1. Caves of Qud
  2. News

Caves of Qud News

Feature Friday - August 28, 2020

200.90

  • Fixed a bug that caused certain worldmap graphics to be improperly hidden.
  • [modding] The mutation lists in character generation are now sorted by display name rather than displaying in order of their loading.
  • [modding] Beak and Carnivorous are now public.


201.18 - 'beta' branch


[modding] Several new attributes have been added to Bodies.xml elements. bodyparttype and bodyparttypevariant now have:
  • Appendage, a boolean flag for whether the body part type is an actual appendage (in addition to all previously existing requirements, this flag must be true for a body part to be dismemberable)
  • UsuallyOn, which is used with appendages to designate the typical parent body part of this body part (for example, the UsuallyOn value for Face is Head, the UsuallyOn value for Hand is Arm)
  • UsuallyOnVariant, which is used for body part type variants to designate a specific variant they're typically attached to (for example, the UsuallyOnVariant value for Sensor Array is Control Unit)
  • ImpliedBy, which is used by body parts like Hands to designate that some number of another body part (in this case, Hand) implies their existence
  • ImpliedPer, which works with ImpliedBy to specify how many of the implying parts are "satisfied" by the existence of this part
Catching fire now interrupts autoact, as does a visible or audible companion catching fire.

We revamped several more mutations.
  • Adrenal Control
    • We revamped it, again.
      • Increased cost from 3 to 4.
      • Reduced Quickness bonus from 38+(mutationLevel
      • 2) to 9+mutationLevel.
      • Increased cooldown to 200.
      • Made duration a flat 20.
      • While active, other physical mutations get +(mutationLevel/3)+1 rank.
  • Beak
    • Beak is now a 1-point mutation instead of a defect.
    • No longer occupies face slot.
    • Added a +1 Ego bonus. (sightly beak)
    • Updated description to reflect the correct amount of bonus bird reputation (+200).
  • Beguiling
    • Increased cost from 3 to 5.
    • Simplified success roll to 1d8 + characterLevel + mutation Level (or Ego mod, whichever is higher) VS target's characterLevel + MA.
  • Burgeoning
    • Tumbling pods spawned by burgeoned feral lah no longer (dangerously) follow you around.
  • Clairvoyance
    • Increased the cooldown from 75 to 100.
    • Reduced the visibility duration from 16 + mutationLevel
    • 2 to 19+mutationLevel.
    • Upped the level at which the whole map is revealed to 15.
  • Confusion
    • Increased cost from 3 to 4.
    • Confusion AOE is now a cone originating from the caster.
    • Cone angle: 29+mutationLevel
    • Cone length: 4+mutationLevel/3
    • Increased cooldown from 40 to 75.
    • Changed duration to 0.8*((mutationLevel/2)+10) to 1.2*((mutationLevel/2)+10).
    • Fixed a bug that prevented Confusion's penalty to mental stats form being applied.
  • Domination
    • Increased cost from 4 to 5.
  • Ego Projection
    • Increased cost from 2 to 4.
    • If this ability comes off cooldown before the duration has expired, you can no longer boost the same stat multiple times.
    • Changed duration (which was broken) to: 16+(mutationLevel
    • 2) to 20+(mutationLevel
    • 2).
    • Boosting a stat now has an action cost.
  • Force Bubble
    • Reduced cost from 5 to 4.
  • Force Wall
    • Changed cool from 108-(mutationLevel
    • 8) to a flat 100.
    • Changed duration from 25 to 14+(mutationLevel
    • 2).
  • Mass Mind
    • Changed cooldown to 550-(mutationLevel
    • 50), minimum 100.
    • Willpower no longer affects Mass Mind's cooldown.
    • Each use attracts slightly more attention from psychic interlopers.
  • Mental Mirror
    • We revamped this mutation.
      • We did away with the charges.
      • If this mutation is off cooldown when you suffer a mental attack, you gain +3+mutationLevel MA against that attack (and the mirror goes on cooldown). If the attack then fails to penetrate your mental armor, it's reflected back at your attacker.
      • Cooldown: 50.
  • Regeneration
    • Reduced cost from 5 to 4.
    • We revamped this mutation.
      • You regenerate hitpoints at your full rate in combat. (This was true previously but wasn't documented.)
      • Regeneration bonus is now a percentage instead of a flat bonus: +10% + (mutationLevel*10)
      • mutationLevel*10% chance per round to regrow a missing limb. If this chance exceeds 100%, you cannot be decapitated.
      • 1% + mutationLevel/3 chance per round to remove a minor physical debuff at random. At mutationLevel = 5, this becomes any physical debuff (including glotrot, ironshank, sore thorat, and monochrome).
  • Quills
    • Changed AV progression.
      • Level 1-2: 2
      • Level 3+: mutationLevel/3 + 2
    • Quill penetration now caps at 6.
    • Changed the damage reflection for unarmed attacks.
      • Now, when a creature uses an unarmed attack against you, roughly 1% of your quills break and you reflect 3%
      • numQuills damage back at your attacker.
    • Quill regeneration is now affected by Willpower.
  • Stingers (partial implementation)
    • Stingers now give you a tail and are equipped on the tail instead of your back.
    • More changes to come.
  • Stunning Force
    • Normalized damage increment to 1d3 + (mutationLevel-1) / 2.
  • Teleportation
    • We revamped this mutation.
      • Teleportation is now imprecise. You teleport to a random square in the picker's area of effect (radius = 13-mutationLevel, minimum 2).
      • If an occupied square is chosen, you're shunted to another, unoccupied square (th new square can be outside the AoE).
    • Changed cooldown to 103-(3
    • mutationLevel).
  • Two-hearted
    • Reduced cost from 4 to 3.
    • Removed Quickness penalty.
    • Removed synchronized heartbeat effect.
    • Added a % bonus to sprint duration: 10% + 20*mutationLevel.
We updated some of our revamps from last week.
  • Increased Wings cost from 3 to 4.
  • Reduced Sleep Gas Generation cost from 4 to 3.
  • Changed Carnivorous cost from -1 to -3.
  • Reduced Triple-jointed cost to 3 as stated.
  • Actually implemented Photosynthetic Skin's changes.
  • Fixed Horns bleed damage.
  • Passing the turn while burning with a tightened carapace prefers to remain tightened now rather than beat out the flames.
The resolution to Kith and Kin has been repaired and revamped.
Added a new quest: Love and Fear.
Fixed a bug that reverted the carbine/sparbine nerfs.
Reduced the potency of Psychometry granted by bananas to +1-2 if you don't already have the mutation.
Confused creatures now have some variety in their actions.
Made seedsprout worm corpse drop at 100%.
Changed clump of bone meal to just bone meal.
The prerelease stage screen message log now has a background transparency toggle.
Added new overlay/prelease conversation dialog boxes.
Fungal infections now appear in their own, prioritized category when using the spray bottle.
More prerelease stage popup can now be dismissed with Esc.
Sheba's Give Book option now remembers where you were in the list when it re-opens.
[modding] Added a new test Debug option, "Show Error Popup", that should be useful for modders.

