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.
Feature Friday - May 19, 2023
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.
Feature Friday - May 12, 2023
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.
Feature Friday - May 5, 2023
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.
Feature Friday - April 28, 2023
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.