If you already have Burrowing Claws, taking a skulk tonic now boosts its level.
Creatures who feel victimized by inanimate objects no longer become retributively angry, usually.
In order to bask, photosynthetic skin mutants must now be able to move their extremities and not be in combat.
Items marked as important no longer show up in the picker for donating at the Sacred Well.
Books marked as important now ask for confirmation before you donate them to Sheba Hagadias.
Roads that pass through Bey Lah and its outskirts now connect properly.
Data disks now display the shortened names of the items they build.
Fixed a bug that caused diagonal autowalk to allow zone transitions.
Fixed some inconsistency in the appearance of data disks for gaslight weapons.
Fixed a bug that made overloaded laser pistols continue to appear as a distinct objects from laser pistols.
Fixed a bug that caused skulk tonics to display endless popups if you lost your burrowing claws or dark vision before the tonic duration expired.
Fixed a bug that caused zone building to sometimes fail if you saved and reloaded on the world map.
Fixed a bug that sometimes caused you to forget things too frequently with Amensia.
Fixed a bug that sometimes caused quest steps based on visiting a zone to complete before you visited the zone.
Fixed a bug that caused ruins to build endlessly if a door was animated.
Fixed a bug that caused the entrance to Oboroqoru's lair to build endlessly if there was a tree in the northwest corner.
Fixed a bug that caused the up and down stairs in Oboroqoru's lair to be disconnected if you approached them from below.
Fixed a bug that occasionally caused the hollowed tree to generate too close to Bey Lah.
Fixed a bug that caused the hollowed tree to generate without floor tiles and Bey Lah's outskirts to generate with grass instead of flowers.
Fixed an exception when cancelling aggression.
Feature Friday - July 16, 2021
201.113/202.73
Digging tools now work on rubble and boulders.
You can no longer clean things while frozen.
You are now asked for confirmation when loading ammo that's marked as important.
You no longer get popup messages for unlocking security doors during autoact.
In their requests, sparking baetyls now refer to cooking ingredients in terms of servings rather than sets.
The root knot is more friendly.
Added an option to control the 'press right to equip selected item' behavior on the Inventory screen. It defaults to on.
Fixed a variety of bugs related to primary limb selection becoming unset over serialization cycles
Fixed a bug that made autoexplore inaccurately say there was nothing left to explore when actually it was being sensitive to the presence of enemies, particularly when using clairvoyance.
Fixed a bug that caused dropping objects to exit the inventory screen.
Fixed a bug that made it possible to be a point of interest when dominating some creatures.
Fixed a bug that caused map generation in ruins to prefer to spawn sultan statues in the northwest corner.
Fixed a bug that caused psychic hunters to occasionally spawn on the world map.
Fixed a bug that prevented turrets who gained mobility through flight from flying in combat.
Fixed a bug that caused world generation to fail if you became loved by a faction before the game started.
Fixed the Bey Lah zone name appearing as "flower fields" instead of Bey Lah.
Fixed a bug in how electrical discharges are attributed.
Fixed a bug that caused the interact menu of [redacted] to persist through after you [redacted].
Fixed some text coloration issues when noting a location in your journal.
Fixed a bug that caused action queue inconsistences at the start of a new game.
[modding] You can now use placement hints for zone and party objects in faction encounters.
Feature Friday - July 9, 2021
201.110/202.70
Added a new item mod, overloaded, that can be tinkered or found on a variety of electronics, including most energy weapons. Overloaded items have increased performance but draw extra charge, generate heat when used, and have a chance to break relative to their charge draw.
Overloaded laser pistols are now normal laser pistols with the overloaded mod applied.
You can no longer repair items in combat, generally.
The micromanipulator array implant now lets you repair items in combat at an action cost of one turn.
Added new dialogue for crab farmers, leech farmers, cat herders, snail farmers, goat herders, amoeba farmers, beetle farmers, and schematics drafters.
You can no longer enter yourself if you are a piece of enclosing furniture such as an iron maiden, a regeneration tank, or a psionic sarcophagus.
Spray bottles can now be manually sealed and unsealed.
Ganglionic teleprojectors now cost less charge to activate but have a per-turn cost while active.
Nulling armors, ontological anchors, and items with co-processors no longer consume charge on the world map.
Added the option to set a custom autosave interval for zone transitions (Options > Automation > Automatic save on zone transition).
