.g. from leering stalkers.
- Fixed some bugs with the interaction between snap-to-hostile-target behavior and wall-dwelling creatures in corners.
- Fixed the tile color of zetachrome warhammer.
- Fixed elastyne skin suit appearing in certain encounter tables twice.
- [modding] Several messages pertaining to curable fungal infections now emit & conjugate properly for NPCs.
201.68/202.27
- Cans of Spray-a-Brain and nano-neuro animators now let you animate more types of inanimate objects (anything with the animatable tag) instead of just walls, doors, and tables.
- Added more variety to relic names.
- Added makers' marks to item names.
- Added new descriptions for the following objects: sacred well, marble dais, and fungal spores.
- Changed the cleated mod name to "fitted with cleats".
- Changed the name of exit teleporter to "stairwell teleporter".
- Fixed some issues with The Earl of Omonporch quest.
- The Council is no longer convened if you don't have the required reputation with four factions.
- The delegates that show up now better match the factions they're supposed to represent.
- Faction delegates now disperse once you complete the quest.
- The Spiked item mod can now be applied to gauntlets.
- The old item "spiked gauntlets" is now a pair of steel gauntlets with the Spiked mod added. Spiked gauntlets already generated in existing saved games are unaffected.
- You no longer get messages about nosebleed for creatures you can't see.
- Dynamic villages no longer have the chance to teach you the intro power of a skill rather than the skill itself that was advertised.
- Witchwood bark now gives some clue as to its eat effect in its description.
- Added a death message for dying via Syphon Vim.
- Added some more missing death messages.
- Ongoing damage from poison and Syphon Vim no longer sets your target.
- Autoact is now interrupted when an enemy initiates Syphon Vim on you on a visible or audible.
- You can now cancel the life drain effect of Syphon Vim via the interaction menu on its target, including at a distance via look + interact.
- Dynamic quest items names no longer include qualifiers like [empty].
- Refined some of the edge case uses of domination.
- Fixed a bug with biological clones inheriting their progenitor's cybernetic implants.
- Fixed a bug that made some cybernetic implantees immortal.
- Fixed a bug that caused Albino's regeneration penalty to be applied while inside rather than outside.
- Fixed an exception when there was no space for air wells and solar stills to deploy their catch basins.
- Fixed the cone picker occasionally being unresponsive to keyboard input.
- Fixed a bug with cone-shaped breath weapons.
- Fixed an exception when using very high level breath weapons.
- Fixed a bug that caused some templated text, such as "*it*", not to be dynamically replaced.
- Fixed some empty text in some sultan histories.
- Fixed some empty text in recipes and cooked meal descriptions.
- Fixed a typo in the error log.
201.67/202.26
- Fear is now implemented as a status effect called Terrified. This means it now appears in creatures' descriptions, can be removed by phenomena that remove status effects, counts as a debuff for Shank's purposes, and interrupts Sunder Mind.
- The energy cost of a move action now uses the move speed you had at the start of the action. This fixes a bug where if you went prone while wading through water, enemies would get dozens of free attacks on you.
- Move speed now has a minimum value of 5.
- Missile combat messages now give more information about the direction of projectiles and missile attacks and less information about creatures you cannot see.
- You no longer have a chance to use random ingredients from your equipment or inventory when you whip up a meal.
- Baetyls and baetyl cherubim now gently repel gases.
- Reduced the speed of projectiles to make their directions more legible.
- Engraved and Painted no longer increase the tinker cost of adding additional item mods to the items they are on.
- Mines laid by miner robots are now hidden.
- Miner robots are now better at avoiding their enemies.
- Sower's seeds can no longer be used as mines or bombs.
- Miner robots can no longer generate as sower's seed miners.
- Klanq no longer asks you to puff on [Object]s.
- Changed the text of Corpus Choliys to no longer imply that the Flaming Ick has to be quaffed from a particular type of container.
- Gorged growths now belong to the root faction.
- When Camp looks for existing campfires or campfire remains, it no longer counts campfires in unexplored areas.
- Camp now better indicates where the existing campfire is if there is one.
- You can no longer use Sting if you cannot move your extremities.
- Nests are no longer hidden under light sources when they generate in the same tile.
- Tortoise cherubim now correctly belong to the tortoise faction.
- Removed the possibility of faction encounters in the middle of the stilt cathedral.
- Recoilers now give a clearer message when they drain the last charge in their energy cells while failing to recoil.
- Named snapjaws in villages now have snapjaw-like names. We also expanded the snapjaw name generator.
- Added better messaging for young ivory and lurking beth attacks.
- Young ivory and lurking beth are no longer revealed when they attacked victims you cannot see.
- You can no longer autowalk to stairs while confused.
- Falling asleep now interrupts autoact.
- Explosions produced by mines now better inherit the phase characteristics of the mines themselves.
- Added a death message for metabolic collapse due to hulk honey abuse.
- Dynamic quest item names no longer occasionally have punctuation in them.
- Made the duration in Paralyzing Stinger's level text more consistent across levels.
- These abilities now snap to hostile targets: Lase, Sunder Mind, Flaming Ray, Freezing Ray, Berate, Menacing Stare, Mark Target, and Charge.
- Fixed some cases where message log entries would begin with a lower-case letter.
- Fixed a bug that occasionally caused Syzygyriors to start the game without any weapons.
- Fixed a bug that occurred when you spoke to Neelahind or Eskhind while carrying Kindrish after completing Kith and Kin.
- Fixed a typo in Elder Irudad's conversation.
- Fixed unprocessed dynamic text from appearing in cookbooks generated during world generation.
- Fixed an XP bug with companions.
- Fixed a typo in square cap.
- Fixed some grammar errors with relic boots.
201.62/202.22
- Warden Ualraig no longer carries glowspheres.
- Glowspheres are now more expensive.
- Lase now acts as a projectile for the purposes of passing through forcefields, fences, and low walls.
- The location secret for Mamon Souldrinker's village lair is now logged in your journal when you find the village.
- Birds now have the Beak and Wings mutations by default.
- Acid humors are now immune to acid.
- Canned mystery meat is now properly considered meat.
- Ink weeps now properly weep ink.
- Tactful no longer gives bonus reputation with hidden factions.
- Made brooding jadepuff's spores a darker shade of green.
- Made parts of Otho's dialog slightly less repetitive.
- Made poison-tipped spears a little more expensive.
- Quantum ripplers must now be identified.
- Urn duster villagers no longer leave to look for urns in the Tomb of the Eaters.
- Urn dusters are now able to dust urns outside the Tomb of the Eaters, should they find some.
- Village colonists no longer have a chance to spawn as previously named legendary creatures.
- Sheba Hagadias no longer has a chance to spawn as a named Knight Commander of the Holy Temple.
- Troll foals can no longer spawn on the world map.
- You can no longer compliment Q Girl's hair if you have monochrome.
- Dynamic quests to find items now respect item plurality in their quest text.
- You can no longer roll on the ground to put out a fire if you're out of phase with the ground.
- Temperature changes performed by firefighting are now phase insensitive.
- The option "Take corpses when using Tab to take all" now defaults to off.
- XP gained by companions of companions is now shared up the leadership chain.
- There's now a specific death message for bleeding to death.
- Scans of local environments do a better job of checking the visibility of individual creatures and items, rather than merely that of the squares they are in. This means that Attack Nearest no longer moves you toward hidden young ivories and lurking beths.
- Flaming Ray and Freezing Ray now more consistently message the names of the limbs they're on.
- Molting basilisk husk no longer includes its thrown weapon stats in its display name.
- Psychometry can no longer be used to switch off turrets created by turret tinkers.
- Empty waterskins you are selling no longer count toward your liquid carrying capacity, while empty waterskins you are buying do.
- Certain indirect forms of damage, such as gases, mines, and fires, no longer incorrectly set your target.
- If a dialog option results in you getting in a fight with one of your companions, they now become hostile to you after you exit the conversation.
- Added a more descriptive message for trying to move through movement-blocking terrain on the worldmap.
- Made the hyphenation of Two-Headed, Two-Hearted, and Cold-Blooded consistent.
- The word "apex" is now procedurally pluralized to "apices".
- Attack Nearby and autoattack will no longer attack creatures who are not hostile to you.
- Cooking effects on NPCs no longer go on forever.
- Fixed a generative text error in some sultan tomb inscriptions.
- Fixed a character creation display bug with Ibul cybernetic implants.
- Fixed a bug that caused the game to occasionally freeze when you were targeted by a lithofex's gaze.
- Fixed a typo in barkbiter jerky.
- Fixed a typo in damage reflection cooking effect text.
- Fixed plurality issues in some dynamic quest text.
- [Patreon] Fixed a bug in E-Ros's speech patterns.
201.61
- Added ink, sap, and wax weeps.
- Made ink a little more common across the world.
- Recipes based on meals cooked with Canned Have-It-All now require a random ingredient from the Canned Have-It-All effect rather than a serving of Canned Have-It-All. For example, if you're inspired via Carbide Chef, cook a meal with a serving of Canned Have-It-All, and choose "Grants slime spitting" as the effect, the recipe will now require 1 dram of slime.
- Completing What's Eating the Watervine? now completes the quest step 'Return with a critter corpse' and awards appropriate the XP.
- Updated which abilities work with Triple-Jointed's cooldown skipping -- Sprint and any skill power that has an Agility prerequisite -- and changed the phrasing to make this clear.
- Rephrased the description of Wings to make it clearer you get its speed boost only while traveling on the world map.
- Added a description for the crackling effect.
- Rephrased the description of Spinnerets to make it clearer that the duration only ticks down when you move.
- Moving to stairs no longer knows how to pathfind through areas you have not explored.
- Made great magma crab corpses weigh a lot more.
- If half of a double door is animated to life, it no longer closes other doors it passes through.
- The Life and Death Gates now become unsealed if they are animated.
- Fixed a bug that occasionally caused a slain character in Grit Gate to show up more than once in Otho's report.
- Creatures can now only go prone if they have a Feet or Roots-type body part that provides mobility.
- Urchins are now animals rather than plants, more strongly anatomically resemble sea urchins, and have Quills.
- Campfire remains are now considered campfires for purposes of whether you can use Camp.
- Ovens are no longer considered campfires for purposes of whether you can use Camp.
- You can no longer create an arbitrary number of campfires in Brightsheol.
- You can no longer generate a campfire with a red flame in Brightsheol by making a campfire, extinguishing it, and relighting it.
- You can no longer spot notable objects while confused.
- Losing equipment to dismemberment no longer describes you as unequipping it.
- Changed Wilderness Lore: Salt Pans to Salt Dunes.
- Village pets can no longer be pre-legendary snapjaws, goatfolk, or baboons.
- Disabled idle behavior on Otho to prevent some quest-breaking behaviors.
- Added some extra protections against the Decoding the Signal questline not advacing properly.
- Red jells now bleed lava.
- Lava in containers now heats them up over time proportionally to the amount and purity of the lava, rather than setting their temperature to 1000 degrees upon any amount of lava being poured into the container then doing nothing afterward.
- Damage from drinking lava is now tracked as heat damage.
- Sheba Hagadias can once again be a breathbeard or an elder breathbeard.
- Phials are now immune to heat, cold, acid, and electricity.
- Improved death messages for companions who die in explosions you caused.
- Starting villages can no longer be disease communes.
- Fixed the tile color of bronze battle axe.
- Bloated pearlfrogs' sticky tongue can still pass through fences but no longer pull you through them.
- Removed the unused acidHighTier cooking ingredient.
- It's now possible for a certain obscure death message to be shown under more circumstances.
- Cannibals and glow wights are no longer always male.
- Yempuris Phi is now visible in gas.
- Made ape pelts weight less.
- Made spheres of negative weight more complex to identify.
- Procgen books no longer occasionally generate with empty titles.
- Slightly increased the render layer of liquid volumes and webs so they always appear on top of walkways like conveyors.
- Excluded the farmed version of animals from dynamic encounters.
- Made gaslight weapons light sources when powered.
- Names of legendary creatures you've slain now appear magenta in the chronology.
- Added a description for the crackling effect.
- Changed Wilderness Lore: Salt Pans to Salt Dunes.
- Losing equipment to dismemberment no longer describes you as unequipping it.
- You can no longer spot notable objects while confused
- Lithofex's gaze ability is now correctly limited to line of sight
- Fixed a bug that caused flowers to teach Swimming rather than fish. Flowers now teach Persuasion.
- Fixed a bug that caused flaming and freezing hands to sometimes have their modifier displayed twice.
- Removed the unused acidHighTier cooking ingredient effect type.
- Rephrased the description of Wings to make it clearer you get its speed boost only while traveling on the world map.
- Stray line breaks in the classic dialogue interface are now trimmed.
- Fixed a bug that made "Historic sites now reward a more appropriately tiered amount of cybernetic credits" from last week not work.
- Fixed a bug that caused sultans to occasionally have successors name suffixes when they weren't successors.
- Fixed the duplicate "live and drink" dialog that Mechanimist pilgrims had.
- Fixed a bug with legendary pariah names.
- Fixed a typo in sultan history.
- Fixed a typo in the description of Brittle Bones.
- Fixed a typo in mirror bug's description.
- Fixed some grammar bugs with Agyra and Lebah.
- Made a small grammar change to dynamic village descriptions.
- Fixed the capitalization of Gyl in popup text.
- Fixed tile color of bronze battle axe.
- Fixed a broken mural tile on the outskirts of Ezra.
- Fixed carbide folding hammer's ANSI color.
- Made flowers teach persuasion and fish teach swimming.
- Fixed a bug that broke attribution of the creature responsible for killing another creature in some circumstances, particularly explosions.
- Fixed a bug causing quests to not properly give reputation awards after a save/load cycle
- Fixed Lase passing through objects it failed to penetrate.
- [modding] Fixed an exception in the 'makevillage' wish
- [modding] ConsoleChar underwent a large internal refactor to simplify its data structure and provide a more flexible framework for colors.
201.60/202.19
- 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.
201.59
- Added several new movement-related commands:
- Move To Square (default mapping: ctrl-enter), which prompts you for a target square and attempts to pathfind to there.
- Move To Zone Edge (default mapping: shift-enter), which prompts you for a NSEW direction and attempts to pathfind to that edge of the screen, or as close to it as you can manage.
- Force Attack Direction (default mapping: backslash), which prompts you for a direction and attacks in that direction.
- Force Attack Square (default mapping: shift-backslash), which prompts you for a target square adjacent to you and attacks there.
- Creatures becoming dazed now appears in the message log and produces floating text.
- Creatures who are interested in occasionally going on shopping sprees at the Six Day Stilt no longer engage in this behavior when they have a party leader.
- Ironshank can now only infect creatures with a Feet body part that is made of live tissue and provides mobility.
- Identified force bracelets now provide an activated ability that activates and deactivates them.
- Dig no longer works on the world map.
- Slam will now prefer your primary cudgel.
- Owned Schrodinger pages now warn you when you attempt to activate them.
- If you are dominating a temporary or existence-supported creature at the time when it ceases to exist, this now ends your game once more, but now with case-specific messaging.
- Young ivory, lurking beth, holographic ivory, and holographic beth now self-destruct if they enter a square with another object of any of these types, preventing stacks of multiple instances of these from forming. (The only exception is if the object is, due to extraordinary circumstances, a fully self-mobile creature, as for example in the case of an extradimensional psychic assassin lurking beth.)
- Shield Slam now has an action cost of one turn.
- Syphon Vim now does a better job of targeting the creature in its target cell that you would want it to target, when there is more than one.
- Syphon Vim now appears in the message log any time it is initiated between creatures you can see, and produces floating text when initiated.
- Syphon Vim now provides better failure messaging.
- Mouse-based movement no longer knows how to pathfind through areas you have not explored.
- The display names and descriptions of leather bracer Kith and Kin clue items is now coherent with leather bracers being single items.
- Narcoleptics' original body no longer falls asleep outside of combat while they are Dominating another creature.
- The ExploreZone debug command will now expand the player's sight radius.
- The 'wait a specified number of turns' dialog now uses the last number of turns waited as the default.
- The modern message log is now hidden when using the alt overlay.
- Humanoid creatures no longer default to having the Night Vision mutation.
- True Kin NPCs now have Rebuke Robot.
- When Joppa is abandoned, the zones surrounding it are now given names as per ordinary salt marsh.
- Fixed a bug that turned the Barathrumites against you when friendly fire hit chain laser emplacements during A Call to Arms.
- Fixed a bug that made move speed of 100 display as move speed of 99 in the modern UI.
- Fixed a bug causing engulfment-capable creatures to potentially freeze up when hostile to non-combat-capable objects like young ivory and dreadroots.
- Fixed a bug that resulted in zone names of the form "some slimyorgotten ruins".
- Fixed an issue causing machine press tiles to become nonfunctional.
- Fixed excessive event usage during legacy explosions.
- Fixed color bleeds in cooking messages from congealed skulk, congealed love, and dried lah petals.
- Fixed a bug that made zero move speed exploits still possible when dominating sapient plants and fungi.
- [modding] Erroneous population tables should no longer prevent loading of tables from other mods.
- The Wait N Turns dialog is now a number picker
- The default number of items to drop is now the size of the stack instead of 1
- Modern windows are now responsive to the player position in ASCII mode
- Added prerelease input manager keybindings for load game, save game and auto-attack-nearest
- Fixed an issue with liquid selection when modern ui elements were enabled
201.58
- 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
- Fixed an issue with some dynamically typed NPCs appearing as generic "breathbeards"
- Fixed an issue with overal message log toggling via legacy keybinds
201.57
- 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.
- Added prerelease keybind for toggling the message log visibility
- Fixed an issue causing the keybinding screen to be unescapeable if prerelase input was turned on but modern ui was disabled
- Fixed an issue causing a few non-alternate adventure keybinds to fire even when the alternate key was pressed
201.56
- 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.
elements with Load="Merge" attributes now support basic merge semantics, and 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.
- Added a new number-picker popup that supports directional inputs
- Added prerelase input manager key bindings for journal screen management
201.55
- There is a new autoget option, autoget special items, which currently causes you to autoget relics, extradimensional items, and quest items. It defaults to on.
- Autoexplore now collects items from tables.
- Stunning Force's target picker now better matches its area of effect.
- Stairs now have a high render priority in the alt display.
- Seekers of the Sightless Way are now rare instead of uncommon encounters.
- Added an 'abandon' prompt when quitting the game using the quit keybind.
- Penetrating Radar now reveals its entire radius again, not just the top left.
- Giving books to Sheba Hagadias no longer makes two XP messages appear in the message log.
- Fixed a bug that made the nocturnal apex's Prowl effect only provide its agility and move speed benefits if you were cloned during the duration of the effect.
- Fixed bugs causing some liquid transfers to not affect containers properly or otherwise fail to cause intended effects.
- Fixed a bug causing the entire second story of villages to immediately plummet to the ground below as soon as the player entered them.
- Fixed Sheba Hagadias spawning as an uplifted hero creature.
- Fixed unicomputers from the Crematory being placed in villages.
- Fixed some grammar in the missing body parts description.
- Fixed sparking baetyls repeating themselves.
- Added a visual indicator for the currently selected take-a-step direction when using prerelease input manager
- Added a text indicator for the currently selected ability (will be merged into the ability bar in the future)
- Added zoom in and zoom out bindngs to the prerelease input manager
- Cancel now properly exits the pick direction screen when prerelease input manager is enabled
201.53/202.11
- Tonic injectors now have an interaction command available for applying them to others.
- The fitted with filters mod now protects from critical failures on gas saves, the same as gas masks and vinewood sap masks.
- You can no longer force-feed creatures luminous hoarshrooms by attacking them while wielding one.
- Droid scramblers are now more reliable.
- Several NPCs have returned to Kyakukya.
- Various stat drain effects now cause the defender to get angry at the attacker.
- Infiltrate can no longer be used on the world map.
- The description of mechanical wings now refers to "corroded bronze", not "rusted bronze".
- Improved a variety of object placement mechanisms to better account for placement hints and object types.
- Timecubes are now colored so that they look like cubes rather than discs.
- Added a new skill wish: "skill:name/id", e.g. "skill:Hobble", "skill:strapping shoulders", "skill:Dual_Wield_Fussilade".
- Aquatic monsters will no longer prefer to spawn on a closed liquid volume like a waterskin.
- Maps are now more similar when generated in the same world seed (though still not identical in all cases)
- Fixed some minor map errors in Bey Lah, Barathrum's Study and Tomb.
- Fixed Stinger tail remaining even were you to lose the mutation.
- Fixed a bug causing roads and rivers to not properly remove terrain.
- Fixed some bugs causing relic chests not to be placed.
- Fixed some issues causing excessive memory use.
- Fixed "you are stopped by ..." message spam.
- Fixed some minor typos.
- [modding] The 'options' node name in options.xml is no longer case sensitive
- [modding] Updated the default Mods.csproj created from the mod toolkit.
- [modding] New AddToPopulation function in PopulationManager to merge in new entries adjacent to a sibling.
201.51
- Added tiles for arrows, lead slugs, shotgun shells, missiles, and Schrodinger pages.
- Bats now have wings.
- Feral lah pods now respect phase.
- Forced drinking can no longer make you vomit indefinitely and lose an infinite number of turns.
- Autoexplore no longer requires you to leave a square with a painted or engraved item in it before looking at it.
- Sound will now propagate through non-occuluding walls such as forcefields or fences.
- The turn count of Long Blade's En Garde! is now cardinal as opposed to ordinal.
- The wishes godown and goto no longer toggle calm.
- Removed orphaned markup from crysteel arrows' description.
- The Trolls faction is now described as being interested in the locations of "storied items" rather than "artifacts".
- Learning a secret via non-water-ritual dialogue with a creature of a visible faction now records that faction as the secret's source.
- Learning a secret via water ritual with a creature of a non-visible faction no longer records that faction as the secret's source.
- Fixed a bug causing hostiles to be inappropriately ignored during autoexplore.
- Fixed a bug that caused it to sometimes be possible to sell a secret back to someone you bought it from in the water ritual.
- Fixed a bug that caused throwing with an accuracy bonus to consistently throw items one square further than targeted.
- Fixed a bug causing excess stairs to generate in Grit Gate.
- Fixed a bug causing some historic sites to have no passable area.
- Fixed a bug causing the starting village not to be revealed on the world map due to an unfortunately placed house.
- Fixed a bug where village mayors would sometimes not teach you their signature skill.
- Fixed a bug causing some sultan murals to be improperly initialized.
- Fixed a bug causing historic event corruption in murals and shrines.
- Fixed a bug causing [redacted] to yell "DONE!" too early.
- Fixed a bug causing feral lah pod explosions to display when off-screen.
- Fixed a bug causing teleport effects to display when off-screen.
- Fixed a bug causing some biome-altered tiles to not be properly colored.
- [modding] A registration-based event ObjectExtracted is now called on objects that are harvested or butchered from other objects, with parameters of Object (the object extracted), Source (the object from which it was extracted), Actor (the object performing the harvestry or butchery), and Action ("Harvest" or "Butcher").
- [modding] The QudHistoryFactory class is now public.
- [modding] Improved the logging for invalid blueprints in map files and invalid terrains on the world map.
- Improved the modern UI tooltips
- Fixed a bug causing UI lockups with the modern UI enabled
- Fixed a bug causing excessive log spam
201.50
- Segmented mirthworms, knollworms, plated knollworms, worms of the earth, and leeches now leave corpses more often.
- Butchering knollworm corpses now produces knollworm skulls less often.
- Tweaks the stats, trade value, tile colors, and descriptions of the new arrow ranks.
- Wristcomps are now wrist calcs and have a new description.
- Permadeath-related options now appear at top of the debug options list.
- Entering Grit Gate via alternative routes such as recoilers/tunneling will now track for A Canticle for Barathrum/A Signal in the Noise.
- Recoilers now give better feedback for various failure conditions when they are non-functional.
- Elevator platforms are now more resistant to elemental damage and do not catch fire or vaporize readily.
- Being stuck because of being grabbed by a mimic now goes away when the mimic does.
- The word "chitin", should pluralization be applied to it even though it is a mass noun rather than a singular noun, no longer pluralizes as "chitins".
- The previously announced new mod, fitted with filters, now actually appears in the game.
- All build codes are now uppercase.
- Added an annotation to the prerelease content option to clarify that it requires a restart.
- Added a journal entry for the discovery of the flattened remains.
- You can now compliment Sparafucile on his masterwork carbine while wielding it.
- Increased the maximum player name length.
- Removed the display of trader trade drams remaining.
- Feral lah pods now respect the "calm" wish.
- Your throwing aim can no longer be overcorrected by your Agility bonus.
- Vomiting now has an action cost.
- Items that are on fire, covered in lava, or being dissolved by acid can no longer be traded.
- Fixed some bugs that resulted in inexplicably being held responsible for companions' deaths.
- Fixed a bug causing turrets to attack autoexploring players without a chirp warning.
- Fixed a bug causing multiple sessile creatures (ex. lurking beth) to stack in a single square.
- Fixed a bug causing multiple pieces of furniture to stack in a single square.
- Fixed a bug causing relic chests to spawn on top of other furniture and statues.
- Fixed a bug causing too many crematory levels to be generated when urn dusters are active.
- Fixed a bug causing some saves in [redacted] to fail to load
- Fixed a bug causing conservators to attack one another.
- Fixed a bug causing random cookbooks to be targets of Klanq's quest.
- Fixed a crash when using Stopsvalinn on your own cell.
- Fixed a bug causing some teleport vfx to play in non-active zones.
- Fixed a bug causing too many crematory levels to be generated when urn dusters are active.
- Fixed a bug causing some saves in [redacted] to fail to load.
- Fixed a bug causing crashes in the Tomb of the Eaters.
- Fixed a crash when using Stopsvalinn on your own cell.
- Fixed a bug causing pets to disappear when wishing "rebuild".
- Fixed a bug with cloneling clone names.
- Fixed a bug causing an error when attacking creatures with brackets in their name.
- Added the minimap to the modern ui
- Added the nearby items list to the modern ui
- Added tooltips to the modern ui
- Cooking with acid-based effects now grant the proper gas generation mutation.
201.49
- 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.
- The modern message log window will now remember it's position and other settings
- The modern message log window will now be properly clamped to the screen area
- The modern message log window will now properly clear only the old messages when starting a new game with the message log hidden
- Collapsed categories in the inventory will now persist on save load & won't be forgotten when afflicted with confusion.
- [modding] On case-sensitive platforms, manifest.json is no longer required to be lower-case.
- [modding] Worlds.xml now supports self-closing tags.
201.48
- The "Prerelease Stage Screen" option was renamed "Enable modern UI elements." and moved to the top of the Overlay options. It's now enabled by default.
- The options for prerelease stage scale and overlay UI scale were merged.
- Extradimensional items are no longer excslusively unmoddable.
- Sitting in chairs now respects phase and flight.
- Item naming events are now more likely to appear in the [redacted] made about your [redacted].
- NPCs no longer use quest item tonic injectors.
- Updated the love tonic success logic.
- Killing a jilted lover now ends any Stuck effects caused by it.
- Becoming out of phase with a jilted lover that's grabbing you now releases you.
- You can now throw tonic injectors at creatures to inject them.
- Made improvised thrown weapons perform slightly better.
- The depth limit at which radio-powered energy cells can receive satellite power is once again functional.
- Smart use on a sleeping NPC now brings you to their interaction menu instead of attempting to initiate a conversation with them.
- NPCs now terminate Sunder Mind if they become allied toward the creature whose mind they are sundering.
- When trading with Sheba Hagadias, non-book items no longer have a non-functional Read action available.
- Thirst thistles can no longer impose an unlimited degree of negative hydration on you.
- Gyrocopter backpacks now repel nearby gases while engaged, similar to wrist fans.
- Only one corrected vision effect is now visible on a given creature regardless of how many vision-corrective devices they are wearing.
- Angry baetyls no longer explode at will. They do still explode after taking enough damage.
- Stairs now have ascend/descend interaction commands that tell you to use < and > if you haven't remapped them, as a new player UI discovery backstop.
- Improved some techscanning-viewable item component names in Stopsvalinn and anti-gravity boots.
- Damage taken by a clone made of your original body while using Domination no longer breaks your Domination.
- Domination is now interrupted by any negative effect on your original body, no longer excluding "minor" effects.
- Being Phased now ends immediately upon moving to the world map.
- Phasing can no longer be activated on the world map.
- Phasing in within a solid object on the world map no longer has any effect.
- When a tonic injector is applied to a creature involuntarily, it's no longer described as if the creature applied it voluntarily.
- When an equipped tonic injector is applied, you no longer get a message about it being unequipped.
- Cooking effects and shade oil tonic used by mutants no longer randomly phase you while you're on the world map.
- The "auto-collect liquid" interaction command is now displayed as "stop auto-collecting liquid" when you are currently auto-collecting and using the command to turn it off.
- Pressing "o" in the trade screen with no items selected to trade now displays "Nothing to trade." rather than "Trade complete!"
- Trash is now highlighted in the alt display if you have Scavenger or Trash Divining.
- You no longer have to unequip and reequip equipment that grants flight after you identify it in order to use its flying ability.
- You can now start and stop flying with flight-granting equipment by using the appropriate activate interaction command.
- Improved the language used when baetyls demand quantities of items described using mass nouns.
- Tweaked internal conveyor logic to reduce unneccessary zone construction.
- Fixed a bug that caused aquatic creatures to sometimes spawn on bridges.
- Fixed a stat change bug with temporary stat modifiers that resulted in ever increasing HP.
- Fixed thrown weapon damage appearing twice in the message log.
- Fixed a bug that occasionally crashed the game on some zone loads in the Tomb of the Eaters.
- Fixed a bug caused some tar pool zones to generate without their zone name.
- Fixed a bug that caused some lair zone names to include their "surface" designation twice.
- Fixed a bug that caused liquid-covered and liquid-stained items to lose track of the liquids covering them after a save/load.
