When furniture with integrated power transmission systems becomes animated, the resulting newly sentient being no longer breaks every time it moves.
You can no longer do the following while confused: perform interactions related to note taking, mark things important or unimportant, or mod items with tinkering.
Auto-disassemble no longer attempts to disassemble artifacts owned by others.
Take All is now handled as an ongoing process via autoact, meaning it takes one item or stack at a time and can be interrupted by hostile creatures or damage.
Removed the gender restrictions on True Kin.
Gave chitinous puma and slumberling weapon skills appropriate for their claws.
Antelope cherubim now belong to the antelopes faction.
Nanopneumatic jackhammers are now tinkerable and disassemblable.
Some missile weapons now have their ammo counts colored in the console UI sidebar.
If, while wielding a turbow that is powered and has an arrow loaded, you use the reload command and select an arrow from inventory to reload with, you are no longer asked afterward about loading the turbow's energy cell socket.
Upgraded the appearance of liquid splashes.
Fixed a bug that caused Burrowing Claws to keep pathfinding through walls and continue to grant the Dig ability after you toggled it off.
You now pathfind through walls when you have a pickaxe or nanopneumatic jackhammer equipped.
You no longer pathfind through walls that are owned by others.
Changed the display text on the Wait keybind to "Wait / Pat at flames".
Long Blades stances are no longer visible on sleeping creatures.
Clarified in the Spread Klanq quest text that the faction members you puff on must be sentient.
Normalized Euclid's gender and pronouns.
Fixed a bug that caused smart use to not work on chests and bookshelves.
Fixed a bug that caused the permanent attribute bonuses from Triple-Jointed, Double-Muscled, and Two-Hearted to be treated as temporary under certain circumstances.
Fixed a bug that caused it to be possible for creatures with Wings to be flying and sitting at the same time.
Fixed a bug that caused you to keep your Long Blade stances when you acquired the Lond Blades skill via a skillsoft implanted that you later uninstalled.
Fixed a bug that caused some legendary glow-wights to generate extra copies of their entourages after you saved and loaded. This may happen one last time in existing saves.
Fixed a bug that caused options to occasionally get unintentionally cleared during a data hotload.
Fixed [redacted] as it appears in On the Origins and Nature of the Dark Calculus.
Feature Friday - April 2, 2021
201.85/202.45
Added a new tile for mechanical wings.
Aquatic creatures now dream in blub-ridden language.
Dirt paths, salt paths, and dirt roads are now more varied in their appearance.
Added a subtle visual effect when you walk on dirt paths, salt paths, and dirt roads, meant to suggest leaving tracks.
Reverted a change from last week that made the Light Manipulation recharge rate affected by Willpower. It no longer is.
Added a death message for being pricked to death by fracti.
Schrodinger pages now warn before use if they are in a container owned by somebody else.
Data disks for the co-processor mod no longer falsely indicate that the modded item will provide 0 units of compute power.
Item mods described using "with" now aggregate together, so for example you might have a "ganglionic teleprojector with electromagnetic shielding, filters, and suspensors" rather than a "ganglionic teleprojector with electromagnetic shielding with filters with suspensors".
Visible mines are now highlighted in the alt overlay in red or green according to whether they belong to a creature hostile to the player.
Visible bombs are now highlighted in the alt overlay in red.
Baboons becoming terrified of blood-stained neck-rings no longer leaves messages in the message log.
Strip flies are now better at avoiding trying to steal equipment that they will not be able to remove from your body.
Fixed that bug that caused Long Blade powers like Swipe and Lunge to not work if you learned them without learning the base skill first.
Fixed a bug that caused the effect of the Mark of Death to persist even if the mark was removed from your body.
Fixed a bug that caused attribute shifts from certain sources such as skulk injectors to not work properly.
Fixed a bug that caused key bindings to display improperly.
Fixed a bug that caused transparent liquid containers to retain the appearance of the liquid they previously contained.
