Version history/2023
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2016 - 2017 - 2018 - 2019 - 2020 - 2021 - 2022 - 2023 - 2024 - beta (unstable)
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 Template: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.
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.
206.26
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
- 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.
206.17 beta
- 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
- 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
- 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
- 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.
206.1 beta
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. Lairs to come.
UI and Input
Several of these changes were merged in from the "input" beta.
- 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.
Gameplay
- Added new creatures: grand newfather, temple mecha mk I, and temple mecha mk II (legendary).
- Added new items: grappling gun and longreach grappling gun.
- 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. 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.
- 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. 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.
- We added a new Single Weapon Fighting skill tree. (Experimental: subject to change)
- 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.
- 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.
- 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.
Miscellaneous
- 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.
- 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.
- 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.
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.
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.
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.
204.106/205.65 beta
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.
205.65 beta
- 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.
204.104/205.63 beta
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.
205.63 beta
- 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.
204.103/205.62 beta
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.
205.62 beta
- 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.
204.102/205.61 beta
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.
205.61 beta
- 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
204.101/205.59 beta
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.
205.59 beta
- Updated help with dynamic keybinds.
- Added a new VFX for arrows.
- Many performance improvements.
- Fixed several issues with key re-binding.
204.100/205.54 beta
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).
205.54 beta
- 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.
204.98/205.49 beta
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 contact 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.
205.49 beta
- 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.
204.96/205.45 beta
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.
205.45 beta
- 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.
204.95/205.42 beta
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.
205.42 beta
- 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.
204.93/205.39 beta
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 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<T>(), similar to GetPart<T>().
- [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.
205.39 beta
- 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.
204.91/205.37 beta
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.
205.37 beta
- 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.
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 <part Name="ExcludeMods" Exclude="ModSharp,ModScoped" /> 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 <tag Name="Mods" Value="None" />.
- [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 feature.
- 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.
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.
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.