- Fixed some scenarios where your original body could begin acting under AI control while using Domination.
- Fixed a bug that could make the equipment screen inaccessible under certain circumstances.
- Fixed a bug that caused Amnesia to try and fail to forget unforgettable events.
- Fixed several issues with clones and mutation-granting equipment.
- Fixed some scattered prerelease UI scaling issues.
- Fixed stinger printing unequip messages when its mutation rank changed.
- Fixed minor bug in Agyra's dialog.
- Fixed a typo in Vivira's conversation.
- Fixed a village history typo.
- Fixed a typo in low wall description.
- Fixed cannibal cherub's display name.
- Fixed the color of frog cherub.
- Fixed a typo in shade oil tonic's effect description for true kin.
- Fixed a misconfiguration that caused mashed lag and sun-dried banana to be treated as grammatically plural.
- Fixed some message formatting issues when equipped items are lost to dismemberment.
- [modding] Fixed an exception in character creation when the player's body blueprint had the Genotype property set.
- Collapsed categories in the inventory will now persist on save load & won't be forgotten when afflicted with confusion.
- [modding] On case-sensitive platforms, manifest.json is no longer required to be lower-case.
- [modding] Worlds.xml now supports self-closing tags.
201.47
- Rejoinder is now toggleable.
- Fixed some cases where stack counts could appear in item repair messages.
- Made chest inventory generation, and village generation that depends on it, more resilient.
- Improved the composition of possessive markers onto nouns when those nouns have color formatting attached.
- Your perception of madpoles becoming frenzied by the scent of blood now depends on those madpoles' visibility.
- Point-defense lasers can no longer be salvaged from normality bots.
- Madpole detection of the scent of blood is now more reliable; for example, it will not be triggered by an item that merely has the word "blood" in its name, nor will it fail to detect blood covering a historical relic.
- The Spread Klanq quest will no longer ever ask you to puff Klanq onto an abstract concept of a projectile.
- Fixed a bug that prevented chimerae from performing the water ritual with Seeker heroes.
- Fixed an issue that caused companions' cause of death to be misidentified.
- Made some improvements to the identification of companions' cause of death when the player is responsible.
- Teleportation and being moved by an external force no longer loosen your carapace.
- Sunder Mind now prefers to target hostile creatures when there are multiple possible targets in a square.
- Creatures without faces now are not described as having nosebleeds in more circumstances. *Fixed an issue causing the last serving of canned-have-it-all to not be properly consumed when cooking from a recipe
- Sprinting now directly modifies your movespeed. For example, with 100 movespeed and the default 2X sprint effect, your movespeed is 200 and will be displayed as such.
- Combat animations and floating text are now properly cancelled when you move to a different zone.
- Gas masks and vinewood sap masks now protect you from critical failures on your gas saves.
- Being confused now makes you immune to confusion.
- Arconauts now refrain from picking up items that would overburden them.
- Autoact is now interrupted when your night-vision goggles cease to operate.
- When your autoact is interrupted, certain actions that were incorrectly described as "gathering" are no longer described that way.
- There's now a limit to how many troll foals will bud from a troll in a single zone.
- Pits in the ground no longer spawn in the same tile as stairs.
- The rainboweave cloak description now mentions its light refraction behavior. This won't apply to cloaks generated before this patch.
- Aquatic creatures can no longer cross bridges.
- Rhinoxen now have a face on each of their heads.
- Urchin belchers are now immune to sleep gas and confusion gas.
- Addling urchins are now only immune to confusion gas rather than all sources of confusion.
- Drowing urchins are now immune to sleep gas rather than being unable to sleep.
- Added detail colors for the following: smoldering mushroom, lover's blossom, portable beehive and taco suprema.
- Energy cell selection now sorts in descending order by available charge.
- Energy cell selection no longer assigns hotkeys outside the alphabet.
- Fixed a bug that caused you to fail to disarm your target when your duelist swipe attack killed them.
- Fixed a rare bug where the underground entrance to the Tomb of the Eaters wasn't fully connected to the rest of the Tomb.
- Fixed a bug with the crematory level builder that caused multiple machine arms and pits to generate in a single tile.
- Fixed a bug that caused the cybernetics terminal to sometimes lock up during implant installation.
- Fixed a bug that turned some descriptions into System.String[]s.
- Fixed a bug that caused the first mouse input to be ignored on Linux.
- Fixed a bug that caused a CPU core to run in an unbounded way when background music was disabled on Linux.
- Added a directional indicator for click-to-step direction in the bottom-left corner of the prerelease stage screen (used for controllers).
- We made some more enhancements to the prerelease input manager.
- Added a 'Highlight Important Objects' binding to the Adventure/AltAdventure categories that functions as the "Alt overlay". Defaults to left + right triggers.
- Added 'Take All' and 'Store Items' bindings to a new Container category. Defaults to right trigger and right shoulder, respectively.
- Added a 'Set Primary Limb' binding to the Character Sheet category. Defaults to right trigger.
201.46
- 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.
- We made some enhancements to the prerelease input manager and fixed some of its bugs.
- Actions that are performed when the 'Alternate' button is pressed are now bindable here: Options > Control Mapping > Categories > AltAdventure
- Fixed a bug that prevented the cancel button from being rebound.
201.45
- 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.
The Mutation Overhaul patch is here! This update includes our biggest mutation rebalance ever, new elements of our RPG-style UI, and hundreds of other changes. Enjoy! version 2.0.201.44
MUTATIONS
- Rapid advancement increases the mutation's rank by 3.
- These three ranks don't count toward the rank 10 limit.
- Rapidly advanced mutations are still subject to the mutation rank cap that's based on character level.
- If you have 4 mutation points after gaining a level, you'll have a chance to buy a new mutation before you choose a mutation to rapidly advance.
- If you have no physical mutations at this point, nothing happens.
- Chimera still restricts the mutations you can acquire to physical-only.
- Whenever you buy a new mutation or mutate with Unstable Genome, one of the mutation options (chosen randomly but revealed to you) will have a rider effect: you'll grow a new body part.
- The body part is chosen randomly from among all organic body parts and their variants.
- head, blossom, cap, nuclear protrusion
- face, antennae, feelers, sensory bud, sensory bulb, sensory nodule, sensory frill, sensory ganglion
- arm, bine, branch, fibrous node, frond, leg, lobe, stalk, stem, taproot
- bifurcation, fine root, leaf, pincer, pinnule, pseudopod, side hypha, tendril, tentacle, twig
- feet, front legs, legs, rear legs
- roots, lower hyphae, mulch
- fin, dorsal fin, tail fin
- The body part grows out of one of your existing body parts, weighted toward your body but any non-abstract body part is possible.
- The body part is chosen randomly from among all organic body parts and their variants.
- If you have Irritable Genome and Chimera, when you buy a mutation, there's a 1/3rd chance you'll grow the new body part. This is in place of the augmented selection, since you Irritable Genome restricts your mutation choices. You will however get the augmented selections when Unstable Genome triggers.
- Adrenal Control
- We revamped Adrenal Control.
- Gives you Release Adrenaline, an ability that grants 9+mutationRank Quickness and temporarily increases the ranks of your other physical mutations by (mutationRank/3)+1.
- Duration: 20.
- Cooldown: 200.
- We revamped Adrenal Control.
- Beak
- Beak is now a 1-point mutation instead of a defect.
- No longer occupies face slot.
- Added a +1 Ego bonus. (sightly beak)
- Updated description to reflect the correct amount of bonus bird reputation (+200).
- Burrowing Claws
- Increased cost from 2 MP to 3.
- Claws no longer occupy hand slot.
- Your base fists are now replaced with claws that function as short blades and deal increased damage with mutation level.
- levels 1-3: 1d2
- levels 4-6: 1d3
- levels 7-9: 1d4
- levels 10-12: 1d6
- levels 13-15: 1d8
- levels 16-18: 1d10
- levels 19+: 1d12
- Carapace
- Reduced cost from 4 MP to 3.
- DV penalty is now a flat -2 across all mutation levels.
- You no longer have trouble getting up when knocked prone.
- Reduced the DV penalty for tightening your carapace from -10 to -2.
- Carnivorous
- Changed this into a defect that gives 2 MP.
- Removed the tasty bonuses from eating meat.
- Corrosive Gas Generation
- Removed mutual exclusion with Sleep Gas Generation.
- Increased the number of rounds you release gas for from mutationRank/2 + 1 to mutationRank+2.
- Increased the cooldown from 35 to 40.
- Corrosive gas no longer deals damage to items.
- (cosmetic) Renamed the activated ability name to "Release Corrosive Gas".
- Double-muscled
- Reduced cost from 4 MP to 3.
- Removed the movespeed penalty.
- Changed the chance to daze on a successful melee attack to 13% + mutationRank*2 for 2-3 rounds.
- Electrical Generation
- We revamped Electrical Generation.
- EG now uses the same electrical charge units as energy cells and power systems.
- Maximum charge is 2000+mutationRank*2000.
- Charge accrual rate is mutationRank*100 per round, modulated by Willpower via a similar formula as cooldown modulation.
- You can discharge at a minimum of 1000 charge. Deals 1d4 damage per 1000 charge, with the possibility of arcing to adjacent targets at reduced damage (maximum 1 target per 1000 charge).
- Exposure to electromagnetic pulses always caused involuntary discharge; this is now documented and is now subject to a difficulty 18 Willpower save.
- Energy cells and capacitors now have a "drink charge" option that lets you drain their charge.
- You recharge 100 charge for each point of electrical damage taken.
- You can provide charge to equipped devices that have integrated power systems, such as Jacked equipment.
- We revamped Electrical Generation.
- Electromagnetic Pulse
- (cosmetic) Renamed the activated ability to "Emit Pulse".
- Flaming Hands and Freezing Hands
- Renamed to Flaming Ray and Freezing Ray. You now have the option to customize these mutations and choose a limb for the ghostly flames/icy vapor to appear on (Hands, Feet, or Face).
- Now neither mutation occupies the Hands or any other body slot.
- If you get the limb you chose severed, you lose access to the mutation's powers.
- The temperature increase/decrease on melee attacks now applies to attacks made with any limb. We also added this behavior to the mutation description (it was previously undocumented).
- Flaming Ray
- Reduced cost from 5 MP to 4.
- Freezing Ray
- Increased cooldown from 10 to 20.
- Heightened Quickness
- Reduced cost from 4 MP to 3.
- Removed the toughness penalty.
- Increased quickness buff to mutationRank*2 + 13.
- Horns
- You can now choose a cosmetic option for horns (horns, horn, antlers, casque).
- Increased AV progression to (mutationRank-1)/3 + 1.
- Generalized damage to 2d[(mutationRank/2)+3].
- Improved bleeding damage to the following.
- levels 1-3: 1
- level 4+: 1d2 + (mutationRank-4)/3
- Multiple Arms
- Increased the chance for extra attacks from 6% + mutationRank * 2 to 7% + mutationRank * 3.
- Multiple Legs
- Increased cost from 4 MP to 5.
- Changed move speed bonus from mutationRank * 5 + 3 to mutationRank * 20.
- Night Vision
- You can now see [redacted].
- Phasing
- You can now phase back in on demand.
- Photosynthetic Skin
- Increased the bonus regeneration rate from Basking or cooking with lignin from 20% + mutationRank * 4 to 20% + mutationRank * 10.
- Increased the bonus quickness from Basking or cooking with starch from 1 + Ceiling(mutationRank/2) to 13 + mutationRank*2.
- Generalized the servings of starch and lignen you can store to [(mutationRank-1) * 4] + 1.
- Generalized the bonus duration of Basking's effect to [(mutationRank-1) * 4] + 1.
- Regeneration
- Reduced cost from 5 to 4.
- We revamped this mutation.
- You regenerate hitpoints at your full rate in combat. (This was true previously but wasn't documented.)
- Regeneration bonus is now a percentage instead of a flat bonus: +10% + (mutationRank*10)
- mutationRank*10% chance per round to regrow a missing limb. If this chance exceeds 100%, you cannot be decapitated.
- 1% + mutationRank/3 chance per round to remove a minor physical debuff at random. At mutationRank = 5, this becomes any physical debuff (including glotrot, ironshank, sore throat, and monochrome).
- Quills
- Changed AV progression.
- Level 1-2: 2
- Level 3+: mutationRank/3 + 2
- Quill penetration now caps at 6.
- Changed the damage reflection for unarmed attacks.
- Now, when a creature uses an unarmed attack against you, roughly 1% of your quills break and you reflect 3% * numQuills damage back at your attacker.
- Quill regeneration is now affected by Willpower.
- Changed AV progression.
- Sleep Gas Generation
- Removed mutual exclusion with Corrosive Gas Generation.
- Increased the number of rounds you release gas for from mutationRank/2 + 1 to mutationRank+2.
- Increased the cooldown from 35 to 40.
- (cosmetic) Renamed the activated ability name to "Release Sleep Gas".
- Slime Glands
- You can walk now over slime without slipping.
- Spinnerets
- Activating Spin Webs no longer takes an action.
- Made web save difficulty scale at 2X mutation level instead of 1X.
- Increased arachnid reputation bonus from +200 to +300.
- Stinger
- Reduced Confusing Stinger cost from 4 to 3.
- We revamped the three Stinger mutations.
- You now get a tail with the stinger attached.
- Stinger maxes at 1 penetration.
- Stinger penetration progression:
- Level 1: 3
- Level 2+: (mutationRank-2)/3 + 4 (max 9)
- Stinger damage progression:
- Level 1: 1d6
- Level 4: 1d8
- Level 7: 1d10
- Level 10: 1d12
- Level 13: 2d6
- Level 16: 2d6+1
- Level 19+: 2d8
- Stinger is considered a long blade.
- You always sting when you charge or lunge.
- You can use the Sting activated ability (cooldown 25) to sting with autohit and autopen.
- Venom save: 14 + mutationRank*2
- Paralyzation duration:
- Level 1-2: 2-4 rounds
- Level 3+: 1d3 + (mutationRank)/3 + 1 rounds (max 1d3 + 7)
- Confusion duration:
- Level 1-2: 2d3 + 2 rounds
- Level 3+: 2d3 + (mutationRank*2)/3 + 2 rounds (max 2d3 + 14)
- Poison duration: 8-12 rounds
- Poison increment: (mutationRank)d2, stackable
- We revamped the three Stinger mutations.
- Reduced Confusing Stinger cost from 4 to 3.
- Thick Fur
- Increased heat and cold resist bonus to +5.
- +100 reputation with all of the following: apes, baboons, bears, and grazing hedonists.
- Triple-jointed
- Reduced cost from 4 MP to 3.
- Removed the strength penalty.
- Removed the bonus chance to dodge.
- Added a 7% + mutationRank * 3 chance that Agility-based skill powers don't go on cooldown after use.
- Two-headed
- Increased cost from 2 MP to 3.
- Improved mental action cost reduction from 16% + mutationRank * 4 to 15% + mutationRank * 5.
- Improved chance to shake off a mental debuff from 5% + mutationRank to 5% + mutationRank * 2.
- Two-hearted
- Reduced cost from 4 to 3.
- Removed Quickness penalty.
- Removed synchronized heartbeat effect.
- Added a % bonus to sprint duration: 10% + 20*mutationRank.
- Wings
- Increased cost from 3 to 4.
- Wings no longer take up the Worn on Back slot.
- (cosmetic) Your Worn on Back slot is renamed to Worn around Wings.
- +10% + (mutationRank*10) move speed while sprinting.
- Jump range is increased by (mutationRank/3) + 1.
- Charge range is increased by (mutationRank/3) + 2.
- Beguiling
- Increased cost from 3 to 5.
- Simplified success roll to 1d8 + characterLevel + mutation Level (or Ego mod, whichever is higher) VS target's characterLevel + MA.
- Burgeoning
- Tumbling pods spawned by burgeoned feral lah no longer (dangerously) follow you around.
- Clairvoyance
- Increased the cooldown from 75 to 100.
- Reduced the visibility duration from 16 + mutationRank * 2 to 19+mutationRank.
- Upped the level at which the whole map is revealed to 15.
- Confusion
- Increased cost from 3 to 4.
- Confusion AOE is now a cone originating from the caster.
- Cone angle: 29+mutationRank.
- Cone length: 4+mutationRank/3.
- Increased cooldown from 40 to 75.
- Changed duration to 0.8*((mutationRank/2)+10) to 1.2*((mutationRank/2)+10).
- Fixed a bug that prevented Confusion's penalty to mental stats form being applied.
- Domination
- Increased cost from 4 to 5.
- Ego Projection
- Increased cost from 2 to 4.
- If this ability comes off cooldown before the duration has expired, you can no longer boost the same stat multiple times.
- Changed duration (which was broken) to: 16+(mutationRank * 2) to 20+(mutationRank * 2).
- Boosting a stat now has an action cost.
- Force Bubble
- Reduced cost from 5 to 4.
- Force Wall
- Changed cool from 108-(mutationRank * 8) to a flat 100.
- Changed duration from 25 to 14+(mutationRank * 2).
- Mass Mind
- Changed cooldown to 550-(mutationRank * 50), minimum 100.
- Willpower no longer affects Mass Mind's cooldown.
- Each use attracts slightly more attention from psychic interlopers.
- Mental Mirror
- We revamped this mutation.
- We did away with the charges.
- If this mutation is off cooldown when you suffer a mental attack, you gain +3+mutationRank MA against that attack (and the mirror goes on cooldown). If the attack then fails to penetrate your mental armor, it's reflected back at your attacker.
- Cooldown: 50.
- We revamped this mutation.
- Stunning Force
- Normalized damage increment to 1d3 + (mutationRank-1) / 2.
- Sunder Mind
- We revamped Sunder Mind.
- For up to 10 rounds, you engage in psychic combat with an opponent, dealing damage each round.
- Taking any action other than passing the turn will break the connection.
- Each round, mental attack vs. MA. Damage increment:
- odd levels: 1d3+(mutationRank/2)
- even levels: 1d4+(mutationRank-1/2)
- On the tenth round, you deal damage equal to the total amount of damage you've done so far.
- Range: sight
- Cooldown: 80 rounds
- We revamped Sunder Mind.
- Teleportation
- We revamped this mutation.
- Teleportation is now imprecise. You teleport to a random square in the picker's area of effect (radius = 13-mutationRank, minimum 2).
- If an occupied square is chosen, you're shunted to another, unoccupied square (the new square can be outside the AoE).
- Changed cooldown to 103-(3 * mutationRank).
- We revamped this mutation.
- Amnesia
- Revamped. It now gives 2 points.
- Whenever you learn a new secret, there's a small chance you forget a secret.
- Whenever you return to a map you previously visited, there's a small chance you forget the layout.
- Analgesia
- Renamed Nerve Poppy.
- Blinking Tic
- Tweaked occurrence chance.
- Changed so it only triggers during combat.
- Dystechnia (new)
- Mental defect. 2 points.
- You're much worse at examining artifacts.
- You can't have artifacts identified for you because you don't understand their explanations.
- When you break an artifact during examination failure, it explodes.
- Electromagnetic Impulse
- Tweaked occurrence chance.
- Changed so it only triggers during combat.
- Hemophilia: we removed it.
- Hooks for Feet
- Removed the -10 move speed penalty.
- Irritable Genome (new)
- Physical defect. 4 points.
- Whenever you spend a mutation point, the next mutation point you gain will be spent randomly.
- Whenever you buy a new mutation, you get a random one instead of a choice of three.
- Myopia
- Increased point value from 2 to 3.
- Made radius 10.
- Renamed Myopic.
- Narcolepsy
- Reduced point value from 4 to 3.
- Tweaked occurrence chance.
- Changed so it only triggers during combat.
- Psionic Migraines (new)
- Mental defect. 4 points.
- You cannot wear hats or helmets.
- Quantum Jitters (new)
- Mental defect. 3 points.
- Whenever you use an activated ability, there's a small chance your focus slips and you dent spacetime in the local region, causing 1-2 spacetime vortices to appear. This chance increases the longer you go without using an activated ability.
- Socially Repugnant
- Revamped. It now gives -50 reputation with every faction.
- Spontaneous Combustion
- Tweaked occurrence chance.
- Changed so it only triggers during combat.
- Tonic Allergy (new)
- Physical defect. 4 points.
- The chance your mutant physiology reacts adversely to a tonic is increased to 33%.
- If you react adversely this way to a salve or ubernostrum tonic, the adverse reaction effect is chosen randomly from among other tonic effects. You will still heal.
GAMEPLAY
- 1-100 above flame point: 1 damage per round
- 101 - 300 above flame point: 1-2 damage per round
- 301 - 500 above flame point: 2-3 damage per round
- 501 - 700 above flame point: 3-4 damage per round
- 701 - 900 above flame point: 4-5 damage per round
- 901+ above flame point: 5-6 per turn
- Reduced carbine's accuracy.
- The masterwork carbine quest reward now uses the same ammo as the standard carbine (lower damage).
PRERELEASE UI
- Added a new graphical clock to the upper right of the prerelease status bar.
- Added some utility buttons to the upper right of the prerelease status bar.
- Added much nicer boxes for popup messages.
- Added a new conversation UI that includes the tile of whomever you're speaking to.
- Added a new object interaction UI that includes the tile of whatever you're interacting with.
- You can enable these features via two different options:
- To enable the new popups, new conversation UI, and new main screen with status bar: Options > Overlay UI > Prerelease: Use prerelease stage screen.
- To enable just the popups and conversation UI: Options > Overlay UI > Enable overlay user interface elements.
OTHER UI CHANGES
MISCELLANEOUS & BUGFIXES
MODDING & DEBUG
- Appendage, a boolean flag for whether the body part type is an actual appendage (in addition to all previously existing requirements, this flag must be true for a body part to be dismemberable)
- UsuallyOn, which is used with appendages to designate the typical parent body part of this body part (for example, the UsuallyOn value for Face is Head, the UsuallyOn value for Hand is Arm)
- UsuallyOnVariant, which is used for body part type variants to designate a specific variant they're typically attached to (for example, the UsuallyOnVariant value for Sensor Array is Control Unit)
- ImpliedBy, which is used by body parts like Hands to designate that some number of another body part (in this case, Hand) implies their existence
- ImpliedPer, which works with ImpliedBy to specify how many of the implying parts are "satisfied" by the existence of this part
Hi all, We'll be releasing our Mutation Overhaul patch this Monday, September 28th. It's slated to:
- be our biggest mutation balance patch ever
- introduce more elements of our new RPG-style UI
- include many, many other changes and bugfixes, as our big patches tend to
200.97
- 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.
- Reduced the offhand attack chance for horns from 25% to 20%.
- Reduced the value of the Carnivorous defect from 3 points to 2 points.
- The Hands equipment slot is now Worn on Hands.
- Phase is now a toggleable ability.
- Sunder Mind is now correctly reflected by mental mirror.
- Reduced the memory load for several types of zone generation.
- The augmentation-based coloring of mutation ranks on the character screen is now more accurate.
- Mutations now show more information about their rank calculation when you select them on the character screen.
- With Chimera, you're now a little less likely to grow body parts that have few or no equippable items.
- Trade prices are now somewhat affected by your reputation with the trader's primary faction.
- Removed Pack Rat and Unstable Germination from the game.
- Tapping the Mass Mind now refreshes your Light Manipulation charges.
- Added a toggle to the prerelease stage message log that prevents it from automatically switching sides.
- Above-ground structures in village are now properly lit by daylight.
- You no longer receive a popup about discovering your starting village.
- You no longer bypass the random mutation-buy choice from Irritable Genome when buying a mutation due to a rapid mutation prompt.
- Irritable Genome can no longer level mutations above a base rank of 10.
- Gas mutaitons now always pump gas immediately on activation.
- The Force Bubble mutation now displays as a toggle and can be disabled before the duration runs out.
- Sunder Mind's mental connection now only reveals vision at radius 0 instead of 1.
- You can now escape from the mutation variant selection menu without making a selection.
- Popups from zoomed-out views no longer cause the background to zoom in to gameplay level.
- While confused the overlay UI no longer shows item icons.
- Dazed is now properly displayed in effect lists.
- Important objects are no longer improperly cleared during zone generation. These include stairs, relic containers, quest objects, quest NPCs, and more.
- When a temporary boosts to your Quills rank expires, the extra quills you gained are now properly removed.
- The Horns mutation no longer says "You unequip the horns" when you advance its rank.
- Removed the "Land" abilities from Wings and made "Fly" a toggle.
- The intermediary brain brine status effect is now invisible.
- Empty alchemist tables now appear correctly as alchemist tables.
- Added recipe name entries for canned Have-It-All.
- Yes/No and Yes/No/Cancel dialogs now allow you to click on the [Yes] [No] options in console UI.
- Updated the horn type for fork-horned gnus, horned chameleon, Warden Ualraig and hindren.
- Made the description of certain "no effect" cooking effects clearer, such as when you cook with slime while already having Slime Glands.
- Fixed several issues in stat-boosting mutations where the boosts would be improperly applied.
- Fixed a bug that caused prerelease UI elements to improperly display on top of cybernetics terminal windows.
- Fixed new UI elements not displaying properly when the option to remove full-screen effects from the UI was enabled.
- Fixed a bug with tooltip looker locations when the option to remove full-screen effects from the UI was enabled.
- Fixed the mutation description for Chimera and Esper not appearing on the overlay character creation screens.
- Fixed a bug that caused Beak to alter stats incorrectly during character generation.
- Fixed a bug that caused the Sunder Mind effect to stick around after it was supposed to have expired.
- Fixed a bug that caused Stinger equipment to not grow back properly after regeneration.
- Fixed a bug that caused Carapace equipment to not grow back properly after regeneration.
- Fixed a bug that caused flickering using the Looker while the prerelease UI was enabled.
- [modding] Added [XRL.HasCallAfterGameLoaded] and [XRL.CallAfterGameLoaded] attributes for registering static methods to be called after game loads.
- Fixed Lunge, Charge and Sting not appropriately applying poison 100% of the time when stinger was set as your primary.
- Fixed several issues with the selection of mutation variants when you mutate after character creation.
- Fixed some bugs where mutation ranks would not fully update when you advanced character level.
- Fixed an issue that prevented some natural equipment from not working as your primary weapon when the body part it was equipped on was selected as your preferred default.
- Fixed a bug with Metamorphosis.
- Fixed an issue that caused Blinking Tic to trigger outside of combat.
- Fixed a bug that caused some wait commands to improprely remove wait-based effects, like tightened carapace.
- [debug] Rapid mutation popups no longer occur when popups are suppressed.
200.95
- Spindle negotiation reward relics are no longer easily scummable with Precognition.
- Millstones can now grind grave moss, compacted bone matter, and voider glands.
- The language sparking baetyls use to request items now specifically indicates that the items should be placed on the ground before them.
- You can no longer jump while flying.
- Improved the death messages for dying via explosion.
- Faction lists are now alphabetized in more contexts.
- Obliteration relics now more precisely describe their scope.
- You are now considered responsible for the deaths of creatures killed by obliteration relics you activate.
- Critically failing at artifact examination now interrupts autoact.
- You can no longer name zones from the world map.
- Triggering a sound effect multiple times in quick succession is now volume-limited.
- When receiving tinkering bits, the summary of your current bit locker is no longer shown.
- Made fewer UI-based popups add their text to the message log.
- In the trade and chest interaction UIs, the item info line at the bottom now appears for items on both sides of the menu instead of just the right side.
- The item info line in the trade UI now includes the weight of the item.
- Falling under lithofex gaze now interrupts autoact and motivates NPCs to flee.
- Artifact examination now has an action cost.
- Fixed a bug that caused maps generated in the ruins to be filled in with ground tiles.
- Desert canyons and ruined waterways are now appropriately windy in the north/south direction in addition to east/west.
- The various stages of diseases are now considered negative status effects.
- You no longer receive weight limit warnings when performing a take-all from a container you are carrying.
- Fixed a bug that caused using Intimidate to spend an action for each creature intimidated.
- Fixed a bug that caused players to get messages when NPCs acquired Ironshank.
- Fixed a bug that disabled hostility between NPCs without leaders.
- Fixed a bug causing music from previously visited zones to play when a saved game was loaded.
- Fixed some issues with the names of lair zones (mostly repetitions of "surface").
- Fixed some bugs that would break Spindle negotiation rewards.
- Fixed some grammar issues with list composition in various contexts.
- Fixed some display issues in the water ritual dialog.
- Fixed a bug that made it possible to be wading while flying.
- Fixed some issues with the names of lair zones (mostly repetitions of "surface").
- Fixed a bug that granted the Starry Demise achievement whenever the player exploded regardless of whether it was a neutron explosion.
- Fixed an extra space in the display names of freeze rays.
- [modding] The liquid used in the water ritual with a given NPC is now primarily determined by the property or tag WaterRitualLiquid on the NPC. The faction record can still override this, but the GivesRep part no longer has the giftType field.
- [modding] Hero generation now supports the tag HeroFactionHeirloomChance, which can be used to specify a percentage chance that the hero will spawn with a randomly generated faction heirloom.
- We revamped Chimera.
- Chimera still restricts the mutations you can acquire to physical only.
- Whenever you buy a new mutation or mutate with Unstable Genome, one of the mutation options (chosen randomly) indicates that you if you pick it, you'll also grow a new body part.
- The body part is chosen randomly from among all organic body parts.
- The body part grows out of one of your existing body parts, weighted toward your body but any non-abstract body part is possible.
- If you have Irritable Genome and Chimera, when you buy a mutation, there's a 1/3rd chance you'll grow the new body part. This is in place of the augmented selection, since you don't choose the mutation when buying one with Irritable Genome. You will get the augmented selections when Unstable Genome triggers, however.
- Icons for objects are now displayed in a bunch of different menus.
- Most natural equipment and mutation-based physical features now appear in a "Physical features" postfix at the end of a creature's description rather than in the "Equipped" postfix.
- Wings and Stingers are no longer mutually exclusive.
- Several issues with the return from [redacted] should now be fixed: saves not loading, unintended player clones, and action queue inconsistencies.