Fixed a pair of bugs that caused salt dunes to turn into white squares when you revisited their zones after having left for a while.
Fixed a bug that caused NPC mines to be considered hostile to the player less often than they should have been.
Fixed a bug that made Hook and Drag not work.
Fixed a bug allowing legendary crafters to choose a newline character as a craftmark, leading to odd name displays.
Fixed a bug that made display name modifiers like slimy or [flying] commute to your sultan murals.
[modding] Conversations support some new attributes.
SetStringState="name,value" sets the global string state labeled 'name' to 'value' (if 'value' is empty, it unsets the state)
SetIntState="name,value" sets the global integer state labeled 'name' to 'value' (if 'value' is empty, it unsets the state)
AddIntState="name,value" adds 'value' to the global integer state labeled 'name'
SetBooleanState="name,value" sets the global boolean state labeled 'name' to 'value', which should be true or false (if 'value' is empty, it unsets the state)
ToggleBooleanState="name" toggles the global boolean state labeled 'name'
IfTestState="test" makes the conversation element conditional on a test of game state (see https://cavesofqud.fandom.com/wiki/Modding:Conversation for details)
[debug] Enabling "Show debug information on object and system internals" now lets you interact with flooring objects that you otherwise couldn't interact with.
Feature Friday - March 26, 2021
201.81/202.40
You can now disassemble unidentified artifacts.
Willpower now affects the recharge rate of Light Manipulation.
The dispersion rate of gases is now somewhat higher.
Rocket skates no longer burn oil on the world map.
You can now clean items using liquids from sources in the same tile as you or in an adjacent tile.
When using the "clean" interaction, you now see the locations of possible cleaning liquids in your inventory and around your person.
You can now use liquid inside an item to clean the item.
You can no longer perform the water ritual with duplicates of creatures created by shade oil, gelatinous prisms, and gelatinous antiprisms.
Cloned items no longer inherit the notes of the original.
Autoact and other hostility-checking functionality is now better at ignoring hostile aquatic creatures that cannot reach you.
Creatures are now better at problem solving to extinguish themselves when they're on fire.
Thick Fur now appears in creatures' descriptions as a physical feature rather than a separate descriptive sentence.
It is now possible for players who have intrinsic AV to have that AV reduced by Cleave.
The [redacted] masks can no longer be replicated with metamorphic polygel.
Made some pain-related messaging inaccessible to you if you cannot feel pain.
Added variant death messaging for dying of illusory damage.
Made recharge interactions prefer to use capital R as their hotkey.
Creatures that are shielded from mental attacks no longer get nosebleeds from Sunder Mind.
Creatures that don't bleed or breathe no longer get nosebleeds, though they still hemorrhage.
When penetrating radar illuminates objects that block it, those objects now flash red.
Cooking now works harder to give you a sensible option for the source of a given cooking liquid. For instances, it'll prefer to use the acid in a canteen vs. the acid in a lead-acid cell.
Improved the appearance of some ground, liquid, fence, and tent tiles when using night vision or penetrating radar. These tiles may look odd in current saved games.
Removed color-coding as good or bad from some messages that are unsurprising or inconsequential or ambiguous as to whether they are good or bad.
Painted and engraved village walls should look a bit nicer.
Made the descriptions of several save bonuses more readable.
Armor with to-hit bonuses or penalties no longer applies these when equipped as weapons or thrown weapons.
Evil twins are now more reliably hostile.
Fixed a bug that caused a certain phase spider to free itself from its cryotube.
Fixed a bug that prevented any screen updates while you were asleep.
Fixed a bug that caused night vision to not work and Clairvoyance to mostly not work.
Fixed a bug that caused sleep, EMP, and cracked status effects to not wear off.
Fixed a bug that caused the "disassemble" and "disassemble all" interactions to sometimes swap hotkeys.
Fixed a bug that caused slumberlings to able to move and attack while asleep.