Feature Friday - August 21, 2020

200.89

  • It's now possible to use a shield unskilled at a 25% block chance.
  • The section in the manual on the combat sequence now includes a description of shield blocking.
  • Attempting to move past the edge of the world now gives a message instead of failing silently.
  • When you fire a missile weapon without a target and your aim snaps to the nearest hostile creature, that creature is no longer set as your target.
  • NPCs are now able to attack inanimate objects they want to destroy.
  • Mutants with temporal fugue are now referred to as temporal fugitives in village histories.
  • Lase now ignores targets it cannot hit when selecting a target.
  • Dehydration notifications are no longer provided for companions who wouldn't generate a death notification.
  • You can no longer swap position with neutral or friendly puffer fungi.
  • Being involuntarily moved into a wall with burrowing claws or a drill equipped no longer forces you to attack the wall.
  • Being involuntarily moved can no longer swap you with a hostile creature.
  • Autoexplore can no longer swap you with an ignored hostile creature.
  • Engulfed creatures now have the lowest priority for purposes of determining which creature is hit when a tile is attacked. The purpose of this change is to make it so that companions can reasonably attack creatures that are engulfing you.
  • Village zones no longer fight with themselves over what music to play.
  • Grenades, mines, and bombs can now be detonated as an inventory action.
  • The classic UI key mapping screen now indicates that you can press delete to clear a command's bindings.
  • The selection hotkeys for donating a book to Sheba Hagadias no longer goes into non-alphabetic characters when you have a lot of books.
  • Projectile animations now become faster the longer the projectile's flight path is.
  • Lase's animation is now faster in general, and becomes faster the longer its path is.
  • Added variant death messages for being killed by electrical, acid, and disintegration damage.
  • Fixed a bug that made delete in the classic UI key mapping screen fail to trigger the bindings being saved.
  • Fixed a bug that caused temporary liquids (for example, acid pools produced by acid walltraps to become permanent through fluid dynamics processes.
  • Myopia's effect on visibility distance now works in more contexts.
  • Fixed a bug that degraded performance when creatures swam.
  • Fixed a bug that caused NPCs with Flaming Hands, Freezing Hands, Freeze Breath, and other breath attacks to stand still when targeting an enemy in the same cell as a wall.
  • Fixed a two-character grammatical redundancy in torches' description.
  • Fixed the message given when you lay a mine or set a bomb.
  • Fixed various instances of situation-specific death messages being overwritten by the generic, "You were killed by so-and-so".
  • Fixed a bug that made agility contribute less to throwing accuracy than it was meant to.
  • Fixed a bug that broke telepathy.
  • [debug] Fixed a bug that caused the "Give 250000 XP" keybind to give the XP without leveling you.
  • [modding] Creatures now respect their NoTrade tag in conversations.
  • [modding] The Mods directory is now created on startup if it doesn't already exist.
  • [modding] The ID attribute of your quests can now be used in QuestsByID. If an ID doesn't exist, Name is used.
  • Proselytes and rebuked robots can now be dismissed from your service as an interaction command.
  • Party members now more consistently behave in a fashion consistent with their leader's attitudes.