- The Love and Fear quest can now be completed.
- Alchemist tables no longer contain floating glowspheres.
- Due to scattering, creatures now only drop a fraction of their ammo when they die.
- The teleportation effect of eating a yondercane or voider gland is now imprecise, like the mutation.
- The "locked in psychic battle" status from Sunder Mind now properly ends once the battle is over.
- Carbide and fullerite hand bones now use the same tile for their fist objects as the implant objects.
- When choosing a mutation to rapidly advance, the base mutation ranks of your choices are now be displayed.
- Corrosive Gas Generation and Sleep Gas Generation now make you immune to acid gas and sleep gas, respectively. They do not make you immune to all forms of acid or involuntary sleep, however.
- Replaying your most recent character now recalls custom mutation variants.
- Quantum Jitters no longer trigger on the world map.
- Kills made via Sunder Mind head explosions and nose bleeds now award experience.
- Updated the default laptop keymappings with new binds for interact, auto-attack, and journal.
- Dystechnia and Quantum Jitters no longer share the same character build code.
- Fixed some bugs with the interactions between body-occupying mutations, rapid mutations, and the mutation level cap that occasionally caused those mutations to not refresh on time.
- Fixed a bug that caused your name to be displayed as the sunderer when you were targeted with Sunder Mind.
- Fixed Regeneration not applying its improved healing rate.
- Fixed a bug that caused the charging visual effect to display your non-disguised tile while you were disguised.
- Fixed deprecated commands sticking around when a default keymap was loaded.
- Fixed cookbooks showing the new recipe popup twice.
- Fixed a bug where some defects would display a rank.
- [modding] The Armor part now supports modifying MA via the MA field.
- [modding] Members on the WorldBuilder class are now public.
- [modding] The cell Inherits property in Worlds.xml now functions properly when merging into existing worlds.
200.91
- 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.
- We revamped more mutations.
- Electrical Generation
- We revamped Electrical Generation.
- EG now uses the same electrical charge units as energy cells and power systems.
- Maximum charge is 2000+mutationLevel*2000.
- Charge accrual rate is mutationLevel*100 per round, modulated by Willpower via a similar formula as cooldown modulation.
- You can discharge at a minimum of 1000 charge. Deals 1d4 damage per 1000 charge, with the possibility of arcing to adjacent targets at reduced damage (maximum 1 target per 1000 charge).
- Exposure to electromagnetic pulses always caused involuntary discharge; this is now documented and is now subject to a difficulty 18 Willpower save.
- Energy cells and capacitors now have a "drink charge" option that lets you drain their charge.
- You recharge 100 charge for each point of electrical damage taken.
- You can provide charge to equipped devices that have integrated power systems, such as Jacked equipment.
- We revamped Electrical Generation.
- Stinger
- Reduced Confusing Stinger cost from 4 to 3.
- We revamped the three Stinger mutations.
- You now get a tail with the stinger attached.
- Stinger penetration progression:
- Level 1: 3
- Level 2+: (mutationLevel-2)/3 + 4 (max 9)
- Stinger damage progression:
- Level 1: 1d6
- Level 4: 1d8
- Level 7: 1d10
- Level 10: 1d12
- Level 13: 2d6
- Level 16: 2d6+1
- Level 19+: 2d8
- You always sting when you charge or lunge.
- You can use the Sting activated ability (cooldown 25) to sting with autohit and autopen.
- Venom save: 14 + mutationLevel*2
- Paralyzation duration:
- Level 1-2: 2-4 rounds
- Level 3+: 1d3 + (mutationLevel)/3 + 1 rounds (max 1d3 + 7)
- Confusion duration:
- Level 1-2: 2d3 + 2 rounds
- Level 3+: 2d3 + (mutationLevel*2)/3 + 2 rounds (max 2d3 + 14)
- Poison duration: 8-12 rounds
- Poison increment: (mutationLevel)d2, stackable
- Sunder Mind
- We revamped Sunder Mind.
- For up to 10 rounds, you engage in psychic combat with an opponent, dealing damage each round.
- Taking any action other than passing the turn will break the connection.
- Each round, mental attack vs. MA. Damage increment:
- odd levels: 1d3+(mutationLevel/2)
- even levels: 1d4+(mutationLevel-1/2)
- On the tenth round, you deal damage equal to the total amount of damage you've done so far.
- Range: sight
- Cooldown: 80 rounds
- We revamped Sunder Mind.
- Electrical Generation
- We revamped several defects.
- Removed Brittle Bones and Hemophilia.
- Amnesia
- Revamped. It now gives 2 points.
- Whenever you learn a new secret, there's a small chance you forget one.
- Whenever you return to a map you previously visited, there's a small chance you forget the layout.
- Analgesia
- Renamed Numb.
- Blinking Tic
- Tweaked occurrence chance.
- Changed so it only triggers during combat.
- Dystechnia (new)
- 2 points.
- You're much worse at examining artifacts.
- You can't have artifacts identified for you because you don't understand their explanations.
- When you break an artifact during examination failure, it explodes.
- Electromagnetic Impulse
- Tweaked occurrence chance.
- Changed so it only triggers during combat.
- Hooks for Feet
- Removed the -10 move speed penalty.
- Irritable Genome (new)
- 4 points.
- Whenever you spend a mutation point, the next mutation point you gain will be spent randomly.
- Whenever you buy a new mutation, you get a random one instead of a choice of three.
- Myopia
- Increased point value from 2 to 3.
- Made radius 10.
- Renamed Myopic.
- Narcolepsy
- Reduced point value from 4 to 3.
- Tweaked occurrence chance.
- Changed so it only triggers during combat.
- Psionic Migraines (new)
- 4 points.
- You cannot wear hats or helmets.
- Quantum Jitters (new)
- 3 points.
- Whenever you use an activated ability, there's a small chance your focus slips and you dent spacetime in the local region, causing 1-2 spacetime vortices to appear. This chance increases the longer you go without using an activated ability.
- Socially Repugnant
- Revamped. It now gives -50 reputation with every faction.
- Spontaneous Combustion
- Tweaked occurrence chance.
- Changed so it only triggers during combat.
- Tonic Allergy (new)
- 4 points.
- The chance your mutant physiology reacts adversely to a tonic is increased to 33%.
- If you react adversely this way to a salve or ubernostrum tonic, the adverse reaction effect is chosen randomly from among other tonic effects. You will still heal.
- We fixed some issues with mutation changes from last week.
- Teleportation - we kept the uncertainty radius but changed the target back from line of sight to any explored location (this was always the intention).
- Adrenal control no longer increases its own rank.
- Adrenal control no longer increases the ranks of mental mutations.
- Attributes gained via adrenal control no longer count toward skill prerequisites.
- Removed the Stinger / Wings exclusions.
- Fixed a bug that prevented Slime Glands from letting you walk over slime.
- You can now select a limb in the equipment menu to make it your primary limb. If you do so, your Right Hand (old primary) inherits the offhand attack percentage that the new primary limb had.
- Disguising items no longer change your tile when equipped in the thrown weapon slot.
- Rifling through trash with Scavenging and Trash Divining is now toggleable.
- There is now a classic UI option to indent body parts on the equipment screen, making their hierarchy more visible.
- Sleep Gas Generation and sleep gas breathing no longer prevent you from voluntarily going to sleep.
- NPCs immune to sleep gas no longer avoid it while pathfinding.
200.90
- 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.
- Appendage, a boolean flag for whether the body part type is an actual appendage (in addition to all previously existing requirements, this flag must be true for a body part to be dismemberable)
- UsuallyOn, which is used with appendages to designate the typical parent body part of this body part (for example, the UsuallyOn value for Face is Head, the UsuallyOn value for Hand is Arm)
- UsuallyOnVariant, which is used for body part type variants to designate a specific variant they're typically attached to (for example, the UsuallyOnVariant value for Sensor Array is Control Unit)
- ImpliedBy, which is used by body parts like Hands to designate that some number of another body part (in this case, Hand) implies their existence
- ImpliedPer, which works with ImpliedBy to specify how many of the implying parts are "satisfied" by the existence of this part
- Adrenal Control
- We revamped it, again.
- Increased cost from 3 to 4.
- Reduced Quickness bonus from 38+(mutationLevel * 2) to 9+mutationLevel.
- Increased cooldown to 200.
- Made duration a flat 20.
- While active, other physical mutations get +(mutationLevel/3)+1 rank.
- We revamped it, again.
- Beak
- Beak is now a 1-point mutation instead of a defect.
- No longer occupies face slot.
- Added a +1 Ego bonus. (sightly beak)
- Updated description to reflect the correct amount of bonus bird reputation (+200).
- Beguiling
- Increased cost from 3 to 5.
- Simplified success roll to 1d8 + characterLevel + mutation Level (or Ego mod, whichever is higher) VS target's characterLevel + MA.
- Burgeoning
- Tumbling pods spawned by burgeoned feral lah no longer (dangerously) follow you around.
- Clairvoyance
- Increased the cooldown from 75 to 100.
- Reduced the visibility duration from 16 + mutationLevel * 2 to 19+mutationLevel.
- Upped the level at which the whole map is revealed to 15.
- Confusion
- Increased cost from 3 to 4.
- Confusion AOE is now a cone originating from the caster.
- Cone angle: 29+mutationLevel
- Cone length: 4+mutationLevel/3
- Increased cooldown from 40 to 75.
- Changed duration to 0.8*((mutationLevel/2)+10) to 1.2*((mutationLevel/2)+10).
- Fixed a bug that prevented Confusion's penalty to mental stats form being applied.
- Domination
- Increased cost from 4 to 5.
- Ego Projection
- Increased cost from 2 to 4.
- If this ability comes off cooldown before the duration has expired, you can no longer boost the same stat multiple times.
- Changed duration (which was broken) to: 16+(mutationLevel * 2) to 20+(mutationLevel * 2).
- Boosting a stat now has an action cost.
- Force Bubble
- Reduced cost from 5 to 4.
- Force Wall
- Changed cool from 108-(mutationLevel * 8) to a flat 100.
- Changed duration from 25 to 14+(mutationLevel * 2).
- Mass Mind
- Changed cooldown to 550-(mutationLevel * 50), minimum 100.
- Willpower no longer affects Mass Mind's cooldown.
- Each use attracts slightly more attention from psychic interlopers.
- Mental Mirror
- We revamped this mutation.
- We did away with the charges.
- If this mutation is off cooldown when you suffer a mental attack, you gain +3+mutationLevel MA against that attack (and the mirror goes on cooldown). If the attack then fails to penetrate your mental armor, it's reflected back at your attacker.
- Cooldown: 50.
- We revamped this mutation.
- Regeneration
- Reduced cost from 5 to 4.
- We revamped this mutation.
- You regenerate hitpoints at your full rate in combat. (This was true previously but wasn't documented.)
- Regeneration bonus is now a percentage instead of a flat bonus: +10% + (mutationLevel*10)
- mutationLevel*10% chance per round to regrow a missing limb. If this chance exceeds 100%, you cannot be decapitated.
- 1% + mutationLevel/3 chance per round to remove a minor physical debuff at random. At mutationLevel = 5, this becomes any physical debuff (including glotrot, ironshank, sore thorat, and monochrome).
- Quills
- Changed AV progression.
- Level 1-2: 2
- Level 3+: mutationLevel/3 + 2
- Quill penetration now caps at 6.
- Changed the damage reflection for unarmed attacks.
- Now, when a creature uses an unarmed attack against you, roughly 1% of your quills break and you reflect 3% * numQuills damage back at your attacker.
- Quill regeneration is now affected by Willpower.
- Changed AV progression.
- Stingers (partial implementation)
- Stingers now give you a tail and are equipped on the tail instead of your back.
- More changes to come.
- Stunning Force
- Normalized damage increment to 1d3 + (mutationLevel-1) / 2.
- Teleportation
- We revamped this mutation.
- Teleportation is now imprecise. You teleport to a random square in the picker's area of effect (radius = 13-mutationLevel, minimum 2).
- If an occupied square is chosen, you're shunted to another, unoccupied square (th new square can be outside the AoE).
- Changed cooldown to 103-(3 * mutationLevel).
- We revamped this mutation.
- Two-hearted
- Reduced cost from 4 to 3.
- Removed Quickness penalty.
- Removed synchronized heartbeat effect.
- Added a % bonus to sprint duration: 10% + 20*mutationLevel.
- Increased Wings cost from 3 to 4.
- Reduced Sleep Gas Generation cost from 4 to 3.
- Changed Carnivorous cost from -1 to -3.
- Reduced Triple-jointed cost to 3 as stated.
- Actually implemented Photosynthetic Skin's changes.
- Fixed Horns bleed damage.
- Passing the turn while burning with a tightened carapace prefers to remain tightened now rather than beat out the flames.
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.
- When you level up to level 5, and every 10 levels afterward, your genome enters an excited state and you can rapidly advance one of your physical mutations.
- Rapid advancement increases the mutation's rank by 3.
- These three ranks don't count toward the rank 10 limit.
- Rapidly advanced mutations are still subject to the mutation rank cap that's based on character level.
- If you have 4 mutation points after gaining a level, you'll have a chance to buy a new mutation before you choose a mutation to rapidly advance.
- If you have no physical mutations at this point, nothing happens.
- Adrenal Control.
- Reduced cost from 4 MP to 3.
- We revamped this mutation.
- You now gain an activated ability, Release Adrenaline, that increases your quickness by mutationLevel*2+38 for mutationLevel+19 rounds.
- Cooldown: 100.
- Burrowing Claws
- Increased cost from 2 MP to 3.
- Claws no longer occupy hand slot.
- Your base fists are now replaced with claws that function as short blades and deal increased damage with mutation level.
- levels 1-3: 1d2
- levels 4-6: 1d3
- levels 7-9: 1d4
- levels 10-12: 1d6
- levels 13-15: 1d8
- levels 16-18: 1d10
- levels 19+: 1d12
- Carapace
- Reduced cost from 4 MP to 3.
- DV penalty is now a flat -2 across all mutation levels.
- You no longer have trouble getting up when knocked prone.
- Reduced the DV penalty for tightening your carapace from -10 to -2.
- Carnivorous
- Changed this into a defect that gives 1 MP.
- Removed the tasty bonuses from eating meat.
- Corrosive Gas Generation
- Removed mutual exclusion with Sleep Gas Generation.
- Increased the number of rounds you release gas for from mutationLevel/2 + 1 to mutationLevel+2.
- Increased the cooldown from 35 to 40.
- Corrosive gas no longer deals damage to items.
- (cosmetic) Renamed the activated ability name to "Release Corrosive Gas".
- Double-muscled
- Reduced cost from 4 MP to 3.
- Removed the movespeed penalty.
- Changed the chance to daze on a successful melee attack to 13% + mutationLevel*2 for 2-3 rounds.
- Electromagnetic Pulse
- (cosmetic) Renamed the activated ability to "Emit Pulse".
- Flaming Hands and Freezing Hands
- Renamed to Flaming Ray and Freezing Ray. You now have the option to customize these mutations and choose a limb for the ghostly flames/icy vapor to appear on (Hands, Feet, or Face).
- Now neither mutation occupies the Hands or any other body slot.
- If you get the limb you chose severed, you lose access to the mutation's powers.
- The temperature increase/decrease on melee attacks now applies to attacks made with any limb. We also added this behavior to the mutation description (it was previously undocumented).
- Added a temporary exclusion with Beak.
- Flaming Ray
- Reduced cost from 5 MP to 4.
- Freezing Ray
- Increased cooldown from 10 to 20.
- Heightened Quickness
- Reduced cost from 4 MP to 3.
- Removed the toughness penalty.
- Increased quickness buff to mutationLevel*2 + 13.
- Horns
- You can now choose a cosmetic option for horns (horns, horn, antlers, casque).
- Increased the chance for a horns attack from 20% to 25%.
- Increased AV progression to (mutationLevel-1)/3 + 1.
- Generalized damage to 2d[(mutationLevel/2)+3].
- Improved bleeding damage to the following.
- levels 1-3: 1
- level 4+: 1d2 + (mutationLevel-4)/3
- If you aren't wielding anything in your primary hand, you now attack with your horns as if they were your primary attack.
- Multiple Arms
- Increased the chance for extra attacks from 6% + mutationLevel * 2 to 7% + mutationLevel * 3.
- Multiple Legs
- Increased cost from 4 MP to 5.
- Changed move speed bonus from mutationLevel * 5 + 3 to mutationLevel * 20.
- Night Vision
- You can now see [redacted].
- Phasing
- You can now phase back in on demand.
- Photosynthetic Skin
- Increased the bonus regeneration rate from Basking or cooking with lignin from 20% + mutationLevel * 4 to 20% + mutationLevel * 10.
- Increased the bonus quickness from Basking or cooking with starch from 1 + Ceiling(mutationLevel/2) to 13 + mutationLevel*2.
- Generalized the servings of starch and lignen you can store to [(mutationLevel-1) * 4] + 1.
- Generalized the bonus duration of Basking's effect to [(mutationLevel-1) * 4] + 1.
- Sleep Gas Generation
- Increased cost from 3 MP to 4.
- Removed mutual exclusion with Corrosive Gas Generation.
- Increased the number of rounds you release gas for from mutationLevel/2 + 1 to mutationLevel+2.
- Increased the cooldown from 35 to 40.
- (cosmetic) Renamed the activated ability name to "Release Sleep Gas".
- Slime Glands
- You can walk now over slime without slipping.
- Spinnerets
- Activating Spin Webs no longer takes an action.
- Made web save difficulty scale at 2X mutation level instead of 1X.
- Increased arachnid reputation bonus from +200 to +300.
- Thick Fur
- Increased heat and cold resist bonus to +5
- +100 reputation with all of the following: apes, baboons, bears, and grazing hedonists
- Triple-jointed
- Reduced cost from 4 MP to 3.
- Removed the strength penalty.
- Removed the bonus chance to dodge.
- Added a 7% + mutationLevel * 3 chance that Agility-based skill powers don't go on cooldown after use
- Two-headed
- Increased cost from 2 MP to 3.
- Improved mental action cost reduction from 16% + mutationLevel * 4 to 15% + mutationLevel * 5.
- Improved chance to shake off a mental debuff from 5% + mutationLevel to 5% + mutationLevel * 2
- Wings
- Wings no longer take up the Worn on Back slot.
- (cosmetic) Your Worn on Back slot is renamed to Worn around Wings.
- +10% + (mutationLevel*10) move speed while sprinting.
- Jump range is increased by (mutationLevel/3) + 1.
- Charge range is increased by (mutationLevel/3) + 2.
- Reduced carbine's accuracy.
- The masterwork carbine quest reward now uses the same ammo as the standard carbine (lower damage).
- 1-100 above flame point: 1 damage per round
- 101 - 300 above flame point: 1-2 damage per round
- 301 - 500 above flame point: 2-3 damage per round
- 501 - 700 above flame point: 3-4 damage per round
- 701 - 900 above flame point: 4-5 damage per round
- 901+ above flame point: 5-6 per turn
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.
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.
- Mechanical cherubim are now classified as robots.
- Villages and chef ovens should no longer let you cook game-breaking meals.
- The schematics choices for acquiring Tinker I, Tinker II, and Tinker III are now of the appropriate complexity for that tinker tier.
- Village immigrants' pronouns are now more consistent.
- Added a new option, "Prerelease Stage Scale", in the Overlay UI section.
- Fixed a typo in waveform worm's description.
- Fixed a bug with villager dialog color.
- [modding] We added a new in-progress overlay UI for the Mod Manager.
- [modding] Added a new "manifest.json" file to populate the extra fields shown in the Mod Manager. This file now subsumes config.json (you should convert any config.json files into manifest.json files). See https://cavesofqud.gamepedia.com/Modding:Manifest.json.
200.81
- 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.
- Creatures that try to keep their distance from you now may now decide to take other actions, such as defend themselves directly, when they fall below 50% HP.
- Evil twins now reconsider their equipped items when they spawn.
- Stage layouts wider than 1080p now letterbox correctly.
- The look dialog is now only dismissble via Space or Esc.
- Mouse movement now paths through non-hostiles if necessary to reach your destination.
- Rhinox charge now respects phase and flight.
- Fixed a bug that caused books to be unreadable from the prerelease equipment screen.
- Fixed a bug that caused books to continue to render in the background even after you exited out of the read book screen.
- Fixed a bug where hitting Esc from the Save Build prompt would save the build with no name rather than backing out of the menu.
- Fixed the "restore defaults" button on the prerelease control mapping screen improperly clearing all keybinds.
- [modding] Added native support for Harmony 2.0.2 patches in mods (https://github.com/pardeike/Harmony). harmony.PatchAll() is called after mod assembly compilation, applying all mod-defined harmony patches.
- [modding] Upgraded the C# compiler to Roslyn.
- [modding] Errors and warnings generated by the mod compiler now include the associated filename and line number.
- [modding] The "playerwho" wish now properly allows turns to tick.
200.80
See Part 1 of this announcement, with the first batch of patch notes, here.
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
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:
", 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: : " and "factionencounter: : : ". - 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
tags in the XML no longer skip the next mutation when they're loaded. - The new blueprints loader no longer crashes when given an
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.
After so many months, the Tomb of the Eaters has finally arrived. Here is Part 1 of the patch note list for our biggest update ever. (It exceeded the character limit of a single post.) See Part 2 of this announcement, with the rest of the patch notes, here. Version 200.71
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 weigh 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.
200.66 Live and drink, friends. If all goes well, you can expect Tomb of the Eaters to launch on the main branch next Friday (July 17th)! Tomb-related notes:
- 'colossal' to 'gigantic'
- 'hardened' to 'with electromagnetic shielding'
- 'co-processor' to 'with co-processor'
- 'normalizing' to 'nulling'
200.65 Tomb-related notes:
- Polished and bugfixed [redacted], [redacted], and [redacted].
- Changed the Bell of Rest timer from 200 to 300 rounds.
- Gave the Life and Death Gates descriptions and much more HP.
- Tweaked the crypt reliquary loot tables.
- Reduced crypt ferret DV.
- Added more hagiographs.
- Added a new command to attack the nearest hostile target in melee (Shift-A by default). If there are any hostiles adjacent to you, this command attacks the one that appears easiest to kill. Otherwise, it pathfinds one step toward the easiest-appearing visible hostile.
- Equipped items and items in your inventory no longer take on your temperature directly.
- Ashes are now categorized as corpses.
- Factory arms now respect phase and flight.
- Pulse field magnets ripping equipment off your body is now messaged via a popup.
- The menu for entering a local map from the worldmap was reworked for clarity.
- Hitting escape when you're asked for a character name during character creation now returns you to the character summary screen.
- Added caves music to trembling dunes underground.
- Fixed a bug that made reloading multiple magazine-loaded firearms behave strangely.
- Fixed a bug that set Face as goatfolk's primary attack limb.
- Fixed some cases where you would attempt to enter an occupied tile when entering a local map from the world map.
- Fixed music not playing properly after loading a game.
- Fixed an error when generating linear cannon relics.
- Fixed some (but not all) issues with world seeds.
- Fixed the background color of the trash sprite.
- [modding] Die rolls can now be specified as follows: "1d6[foo]", "2d4[bar]", etc, where 'foo' and 'bar' are arbitrary names of randomizer channels. The die roll will source its pseudorandomness from the channel specified; this produces a consistent series of results for a given channel name and world seed.
- [modding] Conversation choices now support fields IfHavePart and IfNotHavePart that make the choice conditional on whether the specified part is present on the player.
- [modding] The tag or string property ForceAnimatable now overrides an object animation's current walls-and-tables-only check.
- [modding] Bodies.xml now supports a BodyType attribute on anatomy elements that allows override of the body part type to use for the central body (normally "Body").
- [modding] Added an AfterGameLoaded event.
- [modding] Added default behavior for when a modded quest doesn't specify a hagiograph.
200.57 Tomb notes:
- Finished the bugfixing and polish work in the crypts.
- Added a new liquid: brain brine.
- [redacted]
- Occasionally, upon gaining a level, completing a quest, performing the water ritual, or defeating a legendary foe, you may now become inspired to name one of your items.
- The swimming confirmation message is now toggleable via the option in the Prompts menu.
- Reputation change messages now include your new reputation and inform you if the faction's overall attitude toward you has changed.
- The reputation changes incurred by violating the water ritual are now displayed in a single message.
- You can now add notes to items in your inventory and equipment. The notes appear in the item's short description.
- A given attack can now only have a block attempt performed with one shield. The limit on the number of attacks per turn that can be blocked is now per-shield; if you have multiple shields equipped, you will attempt to block a given attack using the best shield that you can presently use.
- You can no longer shield block while frozen, paralyzed, burrowed, or otherwise unable to freely move your limbs.
- Baetyls no longer care about differently-colored display names in the items they request.
- The fill action on liquid containers can now be used on any container that is not full, not just empty containers.
- You now prefer to autouse liquids that aren't stored in functional containers like liquid-cooled firearms.
- Becoming famished now interrupts autoact.
- Creatures that are fleeing no longer count as visible hostiles.
- Creatures that try to keep their distance from the player now only count as visible hostiles at close range.
- Grenades are no longer destroyed before hitting the ground when thrown into a tile with acid gas.
- Flashbang grenades now affect a circular area instead of a square.
- Glowmoths can now use their gaze attack at point blank range.
- Baetyls no longer care about taking small amounts of damage, but they become... significantly irritated... by larger amounts.
- Only creatures who are able to engage in combat and can move their limbs now count for the purposes of preventing charge and causing missile weapons to fire wildly.
- Missile weapons that use spray fire ammo (shotguns, pumps, point-defense drones, and flamethrowers) now indicate in their short description that they aren't subject to firing wildly when multiple enemies are adjacent.
- Bows now display their loaded arrows' penetration and damage value.
- Made weapon class display, strength cap, and accuracy information the color of rules text.
- Creatures now go prone if they can when they fall asleep for any reason, not just when they voluntarily go to sleep on a bed.
- Equipped objects now match the temperature of the object they're equipped on.
- Made most organic items leave behind ashes when they burn up.
- Ashes no longer catch fire.
- Village outskirts now properly have above and belowground features.
- When you run out of water while traveling, you now receive a message and a chance to stop rather than only getting notified when you become life-threateningly dehydrated.
- The Bleeding effect is now described differently for creatures that do not have blood.
- The environmental item picker now refreshes when a taken action changes the list of items displayed, such as when an item is broken off a stack.
- The visual effects for being frozen, slowed due to temperature, or on fire now have higher visual priority.
- The Tinkering screen bit locker now displays the glyph for each bit type of bit next to its name.
- The Spindle negotiation menu now uses alphabetic hotkeys rather than numeric in order to prevent numpad-based selection accidents.
- Objects that are cloned while phased now properly assume their normal phase.
- Relics and extradimensional missile weapons now occasionally generate as armor-negating.
- Graftek-granted stat changes now count as permanent in all the usual ways.
- Added damage and penetration displays to thrown weapons.
- Fixed a bug that caused some non-blood-having creatures to bleed blood.
- Fixed a bug that caused simply targeting a creature to make it hostile.
- Fixed some bugs that caused several sensory effects to fail to detect walk-walking creatures.
- Fixed linear cannon penetration display.
- Fixed some issues that caused you to retain your marked target after using a special shot.
- Fixed a bug where pouring into a container you are emptying took the current contents of the container into account even though they were being emptied.
- Fixed a bug that caused missile weapons to display a damage message even when the damage was prevented.
- Fixed a bug that caused autoexplore to fail to seek out the secret-bearing mural in the village of Ezra.
- Fixed a bug with phase web animation.
- Prevented some rare corner cases where objects were destroyed multiple times.
- Fixed a bug that caused the 'show effects' menu to improperly linger beneath other windows when opened and closed.
- [modding] Effects may now whitelist themselves for most deep copy operations by overriding allowCopyOnNoEffectDeepCopy and returning true.
200.55 Tomb-related notes:
- Did some bugfixing, polish, and performance work on the crypt levels of the Tomb of the Eaters. More to come next week.
- Added some new recoilers.
- Added a new command to autoattack your current target in melee: Ctrl-A by default. When autoattacking, you pathfind toward your target if necessary and attempt to melee attack them. All the conditions that interrupt automove also interrupt autoattack, with one exception: if your target is the only hostile in sight, their presence does not interrupt you.
- 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.)
- Renamed human child to woodsprog.
- Linear cannons can be tinkered now.
- You can now path through locked doors when you're carrying the appropriate key card.
- You now get a message when you try to swap places with a non-hostile creature but can't for some reason.
- Losing sight of your target now interrupts automove.
- NPCs are now less avoidant of slime pools.
- Changed the way heirlooms gifted during the Spindle negotiation are generated and made their types respect the text in Heirlooms of Qud.
- Elevator and door switches can now be flipped via the interaction menu.
- Space-time vortices and rifts are no longer be pushed by forces like explosions.
- The AV bestowed by the Quills mutation now returns to the max value when your quills regenerate.
- You can now properly access help from the main menu with '?'.
- Visiting the waterlogged tunnel no longer counts as visiting Red Rock.
- If you are stuck and adjacent to a deep pool, you only receive the swimming confirmation message the first time you try to move into the pool.
- Fixed a bad interaction when the snapjaw who wields Stopsvalinn generates as a villager.
- Numpad '/' now shows and hides the prerelease stage message log.
- Tables no longer change their tile when you remove and return the same object.
- Removed the small per turn time delay while asleep.
- Fixed several issues that caused gas-generating creatures to not be immune to their own gas.
- Fixed some rare situations where the player didn't get a turn immediately following a game load.
- Fixed a bug that caused illuminated books to not have their display names altered.
- Fixed a bug in the way graffiti displayed on tombstones.
- Fixed a bug that caused reloading a linear cannon to always reload the energy cell instead of its slugs.
- Fixed a rare exception in the Multihorns mutation that prevented saved games from loading.
- Fixed a typo in soul curd's description.
- [modding] Enabled anonymous access to workshop content.