Fixed a bug that caused organic creatures to be subject to techscanning rather than bioscanning when they had artifacts equipped.
Fixed a bug that caused you you to become momentarily overburdened when you ranked up Double-Muscled.
Fixed an exception when creatures overdosed on sphynx salt tonics.
Fixed a bug that caused the effects of padded helmets to continue to apply after they were removed.
Fixed a bug that caused some items in your starting inventory to fail to stack until interacted with.
Fixed a bug that caused rubbergum tonics to give +5 to saves vs. bleeding instead of a -5.
Fixed a bug that let you use telepathy on the Grit Gate communications panel.
Fixed a bug where spiral borer would place a single up staircase one level before it stopped boring.
Fixed a graphical bug with the center-south tile in large liquid pools.
Fixed a bug that caused Evil Twins, and occasionally other hostile creatures, show up as green in the alt display.
Fixed a bug that caused some inappropriate colors to show up while using night vision or penetrating radar.
Fixed a bug that caused some liquids and color-changing objects to retain their natural color under night vision and penetrating radar.
Fixed a bug that allowed Hook and Drag to sometimes continue to restrain a target from far away.
Fixed a bug that caused unidentified injectors to be known as
med.
Fixed a bug that caused hired guards, psychic thralls, and domesticants to not follow their leader.
Fixed a bug that prevented precinct navigators from granting their bonus to encounter ruins outside of ruins terrain.
Fixed a bug that allowed Schrodinger pages from temporal fugue clones to be used.
Fixed a bug that made persistent duplication of some items possible via evil twins.
Fixed a bug that made Phinae Hoshaiah spawn with only one overloaded laser pistol rather than two.
Fixed a bug that would sometimes make geomagnetic disks thrown by NPCs fail to activate.
Fixed a bug that caused Pax Klanq to request you puff in Joppa when it lay in ruins.
Fixed a bug that prevented kills caused by the damage from freezing and flaming mods from being attributed to the attacker.
Fixed a bug that made pouring cloning draught not work for cloning purposes.
[debug] The testhero wish now adds the creature to the action queue if they have a brain.
[modding] There is now a method UpdateStatShifts() on the Armor part that can be used to resynchronize armor's effects on stats after any updates made while it is worn. CarryBonus on Armor also now updates the armor's wearer immediately upon being changed.
Feature Friday - March 19, 2021
201.77/202.36
Magazine-loaded heavy weapons can now be drum-loaded.
Force fields, stasis fields, and normality fields can no longer be frozen.
You no longer get to confirm whether you want to jump down a deep shaft while you are confused.
You no longer get to confirm whether you want to move into a dangerous liquid pool while you are confused.
When you aim and fire a missile weapon directly at a creature, your target is now set to that creature.
When you aim and fire a missile weapon directly at a non-creature object, your target is now set to that object if you have no current target.
Suppressive Fire no longer stops teleportation or externally-forced movement.
Suppressive Fire no longer bothers applying to immobile creatures.
Digging tools now only bestow the Dig activated ability when they're equipped in the right slots.
The "Wait a number of turns" command now defaults to either the highest current cooldown of your activated abilities or the last number of turns you manually entered to wait, whichever is higher.
Carnivorous creatures are no longer able to eat the severed limbs of plant creatures without getting sick.
Defensive Swipe can no longer push liquids and gases.
Taking 0 damage no longer interrupts autoact.
When an NPC is attacked for 0 damage, their friends now ignore the threat like they do.
The Recharge activated ability can now recharge items at any depth in your inventory (for example, energy cells slotted in weapons or stored in chests).
You can now recharge a rechargeable energy cell that's slotted in an artifact by interacting with the artifact, provided you know how to recharge.
You can now fill a liquid-fueled energy cell that's slotted in an artifact by interacting with the artifact.
Partially recharging an artifact now has a sound effect, a quieter version of the capacitor whine.
The Fill interaction is now usable on liquid containers even when the container is full.