Cases where chairs, beds, and enclosing furniture move or are picked up while someone is using them are now handled properly.
Fixed a bug that caused psychic hunters to never spawn if you abandoned your original body.
Fixed a bug that caused AI to continuously reload their magazine and liquid-loaded weapons if they also had an empty energy cell socket.
Fixed a bug that caused visible damage you were responsible for not to be printed to the message log unless the recipient was adjacent to you.
Fixed a bug that caused creatures to continue to display as enclosed when the furniture that was enclosing them was destroyed.
Fixed a bug that caused Sunder Mind to end prematurely when targeting a companion.
Fixed a bug that caused Sunder Mind to not play its sound or visual effects when the target died.
Fixed a bug that caused Sunder Mind to print its damage message after the target had died.
Fixed a bug that made the walk command attack a wall you arrive at if you have a digging capability active.
Fixed an exception when cancelling aggression.
Fixed a bug that caused VSync to stop functioning when the game window was resized on Linux.
Fixed some missing spaces in preacher sermons and generated book text.
Feature Friday - July 3, 2021
201.109/202.69
Moving via the Walk command now displaces neutral creatures the same way manual movement does.
Added a new Automation option: "Show finding items while scavenging through trash as message log entries instead of popups." Defaults to off.
Robots with mental-mutation-equivalent modules can no longer be detected by Sense Psychic.
You can no longer attempt to sit on yourself, if you are a chair, or sleep on yourself, if you are a bed.
You can no longer be a point of interest.
If a chair a creature is sitting in is destroyed, the creature is now knocked prone.
If a bed a creature is sitting in is destroyed, the creature is now awakened in a daze.
Made a small content edit to the text of Council of Gamma Rock.
Fixed a bug that caused bedrolls you drop to suppress NPC idle behavior throughout the zone.
Fixed a bug that caused some forms of autoact to mysteriously fail at zone edges.
Fixed a bug that, when the chair a creature was sitting in was destroyed, made the creature continue to be shown as sitting in the chair.
Fixed a bug that caused Oboroqoru's Lair to build infinitely.
Fixed a bug that caused dynamic starting villages to not be constrained in the western portion of the map.
[modding] Fixed a bug causing the map editor to not register keyboard input.
Feature Friday - June 25, 2021
201.107/202.67
Tweaked madpole frenzy behavior. Now when they sense blood in their tile, they enter a frenzied state for 10 rounds that gives them +10 Quickness and makes them prefer bleeding targets. They also go berserk for 5 rounds, per usual.
Temporary mutations gained from items or cooking are now displayed on the character sheet.
If you give a companion or other creature a book that trains a skill or increases an attribute, they now read it on their own.
The temperature of creatures and objects in stasis no longer adjusts toward the ambient temperature of their surroundings.
Inventory categories now stay collapsed after closing and reopening the inventory.
Decarbonizers now have their attacks interrupted if they are moved out of the tile they are firing from.
You can now start campfires on bridges.
High-powered magnets now only magnetize one item if applied to a stack.
Rusted creatures now have a -70 Quickness penalty.
Praetorian's cloaks can now be modded.
You can no longer name locations after your culture, for now.
Deactivated turrets no longer interrupt autoact.
The "attack" interaction now requests confirmation before attacking non-hostiles unless they are your target.
The Sacred Well now accepts more kinds of artifacts.
Items treated as artifacts because of item mods are more consistently techscannable rather than structural scannable.
When your items are unequipped due to body changes that aren't dismemberment (for example, due to equipping a two-faced helmet), the unequipped items now go to your inventory rather than dropping on the ground.
Various quest-related data disks are now marked as important.
When entering text into popup dialogs, the characters '&' and '^' are now handled properly.
Dynamic generation of indefinite articles now works correctly for the words "heiress" and "heirloom".
Fixed a bug that caused owned objects being taken from containers using the trade screen to disappear if you declined the confirmation prompt.
Fixed a bug that prevented decarbonizer beams from working.
Fixed a bug that caused inventory categories to stick around when empty.
Fixed a bug that cuased hologram bracelet decoys to not move.
Fixed a bug that caused dynamic villages to generate overlapped with their own outskirts.
Fixed a bug that caused empty ground tiles to appear in desert villages and ruins.
Fixed a bug that caused the hollow tree hideout to generate without ground tiles.