- [modding] The starting location selector is no longer shown if a genotype or subtype has a defined starting location.
200.52 Tomb-related notes
- We made several gameplay and polish enhancements to the cherubim.
- Cherubim are now better protected against missile weapons and freezing attacks.
- Revamped cherubim stats and natural weapons.
- Learned cherubim now properly discharge clockwork beetles.
- Added descriptions.
- Added cherubim to dynamic encounters.
- Gave cherubim appropriate ASCII glyphs.
- Gave appropriate names and descriptions to carved stone and gilded marble from the various periods of the sultanate.
- Added descriptions for mural endcaps and mural medians.
- We made some changes to sparking baetyl rewards.
- Item rewards are now much better.
- Item rewards now scale with both the baetyl's zone difficulty and the tier of the demanded item.
- Reduced the maximum number of demanded items to six.
- Baetyls asking for Templar phylacteries no longer ask for the phylacteries of specific people.
- Trees are now stronger and tougher.
- Attacking into a frozen zone now thaws it. This is most relevant when attacking up or down stairs.
- Removing energy cells from owned items now angers their owners.
- You can now pour into equipped liquid containers.
- When selecting a container to pour a liquid into, containers that already contain that liquid now appear at the top of the list.
- Smart use on environmental liquid pools and liquid containers now opens the interaction menu rather than going directly into the pour-into-container action.
- Cleaning yourself using liquid from an owned vessel now potentially angers its owners.
- Gave the following objects better ASCII glyphs: sultan shrines, Asphodel, Asphodelytes, walkways, various vessels, and yawning gap.
- Made some improvements to creature pathfinding.
- Rebekah's tombstone no longer shows up in dynamic contexts.
- Fix-It spray foam and other applicators, when unidentified, no longer reveal themselves when you back out of an interaction.
- The water ritual can no longer be used to obtain unlimited cybernetics credit wedges.
- Shank now respects phase and flight.
- Sheba Hagadias will no longer lay mines if a miner or deploy turrets if a turret tinker.
- Fixed a bug that caused some village tinkers to not be members of their village's faction.
- Fixed a bug that caused companions to take steps in the wrong order when trying to follow their leader.
- Fixed a bug that caused one-shotting a creature to fail to trigger hostility in the creature's nearby allies.
- Fixed a bug that caused camel bladders to fail to negate the weight of the liquid in them when worn.
- Fixed some bugs in water ritual option coloring.
- Fixed a bug in tiling of liquid pools as they change size.
- Fixed a bug that made snapjaw forts, starapple farms, and pig farms not generate properly in village outskirts.
200.50
- Autoexplore now seeks out and examines objects that contained unrevealed secrets in their descriptions.
- Giant beetle and beetlebum corpses can now be butchered for raw beetle meat, which can be preserved as beetle jerky.
- Items no longer weigh more when covered in liquid.
- 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.
- Displacer bracelets now have power switches.
- Waiting for a specified number of turns now shows a countdown next to the loading status indicator.
- 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.
- Graffitied text now appears in the color of the graffiti on the object glyph.
- 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.
- 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.
- 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.
- Mutations picked at character creation now properly update their stat shifts when leveled.
- 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.
- Made some large performance improvements to the prerelease stage view.
- 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 broke a previous intervention to make wraith-knights summoned by extradimensional phylactery squires friendly to their squires.
- 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 the subtype text being too large during character creation.
- Fixed a typo in items that affect move speed.
- [modding] You can now undo the "fill" action in the map editor.
- [patreon] Sheba Hagadias can no longer spawn as Either/Or. To install this change, you'll need to re-redeem Either/Or's pet code.
200.43 General notes:
- Added a water wheel and millstone to Joppa.
- Bone worm corpses can no longer be included as part of the cure for fungal infections.
- 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.
- To account for the recent liquid pool changes, bilge sphincters now provide a movespeed bonus in liquid pools of 200+ drams instead of 1000+.
- The weights of takeable items are now always shown in their short descriptions.
- Fixed a bug that sometimes caused evaporating liquids to leave behind liquid volumes with no component liquids.
- 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 with Temporal Fugue and other cloning mechanisms that caused stat shifts to become permanent.
- [debug] Added a wish, "clearstatshifts", to remove temporary stat shifts, even including shifts from items you have equipped or active status effects. To regain those stat shifts, you'll have to re-equip those items or re-up the effects.
- [modding] We changed the implementation for how MinEvents are dispatched. Modders who are handling a MinEvent in one of their IParts (e.g. bool HandleEvent( EnteringCellEvent ev ) need to update each HandleEvent declaration to include 'public override' (e.g. public override bool HandleEvent( EnteringCellEvent ev )) in order for that event to be dispatched properly to the part.
200.41
Tomb-related notes
- The Tomb-dwelling pangoloids knows as the mopango have officially moved in.
- Added or refined several types of mopango.
- Added a new quest: The Buried Watchers. Talk to Zothom in Ezra.
- Added a new quest: Fraying Favorites.
- Strange entities now (officially) roam the Tomb.
- Added a new legendary ooze, k-Goninon.
- Added the repulsive device.
- Added [redacted], [redacted], [redacted], and [redacted].
- We made some UI improvements to the Tomb-teleportation mechanic.
- Changed the ASCII floor glyph for teleportation-safe tiles.
- Added a new effect, tomb-tethered, to better message when creatures are safe from the teleportation effect of the Bell of Rest. Creatures are tomb-tethered when they both bear the Mark of Death and are occupying a tile that's teleportation-safe.
- Fixed a bug that caused you to be Tomb-teleported back to the beginning of the crematory from the supposedly safe Columbarium.
- Fixed a bug that caused exit teleporters in Lower and Upper Crypts to send you all the way back to the catacombs.
- Fixed a bug that caused issues at the recoming nook.
General notes
- Added new loading status indicator art.
- The new stair tiles now look better when the 'Always highlight stairs' option is enabled.
- Added a new Modding option: 'Select enabled mods on new game'.
- "Press space" dialogs now close only when you press Escape, Enter, or Space.
- Goatfolk can now give directions in conversations.
- The overburdened status effect is now updated more reliably when your carrying capacity changes.
- The weight display in the trade UI is now more accurate.
- You no longer receive messages about merchants restocking if you're not in the same zone as they are.
- Objects without bodies can no longer be knocked prone.
- Save files now remember which mods are enabled and prompt you to re-enable those mods before loading.
- Fixed a bug that caused the onset of fungal infections to sometimes be 8-10 turns instead of 2-3 days.
- Fixed a bug that caused symbiotic fireflies to destroy themselves, and turn into "Objects", when equipped.
- In the classic UI option screen, slider and selection options that don't fit well in one line now occupy two lines.
- Exiting the world map now avoids placing you in cells where you would have to swim.
- [modding] Fixed a bug that caused GlobalConfig.json to be unmoddable.
- [modding] An objects can now set the ReplacementObject member of an ObjectCreatedEvent to return a replacement object instead of itself during object creation.
200.40
Tomb-related notes:
- Added new tiles for Eater statues, Eater holograms, and urn duster.
- Crypt sitters and conservators no longer cause unintended trouble in dynamic encounters.
General notes:
- New item mod: fitted with suspensors.
- Mafeo now has a pickaxe for sale.
- Excluded some more creatures from spawning as Mechanimist converts, including pulsed field magnets.
- Added descriptions for the following objects: rubble, burnished azzurum (formerly aquamarine), banana rancher, hammock, brick, Warden 1-FF, Mayor Haddas, and Yla Haj.
- Gave an ASCII makeover to the following objects: gravestones, unripe banana trees, Yla Haj, floor cushion, medium boulder, Zothom (also tweaked his tile colors), bookshelf, sign, power line, brick, woven basket, hammock, flux gauge, weathered wood, and sultan tomb murals.
- Powered exoskeletons can now have a variety of item mods.
- When you're under the effect of the gamma moth Mutating effect, random mutations you might acquire are now reseeded at some point during its duration.
- Sheba Hagadias no longer succumbs to natural behavior like going on a pilgrimage or urn dusting.
- Things without brains can no longer be dazed or stunned.
- Holograms can no longer be harvested or butchered.
- Small stones and large stones are no longer flammable.
- Fixed a bug that caused the Golgotha chutes to generate disconnected.
- Fixed a a bug that caused mouse movement to not work properly on the world map.
- Fixed a bug that caused missile weapons to hit non-blocking inanimate objects in their paths.
- Fixed a bug that caused merchants to spawn with double the inventory they're meant to.
- Fixed a bug that immobilized aquatic creatures.
- Fixed a bug that caused worn items effects to not go away when you removed the item.
- Fixed a bug that sometimes caused Barathrum's study to generate with a down staircase.
- [debug] Space no longer accepts the 'Would you like to die?' prompt.
200.35 Tomb-related notes:
- Expanded the Grand Vestibule to multiple maps.
- Changed the Omonporch entry zone to a new map: Court of the Sultans.
- Made various tweaks and enhancements to the Arcade to the Twin Gates.
- Made various tweaks and enhancements to the Columbarium.
- Made the Ezra and Arcade murals more authentic.
- Added a bell tolling sound effect to the Bell of Rest.
- Made Sixshrew a real merchant.
- Gave dialog to Yla Haj and Warden 1-FF.
- Tweaked Mayor Haddas's dialog.
- Gave better equipment and wares to Yla Haj.
- Gave several of the Tomb zones better names.
- Gave sky maps more sensible names.
- Added a cistern ruin to the east of the Arcade.
- Added more graffiti to the robbers' cut.
- Made some architectural changes to the Tomb outer walls and the Spindle chamber.
- Added a new tile for rubble.
- Added some more Eater statue and hologram tiles.
- 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.
- We changed the option "Maximum autoexplore squares/sec" to "Maximum automove squares/sec" and made it apply to all forms of automove.
- Metal items now retain less liquid, and fur items retain more.
- Quartzfur hats now message themselves as being made of quartz rather than glass.
- Autocollect can now be disabled on empty waterskins.
- Spiders no longer attack allied creatures that are stuck.
- Player-controlled spiders no longer autoattack stuck creatures.
- Destroying or teleporting a web now frees anything stuck in it.
- When an object is phased multiple times, damage from being forced into phase by reality stabilization now occurs only when the last effect is terminated.
- Changed the message when you try to remove an unremovable cybernetic implant.
- Items that affect the chance of salvaging multiple bits, like advanced toolkits, are no longer used on items that can only ever disassemble into one bit.
- The random-buy mutation choices should now be more stable for a given seed.
- If you're out of 2+ point mutations to buy, you're now presented with 1-point mutations.
- The look and target picker "Locked" status toggle is now remembered across games and reloads.
- In the classic UI, the cooking menu now reutrns to the selected option instead of the top of the list when you choose a recipe to cook then decide go Back.
- Dromad trader psychic thralls or domesticated slaves no longer generate map notes.
- Geomagnetic discs can no longer spawn with elemental damage mods.
- Made some improvements to geomagnetic disc pathing.
- Fixed an improper item ownership warning when you tried to examine or disassemble items in the inventories of certain creatures you were dominating.
- Fixed a bug that caused Flurry to not work on inanimate objects, which in turn caused NPCs with flurry to stand there inert instead of attacking inanimate objects they were angry at.
- Fixed some bugs with color rendering and formatting in books.
- Fixed a bug with liquid-fueled power consumption, such as in gyrocopter backpacks.
- Fixed some performance issues with normality gas and norm cores.
- [debug] Made wish string matching more accurate.
- [debug] The "Do you really want to die?" promp no longer accepts space or enter as input.
- [modding] The map editor now supports Ctrl-C to copy a selected region, which turns your brush into a rectangle the size of that region. Ctrl-click pastes the copied region, and right-click deletes the region bounded by the selected rectangle.
- [modding] The map editor now properly renders most walls, water tiles, and fences.
- [modding] The map editor now has tile previews in the blueprint selector.
200.29 Tomb-related notes:
- We added polish to the architecture of the Tomb.
- Added a new exterior caryatid wall and extended it up and down through the Z-dimension as appropriate.
- Added support pillars beneath the Tomb.
- Added structural ribs.
- Swapped the locations of the Life and Death Gates.
- Redesigned the Grand Vestibule.
- Added a lot more graffiti to the robbers' cut.
- Cleaned up the maps around the Liminal Way.
- Moved the up staircases in the Folk Catacombs.
- Replaced the Lace Stairways to the crematory with access corridors.
- The display format of some zone names has changed.
- Inscribed funerary urns no longer report being empty.
- You're no longer asked to drink from full urns as a quest step in dynamic quests.
- Automove and rest are now interrupted by decarbonizer beams that are detectable to you by sight, sound, or smell.
- When you're about to stop flying and you're at risk of taking fall damage (ie, at least one stratum above ground), you're now given an appropriate warning message.
- Fixed a bug with acid gas that caused the game to hang.
- Fixed a bug that caused items to retain more liquid than intended.
- [modding] Added a new API, StatShifter, to Parts and Effects that helps track stat shifts. See https://cavesofqud.gamepedia.com/Modding:StatShifter.
- [debug] Added a new debug option: "Show debug text for stat shifts".
- [debug] Added a new wish, "showstatshifts", that displays a list of items and effects shifting your stats.
- [modding] You can now select regions in the map editor by holding shift and dragging the select box over tiles. Ctrl-a selects the entire map.
- [modding] Redesigned the "selected cells" region of the map editor. You can now delete, bulk replace, and set ownership on objects in the selected region.
Tomb-related notes:
- We added more polish to the crematory.
- Redesigned the columbarium.
- Added ASCII art to the look screen for urns.
- Urn dusters now walk around dusting urns in the columbarium.
- Fixed some bugs with the interaction of various crematory objects.
- Added a visual effect for when objects are pushed by industrial fans.
- Added descriptions for the following objects: conveyor drive unit, conveyor belt, rubber curtains, bones, ashes, industrial fan, miasmatic ash, machine wall, metal door, plastic tree, statue of Eater, full-spectrum bright sconce, elevator shaft, empty urn, marble walkway, sunflower, and scrapable deposit box.
- Edited the ASCII glyphs for the entire crematory.
- [Redacted]
- You can now use water to clean your stained equipment via inventory actions on either your water containers or your stained equipment.
- You can now use the Walk keybind from the Look menu to autowalk to the tile you're looking at.
- Offhand attacks work again.
- Changed the glyph and tile colors of non-mayor quest givers in villages from dark green to bright yellow. Accordingly, we also changed Mehmet's color to bright yellow.
- Girshlings you encounter outside of Red Rock no longer advance 'What's Eating the Watervine?'.
- The water ritual now consumes a dram of liquid only when you initiate it instead of consuming one for every action you take during it.
- Force fields you can pass through no longer interrupt automove regardless of their source.
- Psychic hunters are no longer incorrectly interdicted on maps without reality stabilization.
- Cybernetic implants that occupy an equipment slot are no longer shown twice in the implantee's description.
- Temporary items can no longer be used as tinkering components.
- Improved the grammar in "you pass by" messages.
- Fixed a bug that caused Rebuke Robot to fail way more often than it should.
- Fixed a bug that caused take-all to not work in the classic UI looting menu when the cursor was on a category rather than an item.
- Fixed a bug that caused the 'Tweet this character build' button to not work.
- [debug]Added a new wish, "factionencounter:
", 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: : " and "factionencounter: : : ". - [modding] The ConversationScript part now supports a Color field that's used to specify a color or shader to be applied to the creature's conversation text.
- [modding] Self-closing
tags in the XML no longer skip the next mutation when they're loaded. - [modding] The new blueprints loader no longer crashes when given an
with no Value (it assumes 0 instead). - [modding] Added Transform > Flip Vertical to the map editor.
- [modding] Added File > Reload Blueprints to the map editor. This lets you reload ObjectBlueprints.xml without quitting and reopening the editor.
200.22 Note: this update will break save compatibility. If you'd like to continue a save from a previous patch, you can switch back to that patch's branch. From Steam, right-click Caves of Qud > Properties > Betas > choose a branch. Last week's branch is 200.21. Tomb-related notes
- Added a new gas: miasmatic ash.
- 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.
- 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.
200.21 Tomb-related notes
- Added some sound and visual effects.
- Smoothed out some issues with engraving tomb murals.
- Added ASCII versions of the tomb murals and other objects in the burial chamber.
- Refreshed Herododicus's dialog.
- Added descriptions for Herododicus, imperial sarcophagus, imperial reliquary, gilded marble from the sultanate of Resheph, mural median, and mural endcaps.
- [very redacted]
- Objects now become coated in liquid more easily, and they also lose their liquid coatings more easily.
- Liquid coating now bestows additional weight onto items.
- Some liquids now weigh more than others.
- Creatures moving through big pools of liquid now track the liquid around.
- Footwear now protects you from being affected by small pools of liquid.
- Swimming is now a status effect that penalizes movespeed and prevents creatures from taking move-related actions that require footing.
- Pools smaller than the swimming threshold (1,000 drams) now use a different tile set.
- Small puddles now evaporate over time.
- Aquatic creatures now receive a -25 penalty to movespeed instead of the full -50. (The Swimming skill's +25 bonus offsets this penalty.)
- Pathfinding now puts more weight toward pathing around large pools of liquids, even less deadly ones.
200.20: We've posted an update on the beta branch. A note on updates: our cadence has slowed a bit while our small team deals with some impactful life events. We'll be ramping back up soon. Live and drink, friends.
- Added a new cybernetic implant: medassist module.
- Added a new item: syphon baton.
- The co-processor mod now provides compute power that select equipment can consume.
- Added new descriptions for the following creatures, items, and objects: graverobber, exit teleporter, ornately carved marble, rotating machine arm, locking machine arm, strip fly, urn porter, urn, sarcophagus, machine press, reliquary, sultan reliquary, ornate chair, ornate bench, ornate table, plant in ornate pot, grave goods, Eater hologram, crypt sitter, and ghost perch.
- Added a new tile for the sign to village Ezra.
- Added flipped tiles for Eater holograms.
- Added some new tomb propaganda.
- Fungal infections and motorized treads are now immune to damage.
- More NPC tinkers can now repair, recharge, and identify artifacts.
- Piston presses now respect phase.
- Lunge now respects phase and flight.
- Juke now interacts better with effects that restrict your mobility.
- Removed the old tattoo gun.
- Cybernetics credit wedges are now stackable.
- Wraith-knights can no longer be duplicated or cloned.
- Robotic and otherwise inorganic creatures are no longer made thirsty by thirst thistle attacks.
- 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.
- Temporal fugue clones and various other forms of cloning no longer count toward the death and destruction toll of A Call to Arms.
- Sturdy spectacles and mirrorshades no longer incorrectly report that they have broken in melee.
- 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.
- 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.
- 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.
- [modding] The ability of NPCs to repair, recharge, and identify artifacts in the trade screen is no longer controlled by the CanRepair, CanRecharge, and CanIdentify properties. Instead, it's determined by the relevant tinkering skills. (Repair enables the repair action, Tinker I enables recharge, and Gadget Inspector enables identify, with Tinker II, Tinker III, Intelligence modifier, and any relevant equipment contributing to identification performance.)
We've released the OST for Caves of Qud! Included are 14 original tracks by Craig Hamilton, totaling an hour of music, with more to come. Live and drink. https://store.steampowered.com/app/1247760/Caves_of_Qud_Soundtrack/
200.17 We've posted an update to the Tomb of the Eaters beta on the beta branch.
Tomb-related notes
- We shifted the whole dungeon up several Z levels. The crematory is now one level above the surface.
- Removed the Lake of the Damned.
- Implemented a partial redesign of the Arcades to the Twin Gates that includes a path and sign pointing to Ezra.
- Immediately upon finding the Mark of Death, you now learn the Mark of Death secret, and the 'Recover the Mark of Death' quest step now completes.
- Immediately upon inscribing the Mark of Death, the 'Inscribe the Mark" quest step now completes.
General notes
- 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.
- 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.
- conservator
- gorged growth
- flowers
- bouquet of flowers
- low wall
- 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
Welcome to the second Tomb of the Eaters beta! This patch takes you through the back half of the Tomb of the Eaters dungeon and through the rest of the quest. The full feature arc should be ready in January. If you're interested, come help us test! Our focus right now is on broad scale testing: big bugs, big balance issues, and big UX challenges. See this thread for details. To access the beta: right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. We'll post the comprehensive patch notes with the full feature arc. For now, here's a summary.
- Added the upper half of the Tomb of the Eaters dungeon.
- The Tomb of the Eaters quest is now completable.
- Added a slew of new content in support of the quest: new creatures, new items, new NPCs, new locations, etc.
- Added [extremely redacted].
- Made some balance changes to several of the Beta #1 creatures, particularly conservators, crypt sitters, and crypt ferrets.
- Made some balance changes to accommodate the new movespeed calculation.
- The Multiple Legs mutation now costs 4 points.
- Motorized treads now gives more movespeed.
Welcome to the first Tomb of the Eaters beta! This is an unpolished and incomplete build of the Tomb of the Eaters feature arc. The beta takes you through the first half of the Tomb of the Eaters dungeon; we'll be making the rest of the dungeon available in the coming weeks. The full feature arc should be ready in early January. If you're interested, come help us test! Our focus right now is on broad scale testing: big bugs, big balance issues, and big UX challenges. See this thread for details. To access the beta: right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. We'll post the comprehensive patch notes with the full feature arc. For now, here's a summary.
- Added the Tomb of the Eaters complex surrounding the Spindle at Omonporch.
- Added the village of Ezra.
- Added a new leg of the main quest: The Tomb of the Eaters.
- Added a whole slew of combat animations and sounds. These can be disabled in the General options menu.
- Added several new items.
- Added several new item mods.
- Added several new cybernetic implants.
- Added three new factions: mopango, the villagers of Ezra, and the Daughters of Exile.
- Added several new NPCs.
- Added a new music track.
- [modding] Made several improvements to the map editor.
- [modding] 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.
- [modding] 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.
- [modding] Added WorldFactory::addAdditionalWorld, which allows the addition of new worlds at runtime.
Hey all, There'll be no patch this Friday. Instead, we're posting an early version of the Tomb of the Eaters feature arcthe first of the final few legs of the main queston the beta branch early next week. In December, we'll be focusing on refining the Tomb arc, and then we'll resume weeklies in January. Thanks, friends. Live and drink.
199.0
198.0
- Added more grass variety.
- Sealed liquid containers are no longer used as random cooking ingredients.
- Liquids poured on the world map tiles are now lost.
- Nests and nest-like beings can no longer be villagers.
- You now stop automoving when you revert a vision induced by sphynx salt or Precognition.
- Injecting multiple sphynx salt injectors now extends your vision duration rather than creating overlapping saves.
- Fixed a bug that caused sphynx salt injectors not to be consumed if you reverted at the end of your vision.
- Fixed a bug that caused your electrical charge to deplete when your clones discharged their Electrical Generation charge.
- Fixed a bug that unintentionally prevented you from escaping out of several menus without making a selection.
- Made Slam and Shank select the weapon they use more sensibly, and made Slam stop using armor.
- [modding] PlayWorldSound now works on objects that are equipped or inside containers.
Hey all, We want to sketch out our patch plans for you for the rest of the year. Our work on the Tomb of the Eaters feature arc is reaching fever pitch, so you can expect smaller weekly patches leading up to the Tomb beta, which'll come either in November or early December. Once we put out the beta, it's likely we'll take a few weeks off from posting weekly patches until the Tomb feature arc is fully launched. After that, weekly patches will resume as normal. That's it, friends. Be well, live, and drink. 197.0
- Albino ape pelts are now categorized as trade goods instead of snacks.
- Creatures glyphs rendered by Heightened Hearing now properly respect your tile/ASCII settings instead of always appearing as tiles.
- When a creature is being engulfed by another creature, if either one changes their phase, the engulfing is stopped.
- The list of colors in the tattoo gun interface are now themselves appropriately colored.
- Fixed a bug that caused you to sometimes become lost on a map that you had previously visited.
- Fixed a bug that caused reveal-all actions to not reveal the lower-rightmost corner of the map.
- Fixed a bug that caused some trash rifling success messages to not display as popups
- [modding] We made several GoalHandler and AI classes public.
196.0
195.0
Hello friends, We're doing some traveling in October for Roguelike Celebration and other work-related events, and this'll impact our weekly updates. So here's our updated patch schedule for the rest of the month.
- Friday, October 4th: NO PATCH
- Friday, October 11th: PATCH
- Friday, October 18th: NO PATCH
- Friday, October 25th: PATCH
194.0 Note: this update will break save compatibility. If you'd like to continue a save from a previous patch, you can switch back to that patch's branch. From Steam, right-click Caves of Qud > Properties > Betas > choose a branch. Last week's branch is 2.0.193.x'.
- Liquids are now derived from BaseLiquid and are tagged with the [IsLiquid] attribute.
- Removed the byte identifiers. All liquid references are now based on string IDs mapped to the value assigned in BaseLiquid::ID.
193.0
- We tweaked the layout of Joppa.
- Moved the sultan shrine to the map north of Joppa, near the graveyard.
- Added a guaranteed shrine to Resheph where the sultan shrine used to be.
- Added a dirt path leading from central Joppa to the graveyard and sultan shrine, and a sign to guide the way.
- Added a new item: tattoo gun.
- Added a new item: precinct navigator.
- Added some new bracelet tiles.
- Force bracelet now appears slightly more often in rare artifact loot tables.
- Fixed a bug that occurred while cooking with convalessence.
- [modding] DischargeOnHit now triggers on thrown weapons and projectiles.
- [modding] Added a new event, ProjectileEnteringCell, which gets passed to all objects in a cell before projectile impact occurs. You can modify the path during this event; any changes from index p onward will take effect. Returning false skips this cell's projectile impact.
-
It has the following parameters.
- Cell: the current cell
- Path: the list of Points in the current missile path
- p: the int value of the current index in the missile path
- Attacker: the attacking creature
192.0
[PlayerMutator]
public class MyPlayerMutator : IPlayerMutator
{
public void mutate(GameObject player)
{
// modify the player object before the game starts
}
}
191.0
- Added a new item: maghammer.
- Added a new eyewear mod: nav.
- Added new tiles for the following items, creatures, and locations.
- Mechanmist rummager
- albino ape pelt
- ogre ape pelt
- ripe cucumber
- arsplice seed
- crystal of Eve
- Eater's flesh
- mental aggregator
- leafy helm
- croccasins
- elastyne slippers
- yeshyrskin slippers
- ape fur hat
- plastifer bonnet
- polyhedral rings
- eyeless crab shell
- gyrocopter backpack
- tread guard
- VISAGE
- wool kilt
- clay pot
- the rusted archway
- You can now mod items by interacting with them in your inventory and choosing "mod with tinkering".
- The tinkering screen now indicates when there are hostile creatures are nearby.
- Recharging energy cells now takes a turn and cannot be done while frozen.
- You can no longer apply the following melee mods to missile weapons: electrified, freezing, flaming, and counterweighted.
- Fixed a bug with the trade/violence reward branch in Kith and Kin that caused the grenade stockpile reward to be only half as many grenades as it should have been.
- Fixed a bug that made hats ineligible for several mods they were designed to be eligible for.
- Fixed a bug that sometimes caused baboons to fail to generate as villagers.
- Fixed a bug that caused unique baboons to have the name 'baboon hero' instead of a proper name.
- Fixed a typo in the description of effects that alter your move speed while you're in a pool of liquid.
- Fixed a bug that caused skill-based speed bonuses to world map travel to not work (e.g., bonuses granted by the Survival skill powers).
- [modding] You can now set the Owner field on objects in the map editor.
Hey all, The dev team is doing some traveling this week, so there'll be no patch on Friday. The weekly patch will resume the following Friday (September 6th). Thanks, friends. Live and drink.
190.0
188.0 Note: this update will break save compatibility. If you'd like to continue a save from a previous patch, you can switch back to that patch's branch. From Steam, right-click Caves of Qud > Properties > Betas > choose a branch. Last week's branch is 2.0.187.x'.
- Removed the Axe version of the power.
- New Cudgel version: whenever you make a cudgel attack with your primary hand, there's a 25% chance you make an additional free attack with the same hand.
2.0.186
2.0.184.0
- Gave new dialog, description, skills, and equipment to Mafeo, Jacobo, Sparafucile, Dardi, Aloysius, Hortensa, Iseppa, Neek, and Shem -1.
- Gave Ereshkigal new dialog.
- Added a new piece of jewelry: silver rondure.
- Added a new item: umber frock.
- Made the completion of The Earl of Omonporch quest more robust.
- Removed a duplicate dialog option that appeared in conversations with Barathrum after you completed 'Pax Klanq, I Presume?'.
Hello all, Due to a short week (July 4th holiday) and behind-the-scenes feature arc work, we're going to skip the weekly patch this week. Updates will resume with next Friday's patch. Live and drink!
Small patch this week as we work on some bigger feature arcs behind the scenes.
I accidentally deleted the original Feature Friday post while working to fix a critical save issue. The save issue has been resolved and a fix for corrupt saves has been posted as 182.1. Sorry for the trouble! 182.1
As noted, there was a bad break in serialization. Loading games is failing in 182.x. Working on a fix now.\ update 8:27est: I've found the problem, working on a fix now. update 8:45est: Ok 182.1 is being uploaded which should resolve the issue. Thanks to everyone that sent in a saved game! update 10:34est: 182.1 is now live
2.0.182.0
2.0.180.0
2.0.179.0
2.0.178.0
- Skills are no longer designated via a comma-separated attribute called Skills; now there is a
element that can contain elements, as well as elements. - Reputations are no longer designated via a comma-and-colon-separated attribute called Reputation; now there is a
element that can contain elements. - Save modifiers are no longer designated via the SaveModifierVs and SaveModifierAmount attributes; now there is a
element that can contain elements. - The old Skills, Reputation, SaveModifierVs, and SaveModifierAmount attributes are still supported for compatibility, but a warning will be issued in the game output log when they're loaded, and mods should be ported to the new mechanism.