When modding a stack of items using the "mod with tinkering" interaction, the other items in the stack are now visible on the Tinkering screen.
Force Bubble, Force Wall, force bracelets, force projectors, and Stopsvalinn now produce fields with the same phase characteristics as their source or their source's user.
Waveform worms can no longer use Waveform on the world map.
Creatures that fall down deep shafts can no longer rejoin their party leaders until the party leader enters the zone they're in.
Fixed a bug where forced movement while you were stuck would make a check as if you yourself were trying to break free.
Being stuck now gives resistance to forced movement.
Teleporting or otherwise moving away a creature that's grabbing you now breaks the grab.
Creatures made of liquid, gas, or energy can no longer become stuck.
Destroying or moving a web you are stuck in now releases you.
Generalized some language in skulk tonic messaging.
Fixed a bug that caused "mark as important" and "mark as unimportant" to not work.
Fixed a bug that caused your level to appear as "True" your the character sheet.
Fixed a bug that broke sultan history text generation and produced nonsense like 'cliff cliff'.
Fixed a bug that broke the autocollection of liquids.
Fixed a bug that occasionally caused your inventory or chest inventories to bug out on opening.
Fixed a bug that caused some items to never become wet when dropped in liquid, which meant dropping them in liquid did not extinguish them when they were on fire.
Fixed a bug that sometimes caused creatures, including the player, to be unable to pathfind through gases they were immune to.
Fixed a bug that caused some pathfinding creatures to avoid other hostiles based on how dangerous they were to those hostiles instead of vice versa.
Fixed a bug that caused swimming-depth liquid pools not to be avoided while pathfinding.
Fixed some bugs in creature pathfinding between zones.
Fixed a bug that prevented Suppressive Fire from taking effect.
Fixed a bug that deprived slumberlings of their claws and made them unable to attack.
Fixed a bug that caused clones of you spawned while you were under the effect of Eater's flesh to have permanent Quickness penalties.
Fixed a bug that made it possible to learn how to craft an artifact via Psychometry and have that artifact remained unidentified.
Fixed a bug that caused light sources to occasionally override night vision, depending on the order items were equipped.
Fixed some hotkey collisions in the new interactions.
Fixed a bug that caused the nearby campfire indicator to float away.
Fixed a bug that made the "load" interaction on magazine-loaded missile weapons not work unless they were equipped.
Fixed the placement of the classic UI 'look' interface actions when they appeared on the right side of the screen.
Fixed the coloration of the right angle brackets in the keybind indicators on the Manage Abilities screen.
Fixed some cases where the hotkey for an interaction was highlighted on an insignificant word.
[debug] The "Show debug information on object and system internals" option now adds an action to the classic UI 'look' interface that displays the navigation weight of the square you're looking at.
Feature Friday - March 12, 2021
201.74/202.33
We changed how robots and mutations interact.
Robots now have modules rather than mutations.
Robots no longer receive mutation points nor do they rapidly mutate.
Robots can no longer buy mutations.
You can now mark items in your inventory as important.
You no longer automatically butcher, harvest, or disassemble important items.
You're now asked for confirmation before manually butchering, harvesting, or disassembling important items.
You're now asked for confirmation before applying important tonics.
Important tonics and applicators now have a low priority for apply being their default interaction.
While cooking, the "Preserve your fresh foods" option ignores important items and "Preserve your exotic foods" asks for confirmation on important items.
While trading, you're asked for confirmation when you select important items, and important items are ignored when you select all.
Quest items are important by default.
If you have Disassemble, you can now choose to treat a type of item as scrap. If you do, it'll be considered scrap for the purposes of autoget and autodisassemble.
Disassembling items things now puts a message in the message log.
Auto-disassemble during autoexplore now directly disassembles items in the environment rather than needing autoget to pick them up first.
You now autoget zero-weight artifacts if "Auto-pickup artifacts" is off but "Auto-pickup 0 weight items" is on.