- Genotypes.xml and Subtypes.xml now support self-closing XML tags, like
. - The
element on subtypes is no longer used. Most subtype chargen information is automatically generated. Arbitrary text that should be added can be placed in Some text to show. elements.elements can also be used to remove extra info items. ( is still used on genotypes.) - Reputations are no longer designated via a comma-and-colon-separated attribute called Reputation; now there is a
2.0.176
2.0.175
2.0.174.5
- The whole layout is new. Explore!
- Added a new music track to Grit Gate.
- Added a functional power grid to Grit Gate. Power is generated at power stations, conducted through power lines (or, in rarer cases, wirelessly), and consumed by various kinds of artifacts in place of battery power.
- Added new objects in support of the power grid infrastructure: fusion power station, broadcast power station, wired fulcrete, wired door, power line, and heavy power line.
- Added a functional hydraulic power system to Grit Gate. Power is generated at pumping stations, conducted via liquids through pipes, and consumed by various kinds of artifacts in place of battery power.
- Added new objects in support of the hydraulic infrastructure: fusion pumping station, glass hydraulic pipe, metal hydraulic pipe, fulcrete with piping, and hydraulic irrigator.
- Added three new Barathrumites: Hortensa, Iseppa, and Neek. They'll be getting personalized descriptions soon.
- Urshiib now correctly have the Quills and Triple-Jointed mutations.
- Gave several of the Barathrumites new tiles.
- Gave several of the Barathrumites relevant tinker skills.
- Gave several of the Barathumites guns.
- Barathrumites now repair broken contraptions if they're nearby.
- Barathrumites now flee from danger if their HP gets low.
- Wounded Barathrumites now seek out healing installations.
- Added several new gadgets: unicomputer, liquid-cooled unicomputer, powered telescope, loudspeaker, gas burner, hydraulic brass foaminator, and chromeling signal relay.
- Added two new types of workbenches.
- Added some powered defensive structures to the grid: chain laser emplacements and force projectors.
- Added a new forcefield variant: force barrier. Force barriers block all projectiles and block movement for creatures who don't have proper clearance.
- Replaced the force field entrance to Grit Gate with a force barrier.
- Added a mainframe computer to Grit Gate. She calls herself Ereshkigal.
- Added mainframe supporting objects: monitor, control panel, status panel, and vacuum column tape drive.
- Added an intercom to the mainframe room.
- Added two new sculptures: chrome bust of Mehmet I and chrome bust of K4K5.
- Added a new type of arc sconce.
- Made some architectural adjustments to Barathrum's Study.
- Refreshed Rodanis Y's stats and abilities. They now default to an unpowered state but can be powered -- via the grid -- by interfacing with Ereshkigal, assuming you have the appropriate security clearance.
- Refreshed chromeling and plated chromeling's stats and abilities.
- Added a new chromeling status effect: overclocked.
- Gave certain NPCs a new item: safety bracelet.
- Grit Gate quests now correctly award Barathrumite reputation again.
- We fully refreshed the quest 'A Call to Arms'.
- Added two new subquests: Grave Thoughts and The Assessment.
- Tweaked the stats of several existing Putus Templar.
- Added a new item: gentling mask.
- Added a new member to the Putus Templar ranks: newfather. Newfathers spawn with force-domesticated creatures (via gentling masks) who are eager to win their affection.
- Tweaked dialog all across the entire Grit Gate questline.
- Made several other small tweaks in support of the remodel.
Hey all, No mainline patch this week. Instead, we've posted a beta of the 'Grit Gate, Remodeled' patch. If you'd like to help us test it, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. Post your bugs in this thread. Specifically, we're looking for folks to run through the Grit Gate quest line, especially the new 'A Call to Arms' sequence. You can fast-forward directly to the start of that sequence by wishing for 'stage5'. (Note: the encounter relies on some UI elements that are currently only available if you have tiles enabled.) Live and drink!
- The whole layout is new. Explore!
- Added many new items.
- Added new creatures, including new Putus Templar and Barathrumites.
- Added a functional power grid, fusion power station, and water pumping station to Grit Gate.
- Added new interactions to grid-powered artifacts.
- Updated many existing items and creatures.
- Entirely refactored the 'A Call to Arms' quest.
Hey all, We're planning to post the 'Grit Gate, Remodeled' patch to the beta branch, but we're not quite ready yet, so Feature Friday will be Feature Saturday this week! See you tomorrow.
Reminder: per our announcement here, there are 6 DAYS LEFT before the price of Caves of Qud bumps up to $14.99! 2.0.173
- Turrets now require ammo to fire. You can supply a friendly turret with ammo when you deploy it, via its interaction menu, or via smart use.
- Turrets must now reload their weapons.
- Turrets now have power switches. You can only access them if you have sufficient security clearance.
- You can now find dynamic turrets -- turrets created from arbitrary missile weapons -- in the wild.
- Added the following new creatures: low-light laser turret tinker, eigenturret tinker, blast cannon tinker, phase cannon tinker, and dynamic turret tinker.
- Added two new supporting items: storage tank and gourd.
- Added a new item mod, jacked, which allows gear to be powered by robots (particularly turrets) who wield it via their onboard systems or from grid power they have access to.
- Traipsing mortars now use ammo and can scavenge to fabricate it.
- Seed-spitting vines, thirst thistles, slugsnouts, and agolflies now generate ammo through biological mechanisms rather than not use ammo.
Hey all, The story of Caves of Qud's development is a long one. Twelve years ago we began work on the project. Four years ago we put it on Steam in Early Access. Since then, we've taken an already substantial game and added art, UI, music, sound effects, deeper systems, and a richer world. For a while we've been saying that we'll be bumping up the price sometime before our 1.0 release. Now, as we arc nearer to that goal, the time has come. In TEN DAYS, on April 18th, we're raising the price of Caves of Qud to $14.99 on all platforms. To everyone who's supported the game thus far, thank you! And if you have friends who are interested in the game, now -- before the 18th -- is the perfect time to give them a nudge. Live and drink, friends.
2.0.171.0
- Fixed a bug that caused the Puff Spores ability to fail to work after a save/load cycle.
- Fixed a bug that prevented many of the dynamic objectives of Spread Klanq to fail to complete.
- The Puff Spores ability is now removed upon completing the quest.
Hi all, We're at the Game Developers Conference (GDC) all week, so we won't be posting a patch this Friday. Our weekly patch schedule will resume the following Friday (3/30). Until then, live and drink.
2.0.170.0
2.0.169.0
2.0.168.0
- Tweaked the stats and gear of Knights Templar. Among other changes, this included lowering their level and HP but giving them fullerite armor and weapons.
- New creature: Gunner-Knight Templar
- New creature: Banner-Knight Templar
- New creature: Knight Commander of the Holy Temple
- New creature: Wraith-Knight Templar of the Binary Honorum
- New creature: Templar squire
- New creature: phylactery squire
- New creature: infiltrator
- New item: banner of the Holy Rhombus
- New item: Templar phylactery
- New status effect: war trance
- Added a templar scout to Grit Gate.
- Tweaked the logic for party selection in Templar faction encounters.
2.0.166.0
- Changed the stats, behaviors, and descriptions of the following creatures and plants: cyclopean gibbon, red death dacca, gelatinous palms (now called irritable palms), and fruit flies (now called adiyys).
- Added new tiles for banana trees and bananas.
- Added a new plant to the banana grove: dicalyptus tree.
- Added a new disease: ???
- Added instructions for the new disease's cure to the Corpus Choliys.
- Added a new cooking ingredient: sun-dried bananas.
- Bananas can now be preserved into sun-dried bananas.
- There are now occasionally villages in the banana grove.
2.0.165.0
2.0.164.0
2.0.162.0
- Added over 70 new creatures.
- Added several new related harvestable and butcherable items: equipment, consumables, cooking ingredients, etc.
- Added several new rock types.
- Redesigned the geological strata of natural cave systems by adding new rock types, creatures, plants, and terrain appropriate for the region and depth.
- Redesigned the last three tiers of metals and added over a dozen new pieces of late-game armor.
- Recolored some cragmensch tiles.
- Renamed gelatinous frustum and gelatinous ovoid to humor and gyrohumor, respectively.
- Added a new tile for molting basilisk.
- Added a new tile for broken snail egg.
- Gave drowsing urchin a new color and description.
- Changed the default wall type for the hills region.
- Reigned in the very far out-of-depth creatures encountered during certain faction encounters.
- Cragmensch now leave behind large boulders when they die.
- Urshiib now leave behind urshiib corpses when they die.
- Swoop attacks now take two turns to execute.
- Item modifications are more precise now, which means fewer irrelevant modifications such as lacquered leather armor.
- Cleave, both from the cleave skill and from critical hits with axes, now properly affects the player (previously a bug caused the cleave effect to disappear after a single turn). The repair skill can be used to fix the cracked equipment.
- Unskilled axe cleaves from critical hits now have a maximum imposable AV penalty of 1. A creature with the Cleave skill making a critical hit has their Cleave-imposed AV penalty maximum increased by 1.
- Campfires can no longer catch fire and burn away, and campfire remains now become campfires rather than catching fire.
- Long Blades skill descriptions now note the cases where they apply to attacks with short blades as well.
- Companions of the player now get colored according to their HP statuses if the option "Color player's @ based on HP level" is enabled.
- Dominated creatures are no longer permanently recolored bright white.
- Attempting to pour temporary liquid puddles can no longer be used to destroy certain types of traps.
- Equimax kicks are now described as kicks, not bites.
- Rimewyks are now proficient in the skill their bite uses instead of a different skill.
- Rimewyk freeze breath now properly extends for the 30-square range that its targeting mechanics always thought it had.
- Reputation-modifying mods now work properly on shields.
- Fixed a bug that made it impossible to pick up cybernetics butchered from limbs dismembered from your own body, unless you equipped and unequipped them first.
- Fixed a bug that prevented people from shooting through their own force walls.
- Attempting theft or murder in front of sleeping creatures who would object to the crime now wakes them up but doesn't make them hostile.
- Fixed various bugs involving liquid containers (notably liquid-fueled energy cells) being invisibly "contaminated" by liquids they formerly held and spuriously winding up with mixed liquids as a result.
- Fixed a bug in autopickup water where you would up cycling between water puddle locations if you had a liquid container with mixed liquids in it.
- [modding] Eligibility for deciding to sleep on beds as an idle behavior now runs on the tag or property SleepOnBed rather than inheritance of the NPC blueprint (and is still disabled by the NoSleep tag or property).
- [modding] In IActivePart, WorksOnWearer, and WorksOnEquipper now handle shield equippage in the same way as armor equippage.
- It's a big patch, so several other changes got in, too. Let us know if you see something unexpected.
Hey folks, We posted a new update to the stratification beta that's closer to the final version (fewer bugs, monsters are more fleshed out, geological strata are more refined). If you'd like to help us test, switch to the beta branch, go explore some underground caves, and post your issues here. Stay tuned next week for the full patch release, which will include patch notes. Until then, live and drink.
Hey all, Today we posted a small weekly patch and an early beta for our Underground Stratification patch, which adds 50+ new monsters and geological strata to the underground cave systems. It's an early beta meant to ferret out technical issues, so the content is fragmentary. The full patch will go live in a week or two, and in the meantime we'll be posting more fleshed out beta updates to the 'beta' branch. If you'd like to help us test, switch to the beta branch and post your technical issues here. Below are the weekly patch notes. Live and drink, friends.
Folks, We're skipping this week's update to work on a big content patch with an ETA of a couple weeks (around New Year's). Until then, enjoy the holidays and, as always, live and drink.
Another small update this week as we work on a big upcoming content patch. 2.0.160.0
Small update this week as we work on a big upcoming content patch.
Hey all, We have just a brief update on the November patch schedule. We're skipping this week's patch for the holiday. The standard weekly schedule will resume with next week's patch. Until then, live and drink.
- SingleApplicationKey -- a string that, if provided, is used as the name of an event parameter that the part sets on events it is applied to. It won't modify events that already have the event parameter, so that navigation bonuses can be made non-cumulative.
- TravelClass -- a string used to specify a skill name, like the TravelClass attribute on terrain objects, so that the part only applies to travel in that skill's specified terrain.
- ShowInShortDescription -- a boolean for whether the part appends its behavior to the item's short description, defaults to true.
- Defender -- the object making the save
- Attacker -- an entity intentionally causing the save to take place, if any
- Stat -- the string name of the statistic whose modifier provides the defender with a bonus to their save. Specify a comma-separated list and the highest value is used.
- AttackerStat -- like Stat but checked on the attacker and increasing the save's difficulty
- Vs -- a string characterizing the save. Examples include "Stun", "Stinger Injected Paralysis Poison", "Glotrot Disease Onset". Typically this field is used with .Contains() to scope save modifiers to their desired context.
- NaturalRoll -- an int, the defender's original 1d20 roll for the save
- Roll -- an int, the roll after modifications. Changes to this parameter by either event are taken into account by the saving throw check.
- BaseDifficulty -- an int, the original difficulty of the save
- Difficulty -- an int, the difficulty after modifications. Changes to this parameter by either event are taken into account by the saving throw check.
- Vs -- a string with a comma-separated list of strings. If a saving throw's 'Vs' value contains any of them, this part's Amount modifier applies to the saving throw. If null or empty, this part applies to all saves. When one of the list items contains spaces, each space-separated item is matched separately, and all of them must match. Example: If SaveModifier.Vs = "Injected Poison", it will match against a ModifyDefendingSave.Vs of "Stinger Injected Confusion Poison" but not "Contact Damaging Poison".
- Amount -- an int, the amount the part modifies saves by
Hello, We'll be traveling some during November, so there'll be some fluctuation in the weekly updates. Here's the anticipated patch schedule for November: Week of Nov 2 (this week): Early patch on Wed, Oct 31. No patch on Friday. Week of Nov 9: No patch. Week of Nov 16: Standard Friday patch. Week of Nov 23 (Thanksgiving holiday in US): Either an early patch on Wed, Nov 21 or no patch. TBD. Week of Nov 30: Standard Friday patch. Thanks, all. Live and drink.
- Previously, creatures always received AV and DV modifiers from equipment equipped on any body part that was part of their original body plan. Body parts added later (e.g., via mutations such as Multiple Legs) were treated differently; equipment equipped on these parts didn't have their AV and DV modifiers factored into the creature's final AV and DV calculations. This approach generally worked well until a recent patch where we added more realistic body plans for several creature types. The old system gave creatures with several natural body parts (e.g., spiders and crabs) an unintended advantage; they could stack AV or DV simply by equipping a bunch of armor to their limbs. For example, a spider could stack AV by equipping four sets of steel boots. We changed the calculation to be more simulative. Now, AV and DV modifiers are averaged across all similar body parts. The example spider now has the AV and DV modifiers from its Feet equipment averaged over all four sets of feet.
- Rounding is done once for each of the total AV and DV tallies. We round away from zero. For example, if you have two Feet slots and you wear a pair of +3AV/-3DV boots on one of them, assuming no other armor modifications, you'll get +2 AV and -2 DV.
- If the AV/DV calc results in a piece of equipment contributing more or less AV or DV than its stats imply, the display color of that stat is changed (red for 'contributing less' and green for 'contributing more'). An explanation is also appended to the item's description.
- We removed the UI elements that explained which slots don't contribute to AV or DV as they're no longer relevant.
- We changed snakeskin armlet to +2 DV and tread guards to +2 AV. This change replicates their balance in the old system since -- generally speaking -- you have two arms and, with the motorized treads implant, two treads.
- Equipment bonuses and penalties other than AV and DV are still contributed individually per body part.
- To support this change, we added two new status effects: astrally burdened and astrally tethered. Burdened creatures have difficulty performing actions that morph spacetime. Tethered creatures can't perform those actions at all.
- The density of normality gas now determines whether it bestows the burdened or tethered effect on things it shares a tile with.
- Astral effects now interdict Clairvoyance and Precognition.
- Added normality fields.
- Added a new piece of rare furniture: norm core.
- Added a new item: ontological anchor.
- Type: a string like "AntigravityBoots" used to differentiate the events used by different MechanicalWings parts. This facilitates having multiple sources of equipment-based flight.
- FlightSourceDescription: a string added to the display text of the Fly and Land abilities. Use it to differentiate between different types of equipment-based flight.
- Made dynamic body part growth and loss much smarter. Example: if a creature loses all their hand-like parts, they also lose the ability to wield missile weapons unless their body plan specifies otherwise.
- Configured most body parts of the same type in a lateral arrangement and made newly grown body parts respect laterality. This means some body parts have been dynamically renamed (ex: "upper left arm").
- Limb regeneration smartly respects laterality.
- Losing mobility-granting limbs now bestows a move speed penalty in proportion to the number of mobility-granting limbs you have left. For instance, losing one set of legs as a spider is less impactful than losing your feet as a humanoid.
- Creature descriptions are now dynamically modified with descriptions of the creatures' missing body parts.
- We added new body plans for the following creature types: birds, snakes, worms, snails, slugs, insects, spiders, humanoid robots, bipedal robots, quadrupedal robots, hexapedal robots, treaded robots, hovering robots, bushes, fungi, cacti, flowers, vines, trees, various kinds of animated walls, various kinds of animated doors, various kinds of animated chairs, various kinds of animated beds, animated pillows, and animated vaned and railed mechanisms.
- Updated several existing body plans.
- Added some new unarmed attack types for various body plans.
- Different types of robot limbs now potentially disassemble into different types of bits.
- Designated severed robot limbs as scrap.
- Helping Hands now additionally adds a "Robo-Hands" slot.
- Ulnar stimulators now use charge, have a boot sequence, and only work on biological hands.
- Jab's bonus now gets more consistently applied when you have the Multiple Arms mutation or robo-limbs.
- The gun rack cybernetic implant now adds a pair of hardpoints (missile weapon slots that dismember into scrap).
- The motorized treads cybernetic implant now converts your Feet body part to a Lower Body and adds a pair of Tread limbs attached to it.
- Motorized treads now add to your stability rolls, like magnetized boots do.
- Added tread guard items that can be mounted on treads.
- Adds dynamic messaging around losing and regenerating limbs.
- Fixed various bugs with dismemberment, limb regeneration, and the process of acquiring a fungal infection on a limb.
- Qud's augurs have read the petals on the wind and agree: the deerfolk who call themselves 'hindren' are real, and their hidden village exists. The hindren patch is now live!
- Added a new village: Bey Lah, hidden in the flowerfields.
- Added a new faction: hindren of Bey Lah.
- Added several new hindren NPCs.
- Added a chain of quests: Petals on the Wind, Find Eskhind, and Kith and Kin.
- Added a new signature dish: mah lah soup.
- Added a new denizen to the Stiltgrounds.
- Added Kindrish, the ancestral bracelet heirloom of the hindren.
- Added a few other legendary hindren items.
- Added some procedural love poetry.
- We made a bunch of enhancements to the prerelease input manager.
- Updated to the latest version of Rewired.
- Cancel now properly escapes out of most menus.
- Improved the styling of the control mapping screen.
- Alt (in the key mappings) + Use now uses the menu-based interaction mode.
- Changed "get nearby" to "interact nearby", allowing a button to be mapped to menu-based interaction.
- Fixed an issue that caused navigation of the control mapping screen to freeze.
- Fixed an issue that caused the prerelease trade screen to not function properly when used via gamepad.
- Fixed an issue that prevented the trade screen mappings from functioning properly on the classic trade screen.
- Vibro weapon penetration is now visible in weapon stat display.
- The following actions can no longer be taken while frozen: Slam, Conk, Dismember, Hook and Drag, Hamstring, Hobble, Shank, Flurry, Jump, Heal, Staunch Wounds, Set Limb, Sweep, Butcher, Harvest, and trash rifling.
- Shank no longer double counts some negative status effects.
- Conk now takes its target's anatomy into account.
- Hook and Drag now properly requires an axe in the primary hand.
- Added a tile for Grit Gate's intercom.
- Fixed a bug that stopped vibro weapons from consuming charge.
- Added Kindrish, the ancestral bracelet heirloom of the hindren.
- Tweaked the Bey Lah map.
- Added some more chronology entries.
- Fixed some clue tagging and quest outcome issues.
- Tweaked Kith and Kin rewards.
- Changed some aspects of how Kith and Kin's completion affects Bey Lah's fate.
- Gave Eskhind's hideout a minimum distance from Bey Lah.
- Added reputation rewards for completing Kith and Kin.
- Made clue items appear around Bey Lah more sensibly.
- Moved Eskhind to the Hindriarch's hut when appropriate.
- Added conditional dialog options with appropriate hindren for when you recover Kindrish.
- Added a procedurally generated sonnet.
- Changed Lulihart's water ritual rewards.
- Added some additional tiles.
- Changed some quest dialog.
- Added a choice signature to the Kith and Kin reward dialog.
- Brainless things no longer fall asleep.
- Hindren clues should now be more successfully excluded from gossip.
- Pressing left on an object in the inventory screen now collapses the whole category.
- Pouring liquid on the ground now results in a salt-diluted puddle of the same volume you poured, not twice that volume.
- You can no longer avoid attacks by certain sludges on the basis of the attacks overquenching your thirst.
- Generated names from the arcology of Ekuemekiyye no longer occasionally contain a trailing space.
- Psychic hunters no longer get vestigial legendary titles.
- Fixed a bug that caused on-damage cooking effect trigger's percentage to drop to 0 after saving and loading.
- Fixed some plurality issues with generated text when preserving ingredients.
- Fixed a bug that prevented run-down carcass kneaders from being wound up.
- [modding] The RandomColors part has a new property, BackgroundColor, for specifying random background colors.
- [modding] The IPoweredPart base class has been refactored to IActivePart, which is identical to IPoweredPart except for some of its new default property values: ChargeUse = 0, IsBootSensitive = false, and IsEMPSensitive = false. IPoweredPart is now a subclass of IActivePart with these defaults: ChargeUse = 1, IsBootSensitive = true, and IsEMPSensitive = true.
- Refined the various quest endings and made Neelahind much more willing to explain them.
- Made Bey Lah a legitimate map location.
- Changed the quest XP rewards.
- Tweaked the Bey Lah map.
- You now correctly get credit for finding all the clues.
- Clues only get inscribed in your journal if you have the Kith and Kin quest.
- Changed some quest item rewards.
- Fixed some issues with the quest item rewards.
- Fixed some issues that caused certain quest clues to not be discoverable.
- Hindren villagers can now share rumors.
- Eskhind now properly comes to Bey Lah after you complete Find Eskhind.
- Added chronology entries for finding Bey Lah and completing the quest chain.
Hey all, We've posted the hindren patch—including a new species of deerfolk, new village, and new quest chain—to the beta branch. If you'd like to help us test it, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. Post your bugs in this thread. The hindren patch notes are below. Live and drink, friends.
Hey all, Due to some travel and concentration on an upcoming beta patch (see below) we're skipping the weekly patch this week. Next week, we're aiming to post a new village and short quest chain to the beta branch. Keep your eyes peeled for skittish deerfolk! Live and drink, friends.
"Joppa? Never heard of it." -Mehmet Previously you began every game of Qud in Joppa, a starting village with handcrafted architecture, history, customs, NPCs, and player quests. Joppa’s consistency helps new players acclimatize to the strange world of Qud, both its unfamiliar, far-future setting and its hybrid handcrafted / generated approach to worldbuilding. But for veterans who’ve started dozens+ games of Caves of Qud, the opening can feel repetitive. So, as an alternative to Joppa, we added procedurally generated villages to start the game in. They have their own generated quests that’ll take you through the early game and link you back up to the trunk of the main quest. Or you can you use them as a launching point to explore the world on your own terms. The two big cornerstones of this patch are village generation and dynamic quest generation. In addition to the starting village, we added villages across the rest of Qud, too. Every aspect of these villages is generated, including their own unique histories that are discoverable through various storytelling traditions. They also include their own fully dynamic quests. In sum, generated villages are a culmination of all our generative systems work up until this point.
-
Each option has its own benefits.
- Random village in the salt marsh:
- Village teaches Harvestry.
- +50 reputation with insects and fish.
- Start with a pair of croccasins.
- Random village in the salt dunes:
- Village teaches Fasting Way.
- +100 reputation with reptiles.
- Start with an Issachari banner.
- Random village in the desert canyons:
- Village teaches Wayfaring.
- +50 reputation with equines, tortoises, and vines.
- Random village in the hills:
- Village teaches Butchery.
- +100 reputation with hermits.
- Start with a blood-stained neck-ring.
- Starting villages are guaranteed to have two questgivers, a warden, and a merchant.
- Starting villages are guaranteed to have a quest that gives you a recoiler reward and a follow-up quest that leads you to Grit Gate.
We put up a beta branch for the Generated Villages & Alternate Starts patch! Want to help us test it? In Steam, switch to the beta branch: right-click Caves of Qud > Properties > Betas > select 'beta'. Please post your bugs here! There are many rough edges; we'll be fixing bugs & adding more detail and variety in the coming week. If you'd rather wait for the full release, we'll see you back around July 10th. Live and drink, friends.
We have an announcement regarding our upcoming patch schedule. We're nearing the release of our next feature arc, Generated Villages and Alternate Starts (Part 1), which will finalize the last of our major systems and let us transition to fully fleshing out the game's content and main narrative. The prospective release date for this feature arc is July 10th. As it approaches, we'll be concentrating all of our effort on the arc, and so today's patch will be the last official weekly update until the arc is released. Sometime soon (likely next week), we'll be posting an early version of the feature arc to a beta branch. If you'd like to help us test it, stay tuned for details. Otherwise, we'll see you back on July 10th. Live and drink, friends.
- Added sounds for flashbang, thermal, and normality grenades.
- Added sounds for Hand-E-Nukes.
- Added firing sounds for the following guns: laser pistol, carbine, sniper rifle, desert rifle, pump shotgun, combat shotgun, and flamethrower.
- Updated firing sounds for the following guns: single shot pistols, chaingun, and musket.
- New item: goggles.
- New item: mirrorshades.
- We replaced the "get from nearby" (ctrl-g) command with "interact nearby" (default mapping: ctrl-space). You can use interact nearby to perform any action the object in the target tile supports, regardless of whether you can pick it up.
- Item mods now increase the complexity of items and the difficulty of identifying them. As a result, modified versions of base artifacts you already understand may now appear unidentified to you. Non-artifact items with modifications may also appear unidentified.
- Some item mods are now hidden on unidentified artifacts.
- You can no longer repair items you don't understand.
- You are now asked for confirmation before disassembling items you don't own (disassembling unowned items invites hostility from their owners). You are now also asked for confirmation before examining items you don't own. Hostility is only provoked on item examination if you break the item.
- Techscanning now shows the percentage charge of energy cells.
- Put a cap on how much movement speed can reduce the energy cost of movement, fixing various exploits.
- You can no longer make a campfire in a large pool of liquid.
- Creatures now mind if you try but fail to dismember them.
- Harvesting, butchering, and rifling through trash now cost energy, so you no longer automatically perform them when enemies are nearby.
- Ceremonial vibrokhopeshes no longer function while under the effect of an electromagnetic pulse.
- Made the reload command smarter when dealing with weapons with multiple ammo systems. In particular, if the weapon has an energy cell socket, the reload command only opens the change cell dialog if the current cell is out of charge AND the gun is out of the other ammo type.
- Grit Gate's doors now give a little more feedback.
- Tweaked the way liquid volumes show up in item names.
- Fixed an exploit where you could temporarily excuse a companion in order to ask them for directions.
- Fixed an exploit where recycling suits and other liquid-producing items could be used to convert other liquids to their produced liquid type.
- Fixed an issue that prevented free trading with companions.
- Fixed an issue where Short Blade Expertise incorrectly altered your to-hit bonus with other weapon types.
- Fixed an issue that allowed you to kill a creature multiple times in successive turns, reaping the benefits each time.
- Fixed a bug that prevented the repair command from being used to repair rusted items unless they were also broken.
- We added a bunch of modding functionality around power systems.
- [modding] Added support for alternate styles of displaying charge amount. The standard style is "electrical". New styles are "clockwork", "kinetic", "tension", "roughpercentage", and "percentage". Use an empty string to indicate no display.
- [modding] Added new properties to EnergyCell: ChargeDisplayStyle (the charge display style, per above, defaults to "electrical") and TechScanChargeDisplayStyle (the charge display style to use if the player has techscanning, defaults to "percentage").
- [modding] Made charge storage run on a ChargeAvailable event, which parts can subscribe to in order to absorb charge from the event into their charge capacity.
- [modding] The SolarCell part is now SolarArray. It now provides charge via the ChargeAvailable event. Added a property, IsEMPSensitive, for whether EMP disables the parent object, defaults to true.
- [modding] The EquipChargeCell part is now EquipCharge. It now provides charge via the ChargeAvailable event. Added a property, IsEMPSensitive, for whether EMP disables the parent object, defaults to false.
- [modding] Gave EnergyCell a ChargeRate property, which is the amount of charge it can absorb from other parts per the ChargeAvailable event. Defaults to 10.
- [modding] Gave LiquidFueledPowerPlant a ChargeRate property, which is the amount of charge it provides to other parts per turn via the ChargeAvailable event (using that charge if and only if something takes it). Defaults to 0.
- [modding] Added a new part, Capacitor, which absorbs charge via the ChargeAvailable event and provides it via TestCharge and UseCharge. It supports these properties: Charge (current charge amount, defaults to 0), MaxCharge (maximum charge capacity, defaults to 10000), ChargeRate (the amount of charge it can absorb per ChargeAvailable event, defaults to 5), MinimumChargeToExplode (an amount of charge that, if nonzero, is the threshold for the capacitor exploding if its parent object is destroyed, defaults to 1000), Description (how the part is described if mentioned in messaging, defaults to "capacitor"), ChargeDisplayStyle (the charge display style to use normally, defaults to "electrical"), TechScanChargeDisplayStyle (the charge style to use if the player has techscanning, defaults to "percentage"), CatastrophicDisable (whether the part being disabled by EMP, Broken, or Rusted destroys the parent object if there is enough charge to explode, defaults to false), ChargeLossDisable (whether the part beign disabled by EMP, Broken, or Rusted reduces charge to zero, defaults to true), and IsEMPSensitive (whether EMP disables the part, defaults to true).