Electrical charge consumption now prefers to draw per-turn charge first. For example, when using a jacked phase cannon with a biodynamic power plant, firing now draws the 5000 charge from the biodynamic power plant before consuming charge from the phase cannon's energy cell.
Stasis is now a status effect.
Force modulators now make you immune to stasis.
The lair of Oboroquru is now a holy place to apes.
Compute power now reduces the ammo regeneration time for blood-gradient hand vacuums.
Sparking baetyl demands and rewards are now less subject to manipulation via Precognition.
Special items for village quests are now worth more than normal items of their type.
Special items for village quests are no longer categorized as Quest Items once you have completed the quest.
Your game score is now calculated using each item in a stack rather than treating the stack as a single item.
Preserved cooking ingredients and empty injectors are no longer factored into your game score.
When you're cleaved the message log now indicates what part of you was cleaved.
Strip flies now have the Wings module.
You no longer attack yourself while swooping.
Defensive Swipe now respects phase and flight.
Applying a tonic to another creature else now takes a turn.
Dying by cooling into a block of shale when you're a magmatic sludge now results in a proper death message.
Unctuous sludges now properly have unctuous pseudopods.
Holograms now have their status revealed by techscanning rather than bioscanning or structural scanning.
Holographic ivory and holographic beth are now excluded from consideration as hostiles -- like young ivory and lurking beth -- and are no longer inaccurately considered organic.
Convalessence pools now only heals living things.
Hypertractors, normality gas pumps, defoliant pumps, and fungicide pumps no longer put 0-damage hit messages in the message log. Hypertractors still message about their effect taking place.
Move-into-liquid confirmations are no longer requested during autoact.
Immobile creatures now fall through space-time vortices rather than climbing through them.
Decarbonizers' decarbonizer module no longer appears with a blank name in the character sheet.
The repair, add notes, remove notes, load ammo, unload ammo, and desecrate interactions now have hotkeys.
Tweaked the blaze injector item and effect descriptions.
Improved the grammar of generated text around items with qualifiers in their names.
Fixed a bug that doubled the action cost of modding items when you had them equipped.
Fixed a bug that occasionally caused exceptions when creatures with luminous fungal infections temporally fugued.
Fixed an exception when tarry sludges spit.
Fixed a bug that caused creatures at the Six Day Stilt to shop when they shouldn't and to not shop when they should.
Fixed some bugs that caused gaslight weapons to lose proper names and some relic enhancements when they were activated or deactivated.
Fixed a bug that caused gentling masks and cones to corrupt the faction alignments of dynamically generated villagers.
Fixed a bug where failing to drag an opponent using a latching weapon did not take a turn.
Fixed a bug that caused stasis field to fail to put things in stasis.
Fixed a bug that caused your companions to hit your when you were in the same tile as a creature they were attacking.
Fixed a bug when you tried to disassemble an owned item where the owners would get mad but the disassembly would fail to happen.
Fixed a bug that caused physical clones to get permanent versions of mutations their parent organism had granted by relics or cooking.
Fixed a bug that caused lava not to heat up containers carried in your inventory.
Fixed a bug allowed you to preserve exotic foods dropped from temporary creatures.
Fixed a bug with the Brightness & Contrast sliders in the classic options menu when you assigned a value below 0.
Fixed a bug that caused some damage messages to be visible when the target wasn't visible.
Fixed a bug that caused blaze injectors to increase cold resistance instead of decreasing it.
Fixed a bug that caused the classic UI sidebar to handle some target names poorly, especially ones with complex color patterns.
Fixed a bug that caused item qualifiers like '[implant]' or 'illuminated' to show up twice in the names of village quest items.
Fixed some extra spaces and incorrect a/an cases in village quest text.
Fixed a bug with the conjugation of 'catch'.
Fixed a typo in the glotrot tomb inscription.
Fixed a bug that made electrical arcs and some other visual effects sometimes display strange floating Unicode characters instead of the desired effect.