- [modding] Added a new part, Flywheel, which absorbs charge via the ChargeAvailable event and provides it via TestCharge and UseCharge. It supports these properties: Charge, MaxCharge, ChargeRate, MinimumChargeToExplode, PropertyAffected (an intproperty which, if not empty, is modified on the parent object according to charge level, defaults to "Stable"), PropertyDivisor (a number the charge level is divided by to produce the amount PropertyAffected is modified by, defaults to 1000), Description , ChargeDisplayStyle, TechScanChargeDisplayStyle, CatastrophicDisable, ChargeLossDisable, IsEMPSensitive, and IsPropertyEMPSensitive (whether EMP zeroes out the amount by which the part modifies PropertyAffected, defaults to false).
- [modding] Added a new part, Clockwork, which absorbs charge via the ChargeAvailable event and provides it via TestCharge and UseCharge. It supports these properties: Charge, MaxCharge, ChargeRate, MinimumChargeToExplode, Description, ChargeDisplayStyle, TechScanChargeDisplayStyle, CatastrophicDisable, ChargeLossDisable, and IsEMPSensitive.
- [modding] Added a new part FusionReactor, which provides power via the ChargeAvailable event automatically per turn. It supports these properties: ChargeRate, ExplodeChance (the percentage chance the part will explode if its parent object is destroyed, defaults to 50), ExplodeForce (the force of the explosion if it explodes, defaults to 30000), Description, CatastrophicDisable, and IsEMPSensitive.
- [modding] Added a new part, Windup, which provides power via the ChargeAvailable event when an inventory action is activated on it. It supports these properties: ChargeRate, ActionName (the name of the action, defaults to "Wind"), ActionLabel (the label for the action, defaults to "&Ww&yind"), ActionKey (the key to trigger the action, defaults to "w"), IsEMPSensitive, ActionVerb (the verb the action is described using, defaults to "wind"), and MustBeUnderstood (whether the action is only available if the item is understood, defaults to true).
- [modding] Added a new part, BroadcastPowerReceiver, which provides power via the ChargeAvailable event automatically per turn. It supports these fields: ChargeRate, CanReceiveSatellitePower (whether the part receives ambient broadcast power from ancient satellites, defaults to true), MaxSatellitePowerDepth (the maximum depth of zone at which the part can receive satellite power, defaults to 12 (two levels below ground), SatelliteWorld (the world on which the part can receive satellite power; defaults to "JoppaWorld". "*" means any world. If empty, the part fills in this field with whatever world it is on when it first activates), and IsEMPSensitive. If the part is not receiving satellite power, it polls objects in the same zone with a CollectCharge event to see if they will provide it with broadcast power.
- [modding] Added a new part, BroadcastPowerTransmitter, which provides power via the CollectCharge event. Upon receiving a CollectCharge event, it attempts to use TestCharge to find first the CollectCharge Charge amount, then half of it, then a quarter of it, in its power systems. If it finds an amount of charge it can provide, it consumes it via UseCharge and adds it to the CollectCharge event. It supports the property IsEMPSensitive.
- [modding] Added a new part, ZeroPointEnergyCollector, which provides power via the ChargeAvailable event automatically per turn. It supports these properties: ChargeRate, World, RealityDistortionBased (whether the part's operation is reality-distortion based and is disabled by reality stabilization, defaults to true), and IsEMPSensitive.
- [modding] Added a new part, InductionChargeReceiver, which receives InductionCharge events and relays the charge from them via ChargeAvailable events. It supports these properties: ChargeRate and IsEMPSensitive.
- [modding] Added a new part, InductionCharger, which every turn attempts to consume charge and transmit it to its inventory with an InductionCharge event. It uses TestCharge to determine if charge is available and UseCharge to consume it. It supports these properties: ChargeRate and IsEMPSensitive.
- [modding] Added a new part, UniversalCharger, which every turn attempts to consume charge and transmit it to its inventory with a ChargeAvailable event. It uses TestCharge to determine if charge is available and UseCharge to consume it. It supports these properties: ChargeRate and IsEMPSensitive.
- [modding] Added a new part, SolarPower, which provides power via TestCharge and UseCharge while it's in the sun. Its properties are PowerRate (the maximum amount of charge it can provide when requested in a given turn) and IsEMPSensitive.
- [modding] Added a new part, ChargeSink, that consumes charge every turn. It supports these properties: ChargeUse (the amount of charge it will attempt to consume per turn, defaults to 1) and IsEMPSensitive.
- We added some functionality for new item modifications (not available as in-game modifications by default).
- [modding] Added ModHardened part: hardens an electronic item against EMP.
- [modding] Added ModHighCapacity part: increases an energy cell's capacity.
- [modding] Added ModFlareCompensating part: adds a FlareCompensation part, a BootSequence part, and an EnergyCellSocket part to an item.
- [modding] Added ModHUD part: adds a HUD part, a BootSequence part, and an EnergyCellSocket part to an item.
- [modding] Added ModInduction part: adds an InductionChargeReceiver to an energy cell.
- [modding] Added ModMetered part: changes an energy cell's ChargeDisplayStyle to "percentage".
- [modding] Added ModSmart part: adds a Smartgun part, a BootSequence part, and an EnergyCellSocket part to an item.
- [modding] Added ModTesla part: adds a BroadcastPowerReceiver to an energy cell.
- [modding] Added a new part, FlareCompensation, that mitigates the effects of flashbang grenades. Its properties are: Level (the amount subtracted from the flashbang's duration, default is 6), ChargeUse, IsEMPSensitive, MustBeWorn (if false, the item works when equipped in any fashion. If true, it must be equipped properly per its Armor part, defaults to true), and ShowInShortDescription (whether to note the flare compensation behavior in the item's short description, defaults to true). It integrates with BootSequence.
- [modding] The LiquidVolume part now supports these properties: NamePreposition (preposition to use normally when compositing the description of a non-empty liquid volume onto the parent object's name, defaults to null. Null or empty means the liquid volume description is appended and wrapped in brackets), UnknownNamePreposition (like NamePreposition, but used when the parent object is not understood), and Collector (if true, the parent object collects liquid poured into its cell rather than allowing it to fall on the ground, defaults to false).
- [modding] The Campfire part now supports the propeerty ExtinguishBlueprint (a blueprint that the parent object can be replaced with on an extinguish action, defaults to null. Null or empty disables the extinguish action).
- [modding] The Garbage part now supports the property Level (added to the zone-based tier for items found, defaults to 0).
- [modding] The RecyclingSuitFiller and LiquidDrips parts have been refactored into the LiquidProducer part, which supports these properties: Rate (the number of turns to produce a dram of liquid, defaults to 1000), Liquid (the name of the liquid produced, defaults to "water"), VariableRate (a dice roll to use instead of Rate), LiquidConsumed (the name of a liquid that must be consumed from a sibling LiquidVolume to produce liquid, defaults to null. If specified, the produced liquid is not distributed to the sibling LiquidVolume), ChargeUse, ChanceSkipSelf (the percentage chance to ignore a sibling liquid volume as a place to distributed produced liquid), ChanceSkipSameCell (the percentage chance the item, if distributing liquid outside itself, skips distributing liquid to its own cell in favor of an adjacent cell), IsEMPSensitive, MustBeEquipped, MustBeWorn (if true, liquid production does not function if the parent object is not worn as armor on the correct limb or limbs per its Armor part, defaults to false), PreferCollectors (whether, when distributing liquid to adjacent cells, distribution to a cell containing a Collector LiquidVolume will be preferred, defaults to false), PureOnFloor (whether liquid distributed to a cell is distributed in a pure state rather than being mixed with salt, defaults to false), and ConsumePure (whether the LiquidConsumed must be pure in order to be used, otherwise it will be extracted from a mixture, defaults to false).
- [modding] Added a new part, DeployWith, which designates another object that should be created with the item, typically in a random empty nearby cell. Its properties are: Blueprint (the blueprint of the object to create, supports the same meta-specifications as the
tag's Blueprint field), SolidOkay (whether "solid"-occupied cells are okay to deploy in, defaults to false), SeepingOkay (whether to use "seeping" logic for whether a cell is "solid"-occupied, defaults to false), SameCell (whether to just deploy the object in the same cell regardless of all other considerations, defaults to false), PreferredDirection (if a local cell in this direction is usable according to SolidOkay and SeepingOkay, then that cell will be used instead of a random one), and Chance (the percentage chance the object will be deployed, defaults to 100). - [modding] Added a new part, TemperatureAdjuster, which alters local temperature. Its properties are: ChargeUse (the amount of charge used per turn active, defaults to 1), TemperatureAmount (the amount temperatures are adjusted per turn, defaults to 5), TemperatureThreshold (a temperature threshold for controlling when the part is active, defaults to 100), ThresholdAbove (if true, the part does not attempt to adjust temperatures that are at or above the TemperatureThreshold. If false, the part does not attempt to adjust temperatures that are at or below the TemperatureThreshold, defaults to true), AffectsSelf (whether the item adjust its own temperature, defaults to true), AffectsEquipper (whether the item adjusts the temperature of someone who equips it in any way, defaults to true), AffectsWearer (whether the item adjusts the temperature of someone who wears it as armor on the proper limb or limbs according to its Armor part, defaults to true), AffectsCarrier (whether the item adjusts the container's temperature when it is contained in an inventory, defaults to true), AffectsCell (whether the item adjusts the temperature of other objects in the same cell, defaults to true), AffectsAdjacentCells (whether the item adjusts the temperature of objects in adjacent cells, defaults to true), AlwaysUseCharge (if true, the item always consumes its ChargeUse amount even if it does not attempt to adjust any temperatures in a given turn, defaults to false), and IsEMPSensitive.
- [modding] Added a new part, Smartgun, which provides a bonus to missile weapon accuracy and missile weapon to hit (on a target in the cell aimed at only) if and only if the firer has a way of receiving the smartgun data. Its properties are: Level (the amount of bonus to accuracy and to hit, defaults to 1), ChargeUse, EquipperPropertyEnables (if the equipper's value for this intproperty is > 0, the smart data is considered received and the bonuses can take effect, defaults to "TechScannerEquipped"), EquipperEventEnables (if this event fired on the equipper returns false, the smart data is considered received and the bonuses can take effect, defaults to "HandleSmartData"), and IsEMPSensitive. This part integrates with BootSequence.
- [modding] Added a new part, HUD, which returns false for an event fired on its equipper and is intended for use with Smartgun. Its properties are: ChargeUse, EventHandled (the event the part returns false for on the equipper, defaults to "HandleSmartData"), IsEMPSensitive, and MustBeWorn. This part integrates with BootSequence.
- [modding] The DecoyHologramEmitter, ForceEmitter, Teleporter, and VibroWeapon parts now have the property IsEMPSensitive (defaults to true).
- [modding] The intproperty HitBonus on characters can be used to give them a to-hit bonus or penalty.
- [modding] The intproperty MissilWeaponAccuracyBonus now works when placed on the missile weapon in addition to the firer.
- [modding] The intproperty IncomingAimModifier on characters can be used to adjust (positive is a penalty, negative is a bonus) the aim of missile weapon attacks targeted directly on the character.
- [modding] The tag IdleObject is no longer needed for the idle system.
- [modding] Added a FearOnEat part that applies a fear effect to the eater at an attack strength and duration specified by the Strength and Duration properties.
- [modding] Made ConfuseOnEat allow the specification of the following properties: Strength, Duration, Level (die roll: confusion per mutation level), and BuildupTimeout (integer: number of turns before the effect overrides older ConfuseOnEat effects).
- [modding] Added a new part, TreatAsSolid, for projectiles. If projectiles encounter an object in their path matching TreatOnSolid's criteria, they treat it as impassable. Supported criteria are TargetPart (the object has this part) and TargetTag (the object has this tag), the latter with an optional TargetTagValue (the object has TargetTag tag with this value). The Hits property specifies whether the projectile hits the object and has a chance to damage it (defaults to true).
- [modding] Added a new part, DestroyContiguous, for projectiles. If projectiles encounter an object in their path matching DestroyContiguous's criteria, they roll to destroy it, and if successful, they roll to destroy objects matching the criteria in adjacent cells. Supported criteria are TargetPart and TargetTag, the latter with an optional TargetTagValue. The Chance property specifies the percentage chance for destruction (defaults to 100). The ChanceDegradation property is a cumulative reduction in the effective chance of destruction per hop to adjacent cells (defaults to 0).
- [modding] Added new parts GasOnHit and GasOnEntering for weapons and projectiles. Weapons that hits and projectiles that traverse through cells, respectively, spawn the gas specified in the Blueprint property at a density specified in the Density property (die roll specification). GasOnHit also includes the OnWielderHit property.
- [modding] Generalized GasAcid into GasDamaging. This new part includes the properties GasType (basic type tag like "Acid"), Noun (specifies the damage type in messages), ColorString (for tile rendering), MessageColor (applied to Noun in messaging), DamageAttributes (same as Attributes in MissileWeapon), TargetPart (only affects objects with this part), TargetTag (only affects objects with this tag), TargetTagValue (only affects objects with TargetTag and this value), TargetEquippedPart (only affects objects that have an item equipped with this part), TargetEquippedTag (only affects objects that have an item equipped with this tag), and TargetEquippedTagValue (only affects objects that have an item equipped with TargetEquippedTag and this value).
- [modding] Generalized StasisGrenade into DeploymentGrenade. This new part includes the following properties: Blueprint (the blueprint of the objects it creates), Duration (how long the objects last, defaults to permanent), Radius (integer radius it fills with objects), Chance (the percentage chance a given cell spawns an object, defaults to 100), AtLeast (a minimum number of objects to try to deploy when Chance is in use, defaults to 0), UsabilityEvent (an event that must be successfully broadcast to the cell it lands in in order for the grenade to work, defaults to null), AccessibilityEvent (an event that must be successfully broadcast to a given cell in its radius in order to deploy an object there, defaults to null), ActivationVerb (the verb used to describe the grenade activating, defaults to "detonates"), RealRadius (whether to deploy in a circular radius rather than the usual engine "square radius"), BlockedBySolid (whether solid cells block deployment, defaults to true), BlockedByNonEmpty (whether cells must be "empty" for deployment, defaults to true), Seeping (whether BlockedBySolid uses "seeping" logic, defaults to false), DustPuff (whether the grenade emits a dust puff when it activates, defaults to true), DustPuffEach (whether each deployed object emits a dust puff, defaults to false), and NoXPValue (whether deployed objects lose their XP values, defaults to true).
- [modding] Added a new CooldownAmmoLoader part, which makes a missile weapon require cooldown between shots. Supports the usual ProjectileObject property for loaders, a Cooldown property specifying the number of rounds, and a Readout property specifying whether the weapon shows a display of its remaining cooldown time (defaults to false).
- [modding] Added architecture to try to make multiple ammo loaders on a missile weapon coexist peacefully. Only one loader should be given a ProjectileObject. Use this to add the CooldownAmmoLoader with other loaders for weapons that need both ammo and a cooldown time.
- [modding] Added an AIShootCooldown part for missile weapons. Its Cooldown only applies when creature AI uses the weapon.
Hey all, Brian and I (Jason) are attending the Game Developers Conference in San Francisco next week, so there won't be a patch on Friday. We'll resume the weekly patch schedule the following week. There are also some big, exciting feature arcs on the horizon—alternate starts with procedural villages and a new side quest—but they need some more time to bake. For now: live and drink, friends.
- Some albino apes you encounter are now traveling toward Oboroqoru's lair.
- Some feral dogs you encounter are now traveling toward humanoid settlements.
- Some goatfolk you encounter are now traveling toward goatfolk villages.
- Figurines depict creatures from across Qud.
- Possible figurine materials include copper, silver, gold, agate, topaz, jasper, amethyst, sapphire, emerald, and peridot.
- Wielding figurines bestows bonus reputation for each of the depicted creature's factions.
- Figurine value and bonus reputation depends on the rarity of its material.
- In Contemplation of Eons
- Perform the water ritual with Oboroqoru, Ape God.
- Three-Sludge Monte
- Kill a trisludge.
- Five-Sludge Monte
- Kill a pentasludge.
- Ten-Sludge Monte
- Kill a decasludge.
- What With the Disembowelment and All
- Find one of Argyve's old apprentices.
- Gemini
- Wield Caslainard and Polluxus.
- Donation Level: Kasaphescence
- Make an offering at the Sacred Well of an artifact worth at least 200 reputation.
- Leap, Frog.
- Convince a frog to teach you how to jump.
- Six Arms None the Richer
- Have six arms.
- Synolymb
- ???
- Free Falling
- ???
- Hole Like a Head
- ???
- Cosmo-Chrononaut
- ???
- Psst.
- ???
- That Was Nice
- ???
- Becoming loved by a faction
- Inventing a new recipe
- Successfully cooking with neutron flux
- Getting one of your limbs dismembered
- Eating a creature's face (raw)
- Imbuing an inanimate object with life
- Legendary chefs are now interested in learning your recipes during the water ritual.
- Added mini restaurant tents to the Stiltgrounds, each with a chef. You can buy cooking ingredients, buy a cookbook, or sample one of the meals from the cookbook at the chef's oven. All Stiltground restaurant ovens also serve Hot and Spiny.
- The restaurant signs currently use the same pepper icon as apothecaries. They'll get an updated sign soon.
- You'll find their kitchens as new overland encounters.
- Each kitchen contains an oven where you can sample the chef's dishes.
- Chefs may share one of their recipes during the water ritual.
- Each chef sells a personalized cookbook.
- Reduced save file size by 30-90% across the board, but late games benefit more.
- Greatly improved memory use in late games.
- Fixed several issues causing objects to memory leak in late games.
- Fixed several issues that caused more zones than necessary to be loaded into memory.
- You can bask in the sunlight instead of eating a meal to gain a special metabolizing effect: +(20 + mutationLevel*4)% regeneration and +(mutationLevel + 3) / 2 Quickness.
- This effect doesn't stack with other metabolizing effects and lasts for a limited time. If you're underground, you'll have to return to the surface to bask in the sunlight again.
- Level 1-4 duration: 1 day
- Level 5-8 duration: 2 days
- Level 9+ duration: 3 days
- You accure starch and lignin that you can use as special ingredients in meals you cook. You accrue 1 serving of each for every six hours in the sunlight, up to a maximum based on your mutation level.
- Level 1-4 max servings: 1 serving of each
- Level 5-8 max servings: 2 servings of each
- Level 9+ max servings: 3 servings of each
- The potency of your starch and lignin increases with mutation level.
- Instead of becoming famished when you haven't eaten or basked in the sunlight for a while, you wilt (-10% regeneration, -5 Quickness).
- +200 reputation with roots, trees, vines, and the Consortium of Phyta
Roguelikes have a tradition of using survival mechanics like hunger and thirst to egg the player onward. The cultural importance of water in Qud makes thirst an interesting mechanic, but our previous hunger mechanic didn't quite meet our standards. We redesigned the hunger system and added a procedurally-driven cooking system. Our goal is to evoke the unique cultural role food plays in civilization and how that role is manifested in the strange and biodiverse world of Qud.
- After a day without eating, you become hungry (no penalty). After another day without eating, you become famished (-10 Quickness). Thirst is unchanged.
- The primary way to sate hunger now is to cook at a campfire. You can interact with campfires with the use key.
- As long as you aren't in combat, you can make camp (see your abilities screen). This starts a campfire.
- As long as you aren't in combat, you can whip up a basic meal at a campfire. This costs no resources and sates your hunger, even if you're famished.
- Occasionally, the meal you whip up is especially tasty and grants you a small bonus for the rest of the day.
- If you have special ingredients in your inventory, you'll occasionally use them when whipping up a meal. They grant dynamically-generated effects.
- You can eat up to three times before you are too full to eat, but only the first meal has the chance to be tasty. This three-meal cap is relevant for the Cooking and Gathering skill, described below.
- You can still eat food out of your inventory to supplement campfire cooking.
- Most foods are now snacks, which sate a few hours of hunger.
- Corpses count as full meals, but you can no longer bring yourself to eat them unless you're famished (or a carnivore...).
- If you eat corpses or raw meat, your hunger is sated, but you become ill for 12 hours.
- We removed auto-eat.
- Fresh food spoilage is coming later.
- Hunger status is ignored while traveling on the world map, as we assume you're cooking meals along the way.
- However, if you travel more than one world map tile, you'll be hungry when you come back down to a local map.
- Traveling overland is a bit more difficult now; lost rates have increased.
- Crossing the salt desert on the overland map takes much longer now in game time (and water consumption).
- We adjusted food quantities throughout the world to account for the new hunger system.
- You can learn Cooking and Gathering from the Kyakukyans.
- If you have Cooking and Gathering, you get three new options in the campfire menu: cook with ingredients, cook from a recipe, and preserve fresh foods.
- Cook with ingredients:
- Cooking a meal with ingredients bestows a dynamically-generated effect for the rest of the day.
- You can cook with up to two ingredients (three if you have the Spicer skill power).
- Cook from a recipe:
- We added handwritten recipes and procedurally-generated recipes.
- We added procedurally-generated cookbooks with procedurally-generated recipes.
- Cooking a meal from a recipe bestows a particular effect. You learn recipes from cookbooks or by performing the water ritual with NPCs.
- You can share recipes during the water ritual.
- Each village has a signature dish that its residents are willing to share in the water ritual. For example, share water with Mehmet or Elder Irudad to learn to cook Apple Matz.
- Preserve fresh foods:
- We added a whole bunch of cooking ingredients, with tiles and descriptions. In general, you create them by harvesting and butchering food, then preserving it at a campfire.
- We converted some existing foods and liquids into cooking ingredients. Some foods can be cooked fresh. (limbs? heads? faces?)
- We added kippers to the Stiltgrounds who sell preserved cooking ingredients. There's always a kipper tent in the southeast corner of the Stiltgrounds.
- We changed the sign used for Stiltgrounds honey merchants (it's a bee now) and made the old one (a bottle) the sign for kippers.
- The final Cooking and Gathering skill power is Carbide Chef.
- With Carbide Chef, whenever you gain a level or 5% of the time you explore a new map, you become inspired to cook a meal (lasts for two days). While inspired, the next time you cook a meal by choosing ingredients, you get a choice of three dynamically-generated effects to apply. You create a recipe for the chosen effect.
- Harvest Plants is now a toggleable passive power like Butcher Corpses.
- Plants, meat, and organs you harvest and butcher can now be preserved at campfires and turned into cooking ingredients.
- We adjusted all the harvestable and butcherable item frequencies to account for these changes.
- You'll occasionally harvest or butcher items that previously required the Master skills at a low rate.
- Ripe plants now appear as a different color than their non-ripe counterparts.
- Ripe plants now appear on the alt overlay if you have the Harvestry skill.
- We added some new harvestable and butcherable items.
- Carnivores can eat raw meat without getting sick.
- Carnivores don't need to be famished to eat meat.
- Raw meat and meals cooked with meat are especially tasty to carnivores (increased chance for small bonus).
- Carnivores get no satiation from non-meat foods and may get ill from eating them.
- Carnivores can't cook with plant ingredients.
- Removed the Ravenous defect.
- Updated the Fasting Way and Mind over Body skill powers to work with the new hunger system.
- Reduced the cost of Fasting Way, Conatus, and Mind over Body.
- We tweaked the caste and subtype starting skills to account for new cooking, harvestry, and butchery.
- Added a bunch of detail to the Wayfaring skill power descriptions.
- Made harvestable witchwood rarer.
- Added an option for auto-drink threshold.
- Gave Svenlainard some preserved cooking ingredients.
- Updated dreadroots' tile and harvest properties.
- Updated the following UIs: turret selection, mine selection, recharge cell selection, book depositing, cell replacement, and pick-one-item quest reward selection.
We're putting the cooking patch up on the beta branch. If you'd like to help us test it, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. Please leave your feedback here! If you'd rather wait for the full patch release, we understand. It's coming with more recipes, more ingredients, more polish, and more of the kinks ironed out, in a couple weeks.
- After a day without eating, you become hungry (no penalty). After another day without eating, you become famished (-10 Quickness). Thirst is unchanged.
- The primary way to sate hunger now is to cook at a campfire. You can interact with campfires with the use key.
- As long as you aren't in combat, you can make camp (see your abilities screen). This starts a campfire.
- As long as you aren't in combat, you can whip up a basic meal at a campfire. This costs no resources and sates your hunger, even if you're famished.
- Occasionally, the meal you whip up is especially tasty and grants you a small bonus for the rest of the day.
- If you have special ingredients in your inventory, you'll occasionally use them when whipping up a meal. They grant dynamically-generated effects.
- You can eat up to three times before you are too full to eat, but only the first meal has the chance to be tasty. This three-meal cap is relevant for the Cooking and Gathering skill, described below.
- You can still eat food out of your inventory to supplement campfire cooking.
- Most foods are now snacks, which sate a few hours of hunger.
- Corpses count as full meals, but you can no longer bring yourself to eat them unless you're famished.
- If you eat corpses or raw meat, your hunger is sated, but you become ill for 12 hours.
- We removed auto-eat.
- Fresh food spoilage is coming soon.
- Hunger status is ignored while traveling on the world map, as we assume you're cooking meals along the way.
- However, if you travel more than one world map tile, you'll be hungry when you come back down to a local map.
- We adjusted food quantities throughout the world to account for the new hunger system.
- If you have Cooking and Gathering, you get three new options in the campfire menu: cook with ingredients, cook from a recipe, and preserve fresh foods. We'll list the details in the patch notes when we launch the full patch. Until then, if you're interested, go try them out!
- You can learn cooking from the Kyakukyans.
- Cooking a meal with ingredients bestows a dynamically-generated effect for the rest of the day.
- Cooking a meal from a recipe bestows a particular effect.
- We added a whole bunch of cooking ingredients. In general, you create them by harvesting and butchering food, then preserving it at a campfire.
- We added a kipper tent to the southeast corner of the Stiltgrounds. He sells some preserved cooking ingredients. We'll likely change his inventory before the full patch is released.
- You can share recipes during the water ritual.
- Share water with Mehmet or Elder Irudad to learn Joppa's favorite dish, apple matz.
- We simplified Harvestry and Butchery. They're now each a single power under the Cooking and Gathering tree.
- Harvest Plants is now a toggleable passive power like Butcher Corpses.
- Plants, meat, and organs you harvest and butcher can now be preserved at campfires and turned into cooking ingredients.
- We adjusted all the harvestable and butcherable item frequencies to account for these changes.
- Ripe plants now appear as a different color than their non-ripe counterparts.
- We added some new harvestable and butcherable items.
- We tweaked the caste and subtype starting skills to account for new cooking, harvestry, and butchery.
Check out this update to our November patch schedule.
- Renamed 'Status' screen to the more appropriate 'Character Sheet'.
- To access your active effects, either navigate to 'active effects' on your Character Sheet, or bind the 'Open Active Effects' command in the Keybindings menu.
- To access the active effects of another creature or object, hit 'e' while looking at it.
- Added descriptions for all 100+ status effects.
- Changed the name of the 'spectacles' effect to 'corrected vision'.
- Changed the name of the poison gas effect to 'poisoned by gas'.
- Changed the name of the stun gas effect to 'stunned by gas'.
- Equipping an item in your thrown slot no longer costs a turn.
- Automatically unequipping an item when you equip another item no longer costs an extra turn.
- Splitting a stack of items into multiple stacks no longer costs a turn.
Hello friends, We have an update about our upcoming patch schedule. We're in the midst of implementing our cooking design. It's a strange, new system that—in a very Qud-like way—combines material that's both handwritten and procedurally generated. Part of the design is a novel system for procedurally generating recipes and status effects. We like where it's going, but we don't quite feel that it meets our standards just yet. Rather than rush it out the door, we're going to take a bit more time to bang on it & get it to a place we're happy with. So instead of posting the cooking patch next Wednesday, we're going to post a normal patch early next week, probably Tuesday, and keep working on cooking. We'll release it after the holiday, sometime in early December. We may also release a small patch or two in the intervening time. Thank you, community, for continuing to live & drink (and soon, eat) in Qud.
- Mutagenic Mastery
- Advance a mutation to level 15.
- Biographer
- Learn the complete history of a single sultan.
- Cubic and Wisest Human
- Activate a time cube.
- Go on. Do it.
- Wield the amaranthine prism.
- Tongue in Cheek
- ???
- Footloose
- ???
- Oathbreaker
- ???
Greetings, wayfarers. We wanted to take a moment to communicate our patch schedule for November, which will deviate slightly from our weekly patch cadence due to behind-the-scenes work on the Cooking feature arc and some time spent traveling. Here's our plan:
- Nov. 3rd (this friday): small patch
- Nov. 10th and Nov. 17th: no patches
- Around Thanksgiving (Nov. 22nd): big patch with cooking and the revamped hunger system
- "The mouths on your skin begin to mumble coherently, revealing the wisdom of a trillion microbes."
- The Laws of Physics Are Mere Suggestions, Vol. 1
- Violate the Pauli exclusion principle.
- Eat an Entire Bear
- Kill a bear and eat it. Just eat an entire bear.
- To Thine Own Self Be True
- Wear your own severed face on your face.
- Friend to Fungi
- Host three different fungal infections at once.
- Goat Simulator
- Project your mind into a goat's body.
- The Spirit of Vengeance
- Recover the Ruin of House Isner.
- Knight Conical
- Recover Stopsvalinn.
- Love at First Sign
- Fall in love with a sign.
- Pyramid Scheme
- Kill a chrome pyramid.
- Dark Tidings
- Foresee your own death.
- Love Thyself
- Fall in love with yourself.
- A Bond Knit with Trust
- Become loved by a faction.
- The Woe of Joppa
- Become hated by the villagers of Joppa.
- Peekaboo
- Become loved by newly sentient beings.
- Jawsnapper
- Kill 100 snapjaws.
- Starry Demise
- Be crushed under the weight of a thousand suns.
- Quiet This Metal
- Speak to the alchemist.
- Your Thirst Is Mine, My Water Is Yours
- Perform the introductory water ritual 100 times.
- Proteus
- Have 10 mutations.
- Welcome to Qud
- ???
- On the Rocks
- ???
- Your Better Half
- ???
- You Are Becoming
- ???
- You Became
- ???
- Say No More
- ???
- Metal Pedal
- ???
- You Are What You Eat
- ???
- Shoot.
- ???
- Litteratus
- ???
- So Powerful is the Charm of Words
- ???
- If you helped us test the achievements, you can wish for "clearach!!!" to clear your achievement progress.
- Added a new implant: force modulator.
- As a true kin, you can now choose to start without cybernetics and license tier 0 in exchange for +1 Toughness.
- Randomly generated true kin now occasionally start with no cybernetics.
- Reduced the movespeed bonus from motorized treads from +100 to +50. The new bonus means you'll move twice as quickly as you do with 100 movespeed (each point above 100 reduces the energy cost of moving by 1%). This was the intended behavior all along.
- You no longer prefer to attack with an equipped hand over your fist if you've cybernetically upgraded your fists.
- You can no longer pick up becoming nooks and cybernetics racks.
- Implants are no longer improperly installed when you cancel out of the installation menu.
- Fixed an issue during implant installation that caused the implant to be installed on the first body part listed regardless of which body part was selected.
- You now properly automatically ID artifacts when you have optical technoscanner installed.
- Matter recompositer now properly teleports you to explored tiles only.
- You should no longer get "the way is blocked" messages when using matter recompositer.
- You no longer get a blank popup when you share secrets with Putus Templar.
- Unidentified implants should no longer have "[implant]" in their names.
- Fixed an issue building the new Cybernetics Ward in Bethesda Susa.
- Fixed an issue causing some maps to fail to build on OS X and Linux.
- Cybernetics are still only available to true kin.
- We added dozens of new cybernetic implants.
- Implants are installed onto body parts at cybernetic terminals called 'becoming nooks'. Potential body parts include: head, face, body, back, arm, hands and feet. Unlike old implants, these new implants do not occupy equipment slots.
- A few implants actually do occupy equipment slots.
- You can view your installed implants on the new Cybernetics tab of the Equipment screen. The tab doesn't appear if you have no implants installed.
- Implants must be identified before you can install them.
- Only one implant can be installed per body part.
- Some implants can be installed on one of several body parts.
- Each implant has a license point cost associated with it. The total number of license points across all your installed implants can't exceed your license tier.
- True kin start with a license tier of 2. You can upgrade your license tier at a becoming nook by spending cybernetic credits.
- You can install and uninstall implants freely at a nook, as long as you remain at or below your license tier.
- Uninstalled implants go into your inventory. Some implants are destroyed when uninstalled, however. Other implants can't be uninstalled. All this info is in the implant's description.
- When installing implants at a becoming nook, the implants must either be in your inventory or the nook's rack.
- There are some preset becoming nooks in the game. They also have the chance to appear in certain types of procedurally-generated ruins. Becoming nooks usually have implants in their nook racks.
- Implants themselves can also appear as rare loot.
- Per the Eaters' architecturally tastes, becoming nooks are usually found along side statues of implanted Eaters.
- Most cybernetic credit wedges are now placed in preset locations throughout the world, but they also can appear as very rare loot.
- True kin can pick one implant from a subset of the implants to start with at character creation.
- The list of starting implants includes generic ones and a unique implant for each arcology only available to characters from that arcology.
- Added a new journal category: Ruins with Becoming Nooks.
- Some factions, but especially the Putus Templar, now share the locations of ruins with becoming nooks as secrets.
- Balanced the Templar's water ritual credit wedge gift for the new system.
- Reduced true kin's starting attributes by 2.
- Added a whole bunch of minor stuff in support of this patch.
Hey everyone, We've been working on a big update to cybernetics and a few other long-term features. Because of this, and since Alphabeard will be out of town for a few days starting Friday, we're skipping this week's patch. The cybernetics patch is coming soon... our target date is Friday, September 1st. We'll likely post a smaller update next Friday (8/25). Until then, live and drink!
- Freezing Hands: reduced the magnitude of the temperature decrease and reduced damage from (level)d4 to (level)d3+1.
- Flaming Hands: slightly reduced the magnitude of the temperature increase and reduced damage from (level)d6 to (level)d4+1.
- Robots now bleed oil.
- Plants now bleed sap.
- Oozes now bleed slime.
- BleedLiquid, ex:
- BleedColor, ex:
- BleedPrefix, ex:
- urberry
- brinestalk
- tanglewood tree
- swarmshade tree
- [redacted]
- [redacted]
- [redacted]
- [redacted]
- [redacted]
- New item mod that shows up in very particular circumstances: extradimensional.
- [redacted]
- [redacted]
- [redacted]
- [redacted]
- You can choose to watch the psyches of your enemies radiate into nothingness.
- [redacted]
- [redacted]
- [redacted]
- [redacted]
- [redacted]
- [redacted]
- [redacted]
- New food item: humble pie. Why be full of yourself when you can just be full?
Steam isn't processing updated builds at the moment; the patch will go live whenever the system goes back online.
Because we're doing behind-the-scenes work on some of the larger feature arcs, and because the week was shortened by the 4th of July holiday, we're going to skip this week's patch. We'll be back to the regular schedule next Friday. In the mean time, live and drink!
- You no longer fall in love with every sign you read.
- Added a new tonic: love tonic.
- Currently, overdosing on a love tonic causes you to erupt into flames. This may change soon.
- Added platinum as an unidentified tonic color.
- You can now stab people with injectors during melee combat. You must penetrate their armor to successfully inject.
- elastyne skin suit
- elastyne skull cap
- starapple
- apple farmer's daughter
- great saltback
- great saltback corpse
- honey skunk
- great magma crab
- Added item weight to inventory item lines and category tabs.
- Added an indicator for current weight and total carry capacity.
- Scroll positions now properly stick after manipulating an item.
- Ctrl+D now drops the currently selected inventory item.
- Ctrl+A now eats the currently selected inventory item.
- Ctrl+R now drinks the currently selected inventory item.
- Ctrl+P now applies the currently selected inventory item.
- Fixed the thrown weapon slot not being equippable by clicking.
- Added an icon for meds.
- Changed the icon for tools.
- Some penetration bonuses on weapons were bugged, such as the +1 and +2 bonuses axes and cudgels got, respectively. We fixed these bugs, but we removed the axe and cudgel bonuses since they're part of an older design. Instead, we replaced them with different critical hit behavior for each weapon class.
- Cudgels now get +1 penetration and daze on critical hits.
- Axes now get +1 penetration and cleave on critical hits.
- Long blades now get +3 penetration on critical hits.
- Daggers now get +1 penetration and cause bleeding on critical hits.
- We tweaked all melee weapon stats to account for these changes.
- Two-handed weapons now grant a flat +1 penetration bonus instead of having a higher strength mod cap. Their damage was also shifted up a tier.
- The sharp melee mod works again.
- Gaslight kris and gaslight flyssa work properly again.
- We also tweaked some of the melee weapon skills.
- Axe: The Cleave penalty is now capped at half your strength mod, rounded up.
- Short blade: Shank's cooldown is now 10 rounds if you shank from your primary hand. It's still 20 otherwise.
- Short Blade Proficiency now grants +1 to hit and you make primary-hand short blade attacks as if your quickness were 25% higher. This means you make five attacks for every four that your normal-speed opponents make. These faster primary-hand attacks can trigger offhand attacks.
- Long Blade: Reduced Improved Aggressive Stance's to-hit penality from -4 to -3.
- You don't get AV or DV from equipment that's equipped on a secondary appendage, but you do get other bonuses, such as +resistances or +stats. This is the same logic as before, but it works more consistently now.
- Secondary appendages are now marked with a grey 'x' on the equipment screen in the original UI (but not yet the new UI).
- Almost always, a secondary appendage corresponds to a second (or third, or fourth) copy of an existing appendage, denoted with '(2)' in the appendage name. The exception is if a creature with no arms, say, gets its first set of arms; those arms will be secondary.
- Hands (2) no longer appears before Hands in the new equipment screen UI.
- Charge now properly applies its penetration bonus.
- Horns now uses its mutation level to determine its to-hit bonus instead of your Agility modifier.
- When you have Helping Hands equipped and you attack with empty robo-fists, they use Helping Hands' flat Strength score of 23 instead of your own strength score.
- Fixed an issue where sprinting didn't properly apply melee to-hit penalties.
- Removed the vestigial HitDice property from melee weapons.
- Some penetration bonuses on weapons were bugged, such as the +1 and +2 bonuses axes and cudgels got, respectively. We fixed these bugs, but we removed the axe and cudgel bonuses since they're part of an older design. Instead, we replaced them with different critical hit behavior for each weapon class.
- Cudgels now get +1 penetration and daze on critical hits.
- Axes now get +1 penetration and cleave on critical hits.
- Long blades now get +3 penetration on critical hits.
- Daggers now get +1 penetration and cause bleeding on critical hits.
- We tweaked all melee weapon stats to account for these changes.
- The sharp melee mod works again.
- Gaslight kris and gaslight flyssa work properly again.
- You can sit on chairs.
- You can smoke from hookahs.
- You cat light fires at campfire remains.
- You can put out campfires.
- You can now sleep in bedrolls.
- Added a tile for conveyor drive units.
- Added a tile for conveyor belts.
- Animated conveyor belt tiles.
- Reduced baseline memory usage by about 25%.
- Fixed several memory leaks.
- Slightly reduced saved game file sizes.
- open and close wooden door
- open tech door
- hover over UI element
- acquire a fungal infection
This week, we're introducing two new feature arcs that have been in development for a few months. The first is the Journal. As you play Caves of Qud, you accumulate a bounty of knowledge. We added a journal that tracks important locations you discover, gossip and lore you come across, historical snippets you learn about ancient sultans, and your character’s chronology. You can also add your own notes to the journal and keep track of interesting places on the world map. The second is the Water Ritual. The reputation system lets you befriend any of Qud’s sixty plus factions by treating with or slaying faction leaders. We expanded the rewards for earning high reputation and gave more cultural texture to the process by adding the water ritual, a custom based on sharing precious fresh water with a faction leader to secure a bond with their kinfolk. When you engage in the water ritual with a faction leader, you can spend reputation to learn secrets that get logged in your journal, earn rewards specific to that faction, or recruit the leader to your party. The details are below.
- The journal has five tabs.
- Locations.
- The locations tab lists locations you learn about in game, categorized by type.
- When you learn a new location, it'll appear in this tab. You can learn locations by finding them yourself or by learning about them via another method, like the water ritual.
- When you go to the world map, there's a marker on the worldmap tile that's home to the location. The description of the worldmap tile includes all the location notes it contains.
- The alt display on the worldmap shows an alternate icon for locations with notes.
- You can toggle off the worldmap markers for a category by hitting Tab on the Locations tab.
- When you enter into a category, you see all the locations of that category and their distance in parasangs to the nearest landmark. 1 parasang = 1 worldmap tile.
- You can hit Tab or Space on a specific location to track it on the worldmap. When a location is tracked, it appears green and flashing.
- You can enter your own notes on the Locations tab by typing +. Your notes appear under the Miscellaneous category.
- You can delete notes with -.
- Gossip and Lore. Currently, this tab contains any gossip you learn through the course of the game. Gossip is a type of secret that you can learn during the water ritual. See notes on the water ritual below.
- Sultan Histories. When you reveal a secret about a sultan, it appears in this tab categorized by the sultan's name. As you reveal more secrets, they'll appear in chronological order.
- Chronology. This tab tracks the narrative of your character's life. This is the same chronology that appears in your death summary. You can add or deleted player-added entries by typing + or -.
- General Notes. Use this tab to add any additional notes you'd like. Example: "I hate the crab."
- Locations.
- As part of the conversion of character knowledge to journal entries, we refactored world generation and the location discovery process. When you discover a special location, such as a ruined site, historic site, goatfolk village, lair, merchant, pig farm, super secret location, etc, it'll be added to your journal now.
- If you descend from the worldmap to a tile with a location note, you have the option to descend directly to that location.
- Added procedurally-generated names for goatfolk villages and ruined sites.
- You begin the water ritual through conversation with a faction leader. You'll know faction leaders by the backstory relationships they have with other factions when you look at them.
- You start the ritual by sharing 1 dram of (usually) water with the faction leader. If you do, you gain 100 reputation with the leader's faction, and you gain or lose reputation with factions that like or dislike the leader, respectively.
- Once you're engaged in the water ritual, you have several options. Here are some of the common ones.
- Share a secret.
- Depending on the types of secrets this faction is interested in, you may be able to share a secret with the leader. Check out the right column of the Reputation screen to see what types of secrets each faction is interested in trading. Potentially sharable secrets include anything in the Locations, Gossip and Lore, or Sultan Histories tabs of your journal. If a leader is interested in your secrets, you'll get a choice of a few to share. If you share one, you get reputation with the faction leader. Each leader only has a certain amount of bonus reputation they can give you toward their faction.
- You can only share each secret once. Once you do, it's out in the world.
- You can't share a secret with the faction you learned it from. Who you learned each secret from and who you shared it with are listed in your journal.
- Learn a secret. The leader shares a secret with you. The type of secret depends on the faction.
- Share gossip. Factions tend to want to hear gossip about themselves. If you have some, they'll reward you with extra reputation.
- Learn a skill. Faction leaders can teach certain skills in exchange for reputation.
- Join the party. In exchange for a lot of rep, most leaders are willing to join your party.
- Special (oooo). Some factions have special rewards.
- Share a secret.
- Added a new skill: Customs & Folklore.
- Tactful (150 sp, 19 int): Whenever you start the water ritual with a new creature, you get an extra 25 reputation.
- Trash Divining (150 sp, 21 int): Whenever you rifle through trash, there's a 5% chance you piece together clues and discover a random secret.
- Lowered starting reputation with the villagers of Joppa and Fellowship of Wardens.
- Changed the logic for finding directions. Now, only humanoid creatures can give you directions if you're lost.
- Fixed an issue with the new input manager not detecting gamepad stick x-axis movement properly.
- Fixed an OSX launch issue.
- Fixed a rare exception instantiating Sheba Hagadias.
Hey all, We're skipping this week's patch so we can focus on two big feature arcs that we plan on releasing next week. The first is the Journal, a UI for all the knowledge you accumulate over the course of a playthrough, which we're integrating with a note-taking UI on the world map. The second is the Water Ritual, the practice of sharing precious freshwater with a faction leader to secure a bond with their kinfolk. You'll be able to share secrets, ask for gifts, be taught skills, recruit party members, and earn other rewards by bartering reputation. We're excited to share these features soon!
- humanoids
- apes
- antelopes
- most other mammals
- robots
- crabs
- oozes
- unshelled reptiles
- tortoises
- fish
- arachnids
- birds
- worms
- plants
- bear
- barkbiter
- all the cragmensch
- Added a message when there are no available autoexplore paths to the remaining explored areas on the map.
- Added a message when autoexplore stops due to a hostile creature.
- Fixed some cases where you'd take an extra step after seeing a hostile creature.
- Autoexplore no longer factors in unexplored wall tiles into its pathfinding.
- Fixed an issue caused by unreachable tiles becoming reachable via terrain modification.
- Autoexplore now visits tiles with trash in them if you have the Tinkering power 'Scavenger'.
Hey there,
We put together a website to share info about the game and showcase a few stories from the world of Qud. Most importantly, we created a release roadmap that includes all the feature arcs we're working on, plus the ones we've already completed, during Early Access. We'll continue to update the roadmap as we complete more feature arcs.
Here it is! http://www.cavesofqud.com/roadmap/
- Added a new high-tech item, nano-neuro animator, that makes a nearby wall or door sentient (it'll support more inanimate objects soon).
- Added a cheaper, consumable competitor for the nano-neuro animator: Spray-a-Brain.
- Added body types and body parts for animated walls and doors.
- Added a faction: newly sentient beings.
- There's now a very small chance that any given wall or door is sentient.
- Rebinds are now be properly saved between sessions.
- Improved the 8-way directional sensitivity.
- D-pad left and right now scroll through your activated abilities.
- While scrolling through abilities, 'X' activates the selected ability. Left trigger + 'X' enters the ability screen.
- Next page and previous page bindings now work properly.
- Menu navigation directions now repeat when held.
- You can now navigate to the "buy a new mutation" option on the character screen.
- Holding the Alt button while moving now force attacks in that direction.
- There are now force attack action bindings.
- Added key repeat delay and rate sliders to the Controls options menu.
- Trade bindings now work properly.
- Fixed canceling causing double input on several screens.
- Fixed the pick direction screen not accepting diagonal inputs.
- Added a new options menu: Controls. You can access key bindings and enable the new input manager from this menu.
- The default movement mapping is: left stick to point in a direction + right trigger to move. You can also hold down right trigger and point the left stick around to move quickly.
- You can also rebind to direct movement. If you do, the Move North/South/East/West commands tilt 45 degrees right when you hold the Alt button (left trigger by default). So, to move NE, you hold left trigger and move north.
- These are the current default mappings on an Xbox controller.
- left stick + right trigger: move
- A: interact
- B: get
- X: ability menu
- Y: walk (move in a direction until you hit a wall)
- left bumper: wait a turn
- right bumper: fire missile weapon
- dpad up: go up stairs or to the worldmap
- dpad down: go down stairs or to the local map
- right stick: look
- click right stick: reload missile weapon
- select: menu
- start: inventory
- left trigger + B: get nearby
- left trigger + Y: autoexplore
- left trigger + left bumper: rest until healed
- left trigger + right bumper: throw
- pocketed vest
- black, ash-stained, and cloth robes
- furs
- woven and vine-weave tunics
- wool kilt
- crude and filthy toga
- bark armor
- ring mail
- basic toolkit
- stun rod
- box of crayons
- Joppa and Grit Gate recoilers
- iron mace
- grenades
- albino monkey braid
- The new overlay inventory is now also used for item pickup and container manipulation.
- Item filters now entirely hide the filtered categories.
- Item filter buttons now properly respond to the 'use' key.
- You can page up and down now.
- You can use + and - to open and close item categories.
- Items are now properly sorted alphabetically.
- Fixed several filter icons in the inventory list.
- Fixed some issues with scrolling through the inventory list or the paper doll.
- Updated the look and behavior of many graphical elements.
- Item selection is now properly restored when the screen refreshes.
- If the overlay UI and inventory are enabled, the original equipment screen doesn't appear when you tab through your character screens.
- wings
- carapace
- horns
- stinger
- quills
- burrowing claws
- flaming and freezing hands
- Display vignette
- Display scanlines
- Brightness level
- Contrast level
- Equipment is manageable via a drag-and-drop procedurally generated paper doll based on your character's body
- Left click to bring up the item's interaction window
- Right click to view an item's tooltip
- Filter buttons along the top allow you to quickly filter to specific categories
Jason is attending the Game Developers Conference (GDC) this week, so the Feature Friday patch will be a bit smaller than usual. Also, if you're a roguelike fan and you're in between Qud runs, check out our friend Ibology's brand new roguelike, The Curse of Yendor. http://store.steampowered.com/app/576420/
- Added hatter, glover, armorer, and haberdasher tents to the Stiltgrounds.
- Added legendary hatter, glover, armorer, and haberdashers. You'll find their workshops as new overland encounters.
- Added legendary shoemakers (and their hired guards).
- Each legendary merchant has a distinct maker's mark that they use to brand their artisan wares.
- Added a new faction: merchants' guild.
- insects
- oozes
- crabs
- reptiles
- humanoids
- fish
- worms
- baboons
- various animal factions
- various plant factions
Hi, I'm ptychomancer, the other core Caves of Qud dev. Here are some patch notes.
- Short Blade Proficiency: You get +2 to hit with short blades.
- Bloodletter: Your short blade attacks that penetrate have a 75% chance to cause your opponent to bleed (0-1 damage per turn. toughness save; difficulty 20 + your agility modifier). The opponent saves to stop bleeding each round, and the save difficulty decreases by 1 each round. This effect can stack a number of times equal to 1 plus your agility modifier.
- Jab: When you wield a short blade in your offhand, you make offhand attacks twice as often. This bonus applies to organic hands (natural and mutated) but not robotic hands.
- Hobble: You make an attack with a short blade in your primary hand, looking for a weak spot in your opponent's armor. If you hit, you penetrate exactly once and hobble them (-50% movespeed for 16-20 rounds).
- Pointed Circle: Whenever you juke an opponent while wielding a short blade in your primary hand, you make a free attack. If you have Bloodletter, the attack's chance to cause bleeding is 100%.
- Rejoinder: Once per turn, when an opponent misses you with a melee attack, there's a 40% chance you make a free attack with a short blade you're wielding.
- Shank: Activated; cooldown 20. You make a melee attack with a short blade in your primary hand (preferred) or offhand. If you hit, the attack gets +2 penetration for each negative status effect your opponent suffers from.
- Reduced Juke's cooldown to 40 rounds.
- Reduced Juke's skillpoint cost to 200.
- Tumble now reduces Juke's cooldown to 20 rounds.
- Reduced Tumble's skillpoint cost to 150.
- Aggressive stance and dueling stance now bestow their bonuses on short blades you have equipped, as long as you have a long blade equipped in your primary hand.
- Eunuchs start with Hobble instead of Shank.
- beguiling a creature
- proselytizing a creature
- renaming a follower
- discovering the location of a historic site
- visiting a historic site
- recovering (some) historic relics
- Cudgel Proficiency: You get +2 to hit with cudgels.
- Bludgeon: Whenever you hit with an cudgel, there's a 50% chance to daze your opponent (-4 int, -4 agi, -10 movespeed) for 3-4 rounds. If you daze a dazed opponent, they're stunned for 1 round instead (cannot take actions and 0 DV).
- Conk: Activated; cooldown 10. You make an attack with a cudgel at an adjacent opponent. If you hit, you automatically daze your opponent. If your opponent is already stunned, you instead knock them unconscious for 30-40 rounds (unconscious opponents wake up dazed when they take damage).
- Backswing: Whenever you miss with an axe or cudgel attack, there's a 25% chance you make an additional attack. You can't backswing off a missed backswing.
- Slam: Activated; cooldown 50. You make an attack with a cudgel at an adjacent opponent at +1 penetration. If you hit, you slam your opponent backwards up to 3 spaces, pushing other creatures and breaking through walls if their AVs are less than 10 times your strength modifier. Opponents who get pushed are stunned for 1 round plus an additional round for each space pushed. Opponents who are pushed through or against walls take extra weapon damage for each wall. Colossal opponents don't get pushed but are still stunned for 1 round. You can also use this power to destroy a wall or door if its AV is less than 10 times your strength modifier.
- Demolish: Activated; cooldown 100. For the next 5 rounds, your chance to daze with cudgel attacks is 100% and Slam has no cooldown. To use Demolish, Slam must be off cooldown, and using Demolish puts Slam on cooldown.
- Axe Proficiency: You get +2 to hit with axes.
- Cleave: Whenever you hit an opponent with an axe, there's a 75% chance you cleave their armor, giving them a -1 penalty to their AV. This penalty can stack a number of times up to your strength modifier.
- Dismember: Activated; cooldown 30. You make an attack with your axe at an adjacent opponent. If you hit and penetrate at least once, you dismember one of their limbs at random and they start bleeding (1-2 damage per turn. toughness save; difficulty 35). Additionally, your axe attacks that penetrate have a percentage chance to dismember: 3% for one-handed axes and 6% for two-handed axes.
- Charging Strike: When you charge an opponent with an axe and hit, if you cleave their armor, they get an additional -1 penalty to their AV. If you have Dismember, your chance to dismember when charging with an axe is doubled.
- Hook and Drag (same as before, but lower cooldown and better documented): Activated; cooldown 50. You grab an opponent's limb with the heel of your axe and pull them toward you. If successful, you pull your opponent with you as you move and make a free attack with your axe. Your opponent is forced to move with you but can attack you while moving. Your opponent gets a chance to resist the move (strength save; difficulty 20 + your strength modifier) and a chance to break free at the start of their turn (same save). This effect lasts for 9 rounds or until you dismember the opponent.
- Backswing: Whenever you miss with an axe attack, there's a 25% chance you make an additional attack. You can't backswing off a missed backswing.
- Decapitate: Heads are added to the list of possible limbs you can dismember. If you chop off the only head of an organic opponent, they're killed instantly. If they have multiple heads, they start bleeding profusely (2-3 damage per turn. toughness save; difficulty 35).
- Berserk!: You work yourself into a blood frenzy, and for 5 rounds your chance to dismember with axe attacks is 100%. To use Berserk, Dismember must be off cooldown, and using Berserk puts Dismember on cooldown.
- Long Blade Proficiency. You gain access to two stances. Aggressive stance: While wielding a long blade in your primary hand, your long blade attacks gain +1 penetration but -2 to hit. Defensive stance: While wielding a long blade in your primary hand, you gain +2 DV.
- Dueling Stance: You gain access to dueling stance. While wielding a long blade in your primary hand, you get +2 to hit.
- Lunge. Activated; cooldown 15. Aggressive stance: You lunge through one empty space at an opponent and make an attack at +2 penetration. You must move through the empty space. Defensive stance: You make an attack at an opponent then lunge backward 2 spaces. Dueling stance: You make an attack at an opponent at +1 penetration. The attack is guaranteed to hit and penetrate at least once.
- Swipe: Activated; cooldown 15. Aggressive stance: You make an attack against all adjacent opponents. Defensive stance: You push all adjacent creatures back 1 space and attempt to trip the ones that are opponents (strength save; difficulty 30). Dueling stance: You make an attack at an opponent and attempt to disarm them (strength save; difficulty 25 + your Agi modifier). The attack is guaranteed to hit and penetrate at least once.
- Improved Aggressive Stance: Your penetration bonus in aggressive stance is increased to +2, but your to-hit penalty is increased to -4.
- Improved Defensive Stance: Your DV bonus in defensive stance is increased to +3.
- Improved Dueling Stance: Your to-hit bonus in dueling stance is increased to +3.
- En Garde!: Activated; cooldown 100. For the next 10 rounds, Lunge and Swipe have no cooldown.
- Added a 'circuitry' element to sultan mythologies. You may start to see references to circuit boards, logic gates, computerization, and horrific soldering projects.
- Added an electrical effect to circuitry-based relics.
- Added arenas, weapon racks, gun racks, and armor racks to soldier, gladiator, barracks, and arena-affiliated sites.
- Added more sultan shrines to sultan-worshipping sites.
- Added full pantheon sultan shrines (megashrines) to sultan-worshipping sites.
- Added shale walls with various types of mineral deposits to jewel, jeweler, geologist, and dig-affiliated sites. These walls have a small chance of leaving behind a gemstone when destroyed.
- Added holographic shale and meteorite walls with peridot deposits to star, astrologist, observatory, astronomer, stargazer, and light-affiliated sites.
- Added new piece of high-tech furniture called quantum rippler to chance, gambler, and gambling hall-affiliated sites. Mhm.
The Sultans of Qud: Part 1 Qud is a layer cake of fallen civilizations. If you've read the Baccata Yewtarch's influential history book, "Frivolous Lives", you know that the past 1,000 years were dominated by minor humanoid kingdoms and Girsh attacks. Before that was the Age of the Eaters, when the mysterious progenitors ruled from lofty spires now buried under shale. In particular, the lives of 5 great sultans have been preserved through cultural artifacts and oral tradition.
- Each game now includes a procedurally-generated history from the Age of the Eaters.
- There are 4 historical sites located throughout Qud (more to come in future patches), each one at a different degree of difficulty that corresponds to its location on the world map. Their names, descriptions, locations, contents, historical significance, and look & feel are procedurally-generated and different each game.
- Historical sites are populated by cults that worship a particular sultan. Each cult is a coalition of members from other factions, most of which favor the sultan due to some event in Qud's history. The 5 cults are different each game, and each one functions as a faction. You can view your reputation with the cults on the Reputation screen.
- Historical sites contain relics. Relics are powerful items that were generated during the course of history. Many of their properties are new effects and are based on the circumstances of their creation.
- Shrines to the former sultans are located throughout Qud. They depict significant events from the sultans' lives.
- New mods: painted and engraved. Painted and engraved items also depict events from the histories.
- Sometimes, looking at a shrine, painted item, or engraved item reveals the location of a historical site. If it does, you get a quest to visit that location.
- Sometimes, looking at a shrine, painted item, or engraved item reveals the location of a historical relic. If it does, you get a quest to recover that relic. The relic locations aren't revealed on the map; they are individual levels that exist inside some historical site.
- We added a guaranteed sultan shrine to the upper right corner of Joppa. Looking at this shrine reveals a nearby historical location that's usually appropriate, though challenging, for the early game.
- Added some new creatures, furniture, and traps for the historical sites. We'll be adding more in the coming weeks.
- A few additional notes:
- The historical dungeon maps are generated via a new method that produces tremendous variety from themed templates. They take longer to generate, and we haven't optimized the algorithm yet. We'll improve its speed in the coming weeks.
- There's a lot going on behind the scenes to generate the histories and the historical sites, and there are definitely bugs. Please report them and we'll fix them!
- We'll be adding more unique features to the various types of historical sites in the coming weeks. We'll also be adding more sites, mechanics, and a story arc that integrates this into the main quest in Part 2. Stay tuned.
Hey everyone, We're skipping this week's patch because we're heads down working on a big update for the following week. It's called The Sultans of Qud: Part 1, and it'll introduce procedurally-generated histories. That means cultural artifacts—shrines, engravings, and paintings—depicting events from the lives of the former rulers of Qud. It also means some historical locations themselves, as procedurally-generated dungeons, seeded by historical events. We're excited to share this work soon!
- fossilized remains
- small sphere of negative weight
- scrapped waydroid
- dormant waydroid
- For both challenges, only your first attempt counts. We might tweak this logic for the weekly challenge later.
- At character death, on the Game Summary screen, your rank is shown, along with the 5 players immediately in front and behind you.
- We plan on adding support for leaderboard browsing later.
- New armor mod: feathered
- New armor mod: scaled
- New armor mod: wooly
- New helmet mod: serene visage
- New boot mod: spring-loaded
- Renamed 'spring-loaded plastic boots' to 'bounding boots'.
- Croccasins now increase reputation with unshelled reptiles instead of decreasing it.
- New book: On Humanoid Mimicry of Animals and Plants, which explains why some creatures like it when you wear clothing that mimics them while others don't.
We're posting the patch early this week due to Thanksgiving. Happy excavating! Oh, and if you're enjoying Caves of Qud, please consider nominating us for one of the Steam Awards. Go to our store page to nominate.
- Added a new music track to the village of Joppa.
- Music now plays continuously if it's enabled.
- Music now instantly mutes when you disable it. Same with sound.
- Added new tiles for herding and guard dogs.
- Added new tile for dreadroot.
- Added new tile for liquid weeps.
- Changed juicing cannibal's tile and color.
- Changed cannibal's color.
- Changed giant beetle's tile and color.
- Changed tiles for slugsnout, two-headed slugsnout, and firesnout.
- Changed pig's tile.
- Changed great saltback's tile.
- Changed phase spider's tile.
- Changed the tiles for some glow-wight cultists.
- Changed the tile for turrets created with Tinker.
- Added a new option to show tooltips instead of console 'look' text when right-clicking on an object (under Overlay UI).
- Added a new option to show tooltips instead of console 'look' text when clicking or tapping on an object in look mode (under Overlay UI).
- "At the Battle of Duazomor Mesh, Mehur Shwytep fought as a mercenary to liberate vines. He wielded a radiant axe with such prowess, that it became forever known as Radiantacus Vinesgift."
- "After striking a deal with frogs, Falawar Farumoshum convinced them to help him found a tavern in Hagaruk for the purpose of cooking meals inspired by emeralds. They named it the Tavern of the Lustrous."
- "In early 809, Namumet assassinated the sultan of Qud over an ordinance prohibiting the practice of contemplating the meaning of things. She won and seized the crown. She was 10 years old."
Brian is out of town for a week starting tomorrow, so there will be no patch next week, and we're posting this week's patch today. In the mean time, Jason will be working on our next feature arc, procedural histories for the Eater-Sultans of Qud! More info to come.
- Portable wall is now a consumable item that creates 9 contiguous wall tiles in a pattern of your choosing.
- Added a description to portable wall.
- Added a new wall type: foamcrete.
- Leech corpses and bloated leech corpses now have distinct display names. This change means it's now clear which corpse is required for the fungal cure, hopefully eliminating the specific frustration of thinking you've cured your infection when you really haven't.
- Salt kraken corpses and worm of the earth corpses are no longer included as possible fungal cure components.
- "Near the location of Canontau, Yyroq Mon Mad was captured by bandits. He murdered their leader by writing him out of the annals of history, and was thenceforth known as Inkshouter."
- Tweaked the baseline populations of underground ruins to be slightly more challenging.
- Ruins now include a variety of special encounters found in underground caves.
- Underground ruins no longer have the same flora as surface ruins.
- Added a multiple choice dialog.
- Added buttons for increasing and decreasing the message log font size.
- Fixed some missing ASCII character mappings.
- Fixed some popup menus overflowing the screen.
We have an announcement! Jason, one of our core team's two members, is now working full-time on Caves of Qud! Not only does this mean better weekly patches, but we'll also be bundling updates into bigger feature releases every few weeks. Stay tuned for more info. Until then, here's the first of our new and improved weekly patches.
- Gave Pax Klanq dialog.
- Spruced up Pax Klanq's hut.
- Renamed the fungal jungle to The Rainbow Wood.
- Added a new fungal infection: Klanq. You may observe strange behavior among the infected.
- Added a procedurally-driven quest: Spread Klanq.
- Added a new item: quantum mote.
- Added descriptions for Eater's flesh, Eater's fleshcap, and human remains.
- Added Barathrum's study beneath Grit Gate.
- The stairs leading to Barathrum's study are now locked and require a key.
- Added Euclid, a Markov-fueled prattleplant that loves to talk.
- Added new furniture.
- bookshelves with more procedural books
- Barathrum clock
- Barathrum clock with Q Girl pendulum
- brass foaminator
- flux gauge
- electrodicus
- Added new book: Crime and Punishment
- poison gas, scalding steam, and cryogentic mist
- crusty loaf
- hunk of cheese
- Ekuemekiyyen greens
- food cube
- smoldered mushroom
- Have you contracted glowcrust? Are you wondering why you grow a fungal outcrop body part that's always unequipped? It's supposed to periodically grow luminous hoarshrooms that you can eat. Today, we fixed this unfortunate bug. Glowcrust apologizes for appearing like a parasite when it's clearly a symbiote.
- Reduced the frequency of brooding azurepuffs and brooding goldpuffs in high-tier fungal biomes.
- Ichor merchants now always sell desalination pellets.
- Lowered the cost of desalination pellets.
- We added a guaranteed apothecary and ichor merchant to the SE corner of the Stiltgrounds.
- Slightly lowered the cost of Corpus Choliys.
- Removed the optional step for keeping Otho alive.
- Added an optional step for keeping Sparafucile alive.
- Added an optional step for keeping Shem -1 alive.
- Mafeo is no longer replaced by an urshiib merchant if he dies.
- New tile for Mayor Nuntu. *tips hat*
- New tile for Svenlainard.
- New tile and color scheme for Yurl.
- New tile and color scheme for Kyakukya hunter.
- New tile and color scheme for mushroom gatherer.
- New tile and color scheme for worshipper of Oboroqoru.
- New tile for statue of Oboroqoru.
- New tile for Oboroqoru, Ape God.
- Changed human child's tile and color scheme.
- seed-spitting vine ranged attack
- slugsnout and two-headed slugsnout ranged attack
- bows & dart guns firing
- sparking baetyls sparking
- Added a character type selection screen.
- Added a genotype selection screen.
- Added a subtype selection screen.
- Added a stat selection screen.
- Fixed the brief flicker that occurred when you enabled or disabled the overlay UI.
- brooding goldpuff and brooding azurepuff
- slumberling
- seed spit
- spark tick
- segmented mirthworm
- scorpiock
- Added procedurally-generated books. Who knows what wisdom is stowed in their pages?
- New piece of furniture: bookshelf.
- Replaced the table with a bookshelf in Nuntu's hut at Kyakukya.
- Added a couple procedurally-generated books to Nuntu's bookshelf.
- Added a display for the currently selected blueprint.
- Added a view for the selected cell.
- You can directly edit the blueprints in the selected cell.
- You can now delete blueprints from the selected cell.
- Right-clicking now removes the topmost object in a cell.
- Torchposts and braziers now produce smoke and flame particles.
- Six Day Stilt cathedral braziers now burn an appropriately cyan light.
- Expect more particle effects in future patches.
- basic toolkit
- pickaxe
- hoversled
- Instructions for the Rarest of Circumstances
- Skin; Accounts Vary Accordingly
- Mustachioed Man Wears a Costume, Vol. VII
- The water tiles have been replaced with tiles and descriptions for the River Svy, the River Opal, Opal's duskwaters, the River Yonth, and a mountain stream.
- Added a description to salt dunes.
- Added a description to the fungal jungle.
- Added a few basic sounds.
- Added an AmbientSoundGenerator part. [modding]
- Added support for OpenSound and CloseSound tags on the Door part. [modding]
- Added support for ReloadSound tag on the MagazineAmmoLoader part. [modding]
- Added a Corpus Generator to the Modding Utilities menu.
- As some anonymous Qud author says, "Spittle flies from its bleating mouth into a ploughshare and dissolved his kingdom." [quoted from one of the countless hoary tomes unearthed by the Mechanimists]
- Genotypes, castes, and callings are now data driven and can be modded. Check out genotypes.xml and subtypes.xml.
- The Steam Workshop Uploader is now scrollable for small views.
- You no longer have to restart the game for newly approved mods to take effect.
- night-vision goggles
- spectacles
- folding chair
- vinewood sap mask and gas mask
- telescoping monocle
- "I come from the west. My parents sold me into slavery as a babe, though the practice had been formally abolished in Perth years earlier. As a boy I cut my teeth on the reefs of the Shore of Songs, and lulled the Pale Sea to sleep with many a hymn, that she might return our sailors from the Black Stair unscathed. How the melodies whisked inside my skull even then. I was given no name at birth, but the sailors called me Catu."
- Added scripting (.cs) support for the following things.
- parts
- skills
- mutations
- effects
- part builders
- zone builders
- encounter builders
- inventory builders
- conversation scripts
- quest scripts
- Mods that use scripting require manual approval on the Installed Mod Configuration screen. To navigate to that screen, you need to enable the overlay UI.
- .rpm maps can now be fully or partially modded by including a map of the same name in the root of a mod folder. A load="Merge" tag combines cell elements instead of overwriting them. You don't need to define all the cells when modding an existing map.
- Added two new tutorial mods, "Two Ctesiphus" and "Hued Ctesiphus".
- Added a bunch of new modding documentation: https://freehold.atlassian.net/wiki/display/CQP
- When a sludge catalyzes a liquid, it now gains some levels, HP, and quickness.
- Added lush and spiced sludges. Some arconaut in a hookah tent is telling everyone to let them hit you and you'll get a buzz.
- Added sludgy sludges. Sludgy sludges attack with sludgy pseudopods and rust your stuff with sludge.
- Added gooey sludges. They're probably poisonous.
- Added putrid sludges. Don't fight them on a full stomach.
- Added oozing sludges. These guys don't have any sort of negative effect so you should go introduce yourself.
- Added luminous sludges. They're also friendly.
- Added homogenized sludges. Findings redacted.
- Added neutronic sludges. Then all the researchers died.
- The workshop is now live for everyone.
- Added a Steam Workshop uploader, accessible from the Modding Utilities menu.
- Added a tutorial mod to the workshop called Blue Ctesiphus. This mod completely alters the Caves of Qud experience by changing Ctesiphus's color from magenta to blue.
- Added an Installed Mod Configuration menu, accessible from the main menu when the overlay UI is enabled.
- Added workshop documentation to the modding wiki (https://freehold.atlassian.net/wiki/display/CQP/Caves+of+Qud+-+Technical+Guidebook).
- square cap
- chainmail coif
- all other varities of metal helmets
- headlamp
- recycling suit
- Fist of the Ape God
- throwing axe
- eigencannon
- copper, silver, and gold key
- Lava sludges congeal out of soup and lava mixtures again, and now they're appropriately flaming when they congeal. They no longer instantly turn into shale.
- Added slimy, oily, and unctuous sludges. Their pseudopods are slippery, so hold on to your weapons.
- Added bloody sludges. They are kind, noble beasts who just want to drain your life essence.
- Acid sludges congeal out of soup and acid mixtures again. It hurts when they touch you, because of acid.
- Added a Modding Utilities menu to the overlay UI. It's accessible from the bottom right of the main menu. (To enable the overlay, from Options > User Interface, click 'Allow overlay user interface elements').
- Ported the map editor to the new UI and linked it from the Modding Utilities menu. We also removed the F11 shortcut.
- Added a modding documentation wiki and linked it from the Modding Utilities menu. Here it is: https://freehold.atlassian.net/wiki/display/CQP/Caves+of+Qud+-+Technical+Guidebook
- Added support for true color tiles in mods.
- chain mail
- ulnar stimulators
- all varieties of metal gauntlets
- all varieties of cloth and leather gloves
- leather boots
- chain boots
- all other varieties of metal boots
- grassy yurtmat
- electric snail shell
- forked-horned helm
- There's a gorgeous, new main menu courtesy of Cyril van der Haegen. An army of torches mounts Tel Qorna crosswise the patina of Qud's aurorae.
- The help pages were converted to the new UI.
- chromeling
- plated chromeling
- electrofuge
- worker ant
- fire ant
- fire ant queen
- scrap-clad hermit
- leering stalker
- medical locker
- nanopneumatic jackhammer
- leather and studded leather armor
- various plate mails
- cloth overalls
- leather apron
- various energy cells
- laser pistol
- overloaded laser pistol
- plastic tree
- The biome appears in 3 grades: Fungus Patch, Fungus Grove, and Fungus Forest.
- Spotted shagspooks, dandy caps, and brooding puffs appear in varying amounts.
- Valuable liquid weeps, which Qud's botanists have identified as lichen, lend their hues to the surrounding mushrooms.
- There are two new creature templates for creatures generated in fungus-based biomes: "friend to fungus" and "fungus-ridden".
- "Look! The bear is distracted by all that honey."
- "What's this patch of blue fron..?" *poof*
- "Jordi, there's a forge here!"
- "Is that a pool of... vomit?"
- "Kitty."
- A few weeks ago, we added a prototype for biomes, which alter the flora and fauna of maps and appear procedurally throughout the overworld and underground each game. This week, we enabled them by default and removed the biome option from the Debug menu.
- Currently, there's a slime biome, an asphalt biome, and a qudzu biome. Each has 3 grades.
- Qudzu symbiotes in the qudzu biome are no longer hostile toward qudzu. Hey symbiotes, qudzu are your friends now.
- The qudzu tile's background color is no longer brown when the qudzu is unattached from a wall.
- a tough monster and its treasure horde in the far reaches of a cave
- more artifacts in isolated cave pockets
- freshwater pools with glowfish and glowpads
- recently departed campsites
- tarnished ruins with turrets
- sparking baetyls
- Expect tweaks and more cave work soon.
- Depending on your disposition, stay clear—or near—puffing mushrooms.
- In cases of infection, a certain species of fungus colonizes a region of the body, rendering that body part unequippable but providing some benefit. Naturally, acquiring a fungal infection increases your reputation with fungi. The Consortium of Phyta, however, won't be pleased.
- New fungal infection: fickle gill
- As Beniyayut Iym, physician to the farmstead Kardis, reports: "In cases of fickle gill, infection culminates in the formation of fleshy, spore-bearing gills in the colonized region. Upon certain stresses, typically under bodily harm, the gills flex and release a cloud of spores, numbering in the thousands, that shower onto adjacent parties, ostensibly protecting their host. The rained spores in turn colonize their new hosts, rating this disease among the most contagious."
- New fungal infection: glowcrust
- Iym, again: "The appearance of frosty, luminous nodules characterize this colony. As is always the case with symbiosis, the fungus does seem to 'benefit' its carrier by coarsening the skin and providing some protection from the elements. Some patients report gratification in consuming the edible hoarshrooms that sprout from their skin; accounts vary according to the personalities of the afflicted."
- Added a new section on fungal infections to the Corpus Choliys, including their procedurally-generated cures.
- Added choronolgy entries for getting and curing fungal infections.
- Split brooding puffers into two separate creatures, brooding goldpuffs and brooding azurepuffs. They each spew spores, but which type? Who knows.
- rifle turret
- chaingun turret
- laser turret
- rocket turret
- Pax Klanq
- The algorithm auto-explores much more intelligently.
- Added an option to open chests while auto-exploring (under Autoget options; defaults to yes). Chests with owners won't be opened.
- Added an option to pick up items flagged for auto-get while auto-exploring (under Autoget options; defaults to yes).
- torch
- leather cap
- elastyne skull cap
- small stone
- witchwood wreath
- Issachari sun veil
- Issachari banner
- droid scrambler
- Fixed it to work at all.
- Made it scrollable.
- You can press space or enter on a high scores entry to see its tombstone file.
- Reduced the size of saved games by about 80%!
- Reduced the time to freeze and thaw zones by about 80%!
- Reduced the size of frozen zone files by about 80%.
- Reduced the save size of most underground levels by an extra 30% or so.
- Greatly reduced the save overhead of commonly stacked inventory objects.
- Reduced memory usage by about 75MB.
- pygmy forager
- pygmy runt
- pygmy blowgunner
- pygmy stalker
- chrome idol
- cloneling
- drillbot
- honey skunk
- agolzvuv
- glow-wight cultist of Bethsaida
- young ivory
- seed-spitting vine
- nylon bodypack
- copper wire
- cybernetics credit wedge
- light-obfuscating lens
- amaranthine prism
- symbiotic firefly
- salt kraken
- Issachari raider
- Issachari rifler
- twinning lamprey
- The fungal jungle was moved to a more southernly location.
- The fungal jungle overland terrain tiles were changed.
- Added a few new grass tiles.
- Liquid-secreting lichens were renamed to liquid weeps. For example, 'acid-secreting lichen' -> 'acid weep'.
- Added more weeps! Water, cider, gel, asphalt, salt, oil, wine, and slime.
- As it turns out, there are mushrooms in the fungal jungle. Added spotted shagspooks, dandy caps, and brooding puffs.
- Mushrooms take on the pigment of their nearby weeps.
- Oozes no longer hate fungi.
- The hallucination effect was changed. It should induce fewer headaches now.
- Qud just got more picturesque. Added new tiles for the following creatures and objects.
- chrome pyramid
- booster bot
- scrap shoveler
- ice frog
- leech
- bloated leech
- segmented mirthworm
- quillipede
- scorpiock
- spark tick
- irritable tortoise
- small, medium, and large boulders
- campfire
- copper, silver, and gold nuggets
- Qud just got more descriptive. Added new descriptions for the following creatures and objects.
- girshling corpse
- glowfish corpse
- young ivory
- goatfolk
- hide-sheathed hermit
- horned chameleon
- knollworm
- knollworm jerky
- plated knollworm
- ice frog
- The wire strand description now makes it clear that it's copper wire.
- Added a hallucinogen to the fungal jungle (more info to come).
- The fungal jungle no longer has procedural biomes.
- Roads and salt water rivers no longer appear in the fungal jungle.
- Fungal jungle maps now generate with their lichen-fueled pools pre-secreted.
- A prodigy mushroom scientist has taken residence in the fungal jungle, half a dimension over.
- Fixed an issue causing the High Scores screen to be blank.
- Fixed an issue causing the Joppa graveyard fence to be removed along the border of the map.
- Added tiles for the following creatures.
- rhinox
- yempuris phi
- disciple of the sightless way
- -novice of the sightless way
- sewage eel
- ironshroom
- lurking beth
- yonderbrush
- agolmaggot
- plastronoid
- rimewyk
- voider
- spitting slug
- Slog of the Cloaca
- Jotun, Who Parts Limbs
- Fjorn-Kosef, Who Knits the Icy Lattice
- Haggabah, Who Plies the Umbral Path
- Added 3 grades of a rust-based biome: rusty, rust-shrouded, and rust bog.
- Added some creature templates for creatures generated in rust-based biomes: rusted (for robots) and qudzu symbiote (for living creatures).
- Added a rust-chewed reward in rust bogs.
- Biomes no longer appear in certain preset locations such as Joppa, Golgotha, and Bethesda Susa.
- Reduced the density of slime and asphalt pools in slimy and tarry biomes.
- Added a new plant to the slime biomes: scumgrass.
- Maps align much more cleanly now. If a tile is open at the edge of a map, you can proceed to the adjacent map (under most circumstances).
- Added an HP bar to the prototype overlay UI.
- The overlay message log and status bar are now seperate UI options ['Show overlay message log' and 'Show overlay status bar'].
- Fixed some memory and crash issues during character creation.
- Fixed some issues with the mouse cursor jumping around.
- Fixed an issue in the asphalt mines that caused stairs to sometimes not be generated.
Hi everyone, We're attending the gamedev conference GDC this week, so we're skipping our Friday feature patch. Feature Friday will resume the following week, on March 25th [and on and on from there]. Thanks for understanding, and happy mutating.
*Added a prototype design for biomes, which alter the flora and fauna of maps and appear procedurally throughout the overworld and underground each game. Biomes have multiple grades and are generated with gradient noise maps. To try them out, from the Options menu, select 'Enable unfinished biome content' under Debug. We'll be refining them in coming weeks. -Added 3 grades of a slime-based biome: slimy, slime-drenched, and slime bog. -Added 3 grades of an asphalt-based biome: tarry, tar pools, and flaming pits. -Added some creature templates for creatures generated in slime-based biomes: web-toed, slimy-finned, and slime-spitting. -Added some creature templates for creatures generated in asphalt-based biomes: kindlethumbed and firethumbed. -Added a special reward in slime bogs (hint: it's a puddle of rare liquid). -Added a special reward in flaming pits (hint: fossils). *Added an option for smaller overlay buttons: From the Options menu, choose 'Show overlay user interface (small buttons)' under User Interface. *Added mouse support to the main menu and some character creation screens. *Enhanced framework for more mouse support in the coming weeks.
*Added new barathrumite: Q Girl. *Tweaked the quest 'Decoding the Signal' to include an extra step. You must talk to Q Girl now. *Moved Sparafucile across the workshop. *Added chronology entries for visiting certain named locations. *You are no longer asked to empty a container if it contains a liquid identical to the liquid you're trying to fill it with. *We enhanced the prototype UI for mouse and touch-driven controls. -The overlay message log ['Show overlay message log' option] now includes all the info from the sidebar. -The overlay UI ['Show overlay user interface' option] now includes a set of clickable buttons to perform a variety of actions. -Added a new option, 'Show overlay directional compass'. It displays a navigational compass, useful for mouse or touch navigation. -Added an 'alt' button to the compass that can be toggled for alternate button use. Currently, the only alternate is force-attacking on move. -Certain overlay buttons are now accessible from menus. -Added full mouse support for picking a target. -Added full mouse support for firing a missile weapon. -Added support for mousewheeling through lists. -You can now click, drag, and pan while 'l'ooking at something. -Fixed some popup menus that wouldn't respond to mouse clicks.
*We got basic mouse support working again (it's a work in progress). To turn it on, from Options, enable 'Allow mouse input' under User Interface. -Left click on a non-adjacent tile to move to it. -Left click on an adjacent tile to contextually attack, use, or move. -Left click on yourself to wait a turn -Right click on a tile to look. -You can click conversation options. -You can click a tile when choosing a direction. *We added a starter UI for mouse and touch-driven controls (it's a work in progress). To try it out, from Options, enable 'Show Overlay User Interface' under User Interface. *We added preliminary support for a pannable, zoomable view that centers on your character (it's also a work in progress). To try it out, from Options, enable 'Allow map to be zoomed and panned' under User Interface. *Added character level to the game summary. *You can no longer mod an item with the same mod multiple times. *Variables such as '=Name=' are now correctly replaced in conversations. *Autoexplore will now halt when an enemy attempts to attack you with a missile weapon, regardless of if it hits or not *Fixed an issue where liquid colors weren't updating after mixing liquids. *Metamorphic polygel no longer creates bugged item clones. *Nature's going wild over in the fungal jungle [extremely prototypical]. -A dense canopy of spores makes overworld navigation near impossible. -A new liquid, primordial soup, is oozing from the ground. When mixed with other liquids in large quantities, it.... reacts. -3 curious species of lichen were discovered: acid-secreting lichen, honey-secreting lichen, and lava-secreting lic
*We improved the game summary (death) screen. -Made the text more sentence-like. -Added a 'Chronology' section that displays significant events in your character's life, including: --storied items you discovered --named creatures you slew or offered gifts to --lairs you discovered --mutations you gained --cybernetics you installed --baetyls you appeased --books you read --diseases you caught --diseases you cured --times you gave a book to Sheba Hagadias --times your tongue rotted or regrew --times you wered sucked into a space-time vortex --times you drank lava --and others -Added a 'Final message log' section that displays the last 30 lines of the message log leading up to your death. -Added a scrollbar to the game summary screen. -Fixed pagedown not working on the game summary screen. -Re-enabled the saving of tombstone files with game summary info. *Added an option to grab the current game's world seed. Press 'Esc' then 'W'. *Added some color to the overworld jungle tiles. *Fixed an autosave exception when it was triggered by entering the world map *Added new tiles for the Barathrumites: Otho, Jacobo, Mafeo, Sparafucile, Dardi, and Aloysius. *Added new floor tiles to the Six Day Stilt cathedral. *Added a stand-in zone for the next upcoming region: the fungal jungle.
We fixed a bunch of bugs this week and added a few new features. *You can rename a follower now as long as they don't already have a proper name. 'L'ook at the follower and hit 'R' to rename them. *Added appropriate body types for fish, oozes, crabs, and turrets. *Added an option under Automation to automatically light and douse torches (defaults to off). *Added an option under Automation to autosave every 5 zone transitions (defaults to off). *Added an alchemist table tile. *Changed Warden Indrix's tile. *Fixed the marble dais tiles in the Six Day Stilt cathedral. *Using all your Light Manipulation charges no longer toggles the light off. *Changed several items to stack even with minor status effect differences (lead slugs, shotgun shells, missiles, arrows, and bandages). *Fixed solar cells not recharging while socketed. *Fixed the AI going dormant when presented with a missile weapon it needed to reload but no appropriate ammo. *Fixed some corner cases where the Carpace DV penality would become permanent. *Fixed Kyakukya hunters having no weapons. *Fixed Mayor Nuntu having only 1 HP. *Fixed some issues with Psychometry not properly identifying objects and sometimes showing modded object names in the schematics you discover. *You no longer autoeat while asleep. *Fixed bridges and dirt roads sometimes spawning multiple times in a cell. *Fixed one cause of stairs spawning on top of each other. *Fixed several map types incorrectly marking small, closed-off areas as reachable. *Fixed several of the character creation options, including the weekly challenge, not being selectable if you didn't have a most recent character template. *Fixed a zone build crash. *Fixed stair placement sometimes failing even when valid placement locations were available. *Fixed some instances of zone build failures due to stair placement. *Fixed some instances of surface zones failing to build when stairs were requried (particularly the 8 zones around named dungeons). *Fixed some named dungeons being unreachable through surface travel. *Fixed canyon builders not being aware of stair locations. *Fixed a bunch of typos and formatting issues.
*We made some more tweaks to Tinkering. -When you disassemble an item, you now always get the highest tier bit in that item's schematic. You also get a 50% chance at each remaining bit. -You can now disassemble tinkered items. -Item and mod descriptions are now displayed on the Tinkering screen. We'll improve the UI for this text box in a future patch. -All of your learned mods are now displayed below the list of items on the Tinkering > Mod screen, under 'Known Modifications'. -Item schematic bits are now sorted from lowest to highest tier. -Modding a stack of items no longer results in the modded item disappearing. -We fixed an issue that caused incorrect bit costs to sometimes be displayed on the Tinkering screen. *When you buy a new mutation, the mutation descriptions are now displayed on the Choose Mutation screen. We'll improve the UI for this text box in a future patch. -Factions now have preferences for certain types of items. The preferences change per world seed. -The faction reward for completing one of the branches of The Earl of Omonporch was changed to a faction heirloom. The heirloom is of the faction's preferred item type. -New book: Heirlooms of Qud. -We fixed the broken identation for all in-game books. -Quditor now supports ctrl+left click to paint continuously. -Quditor now supports ctrl+right to remove an object. *Fixed some situations where the game would incorrectly delete the Mods folder
Caves of Qud
Freehold Games
Freehold Games
2015-07-15
Indie Strategy RPG Singleplayer EA
Game News Posts 436
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(7325 reviews)
http://www.cavesofqud.com
https://store.steampowered.com/app/333640 
The Game includes VR Support
Caves of Qud - Linux [214.01 M]
Who are you?
Play the role of a mutant indigenous to the salt-spangled dunes and jungles of Qud, or play a pure-strain descendant from one of the few remaining eco-domes—the toxic arboreta of Ekuemekiyye, the Holy City; the ice-sheathed arcology of Ibul; or the crustal mortars of Yawningmoon.You arrive at the oasis-hamlet of Joppa, along the far rim of Moghra'yi, the Great Salt Desert. All around you, moisture farmers tend to groves of viridian watervine. There are huts wrought from rock salt and brinestalk. On the horizon, Qud's jungles strangle chrome steeples and rusted archways to the earth. Further and beyond, the fabled Spindle rises above the fray and pierces the cloud-ribboned sky.
You clutch your rifle, or your vibroblade, or your tattered scroll, or your poisonous stinger, or your hypnotized goat. You approach a watervine farmer—he lifts the brim of his straw hat and says, "Live and drink, friend."
What can you do?
Anything and everything. Caves of Qud is a deeply simulated, biologically diverse, richly cultured world.- Assemble your character from over 70 mutations and defects and 24 castes and kits—outfit yourself with wings, two heads, quills, four arms, flaming hands, or the power to clone yourself—it's all the character diversity you could want.
- Explore procedurally-generated regions with some familiar locations—each world is nearly 1 million maps large.
- Dig through everything—don't like the wall blocking your way? Dig through it with a pickaxe, or eat through it with your corrosive gas mutation, or melt it to lava. Yes, every wall has a melting point.
- Hack the limbs off monsters—every monster and NPC is as fully simulated as the player. That means they have levels, skills, equipment, faction allegiances, and body parts. So if you have a mutation that lets you, say, psionically dominate a spider, you can traipse through the world as a spider, laying webs and eating things.
- Pursue allegiances with over 60 factions—apes, crabs, robots, and highly entropic beings—just to name a few.
- Follow the plot to Barathrum the Old, a sentient cave bear who leads a sect of tinkers intent on restoring technological splendor to Qud.
- Learn the lore—there's a story in every nook, from legendary items with storied pasts to in-game history books written by plant historians.
- Die—Caves of Qud is brutally difficult and deaths are permanent. Don't worry, though—you can always roll a new character.
- OS: Ubuntu 20.04. Ubuntu 18.04. and CentOS 7
- Processor: 1GHz or faster. SSE2 instruction set support.Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Graphics card: OpenGL 3.2+. Vulkan capable
- Storage: 2 GB available space
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