201.15 - beta

This patch includes the first batch of changes for a wide-scale mutation balance. More to come!

  • When you level up to level 5, and every 10 levels afterward, your genome enters an excited state and you can rapidly advance one of your physical mutations.
  • Rapid advancement increases the mutation's rank by 3.
  • These three ranks don't count toward the rank 10 limit.
  • Rapidly advanced mutations are still subject to the mutation rank cap that's based on character level.
  • If you have 4 mutation points after gaining a level, you'll have a chance to buy a new mutation before you choose a mutation to rapidly advance.
  • If you have no physical mutations at this point, nothing happens.
We revamped several physical mutations.
  • Adrenal Control.
    • Reduced cost from 4 MP to 3.
    • We revamped this mutation.
      • You now gain an activated ability, Release Adrenaline, that increases your quickness by mutationLevel*2+38 for mutationLevel+19 rounds.
      • Cooldown: 100.
  • Burrowing Claws
    • Increased cost from 2 MP to 3.
    • Claws no longer occupy hand slot.
    • Your base fists are now replaced with claws that function as short blades and deal increased damage with mutation level.
      • levels 1-3: 1d2
      • levels 4-6: 1d3
      • levels 7-9: 1d4
      • levels 10-12: 1d6
      • levels 13-15: 1d8
      • levels 16-18: 1d10
      • levels 19+: 1d12
  • Carapace
    • Reduced cost from 4 MP to 3.
    • DV penalty is now a flat -2 across all mutation levels.
    • You no longer have trouble getting up when knocked prone.
    • Reduced the DV penalty for tightening your carapace from -10 to -2.
  • Carnivorous
    • Changed this into a defect that gives 1 MP.
    • Removed the tasty bonuses from eating meat.
  • Corrosive Gas Generation
    • Removed mutual exclusion with Sleep Gas Generation.
    • Increased the number of rounds you release gas for from mutationLevel/2 + 1 to mutationLevel+2.
    • Increased the cooldown from 35 to 40.
    • Corrosive gas no longer deals damage to items.
    • (cosmetic) Renamed the activated ability name to "Release Corrosive Gas".
  • Double-muscled
    • Reduced cost from 4 MP to 3.
    • Removed the movespeed penalty.
    • Changed the chance to daze on a successful melee attack to 13% + mutationLevel*2 for 2-3 rounds.
  • Electromagnetic Pulse
    • (cosmetic) Renamed the activated ability to "Emit Pulse".
  • Flaming Hands and Freezing Hands
    • Renamed to Flaming Ray and Freezing Ray. You now have the option to customize these mutations and choose a limb for the ghostly flames/icy vapor to appear on (Hands, Feet, or Face).
    • Now neither mutation occupies the Hands or any other body slot.
    • If you get the limb you chose severed, you lose access to the mutation's powers.
    • The temperature increase/decrease on melee attacks now applies to attacks made with any limb. We also added this behavior to the mutation description (it was previously undocumented).
    • Added a temporary exclusion with Beak.
  • Flaming Ray
    • Reduced cost from 5 MP to 4.
  • Freezing Ray
    • Increased cooldown from 10 to 20.
  • Heightened Quickness
    • Reduced cost from 4 MP to 3.
    • Removed the toughness penalty.
    • Increased quickness buff to mutationLevel*2 + 13.
  • Horns
    • You can now choose a cosmetic option for horns (horns, horn, antlers, casque).
    • Increased the chance for a horns attack from 20% to 25%.
    • Increased AV progression to (mutationLevel-1)/3 + 1.
    • Generalized damage to 2d[(mutationLevel/2)+3].
    • Improved bleeding damage to the following.
      • levels 1-3: 1
      • level 4+: 1d2 + (mutationLevel-4)/3
    • If you aren't wielding anything in your primary hand, you now attack with your horns as if they were your primary attack.
  • Multiple Arms
    • Increased the chance for extra attacks from 6% + mutationLevel
    • 2 to 7% + mutationLevel
    • 3.
  • Multiple Legs
    • Increased cost from 4 MP to 5.
    • Changed move speed bonus from mutationLevel
    • 5 + 3 to mutationLevel
    • 20.
  • Night Vision
    • You can now see [redacted].
  • Phasing
    • You can now phase back in on demand.
  • Photosynthetic Skin
    • Increased the bonus regeneration rate from Basking or cooking with lignin from 20% + mutationLevel
    • 4 to 20% + mutationLevel
    • 10.
    • Increased the bonus quickness from Basking or cooking with starch from 1 + Ceiling(mutationLevel/2) to 13 + mutationLevel*2.
    • Generalized the servings of starch and lignen you can store to [(mutationLevel-1) * 4] + 1.
    • Generalized the bonus duration of Basking's effect to [(mutationLevel-1) * 4] + 1.
  • Sleep Gas Generation
    • Increased cost from 3 MP to 4.
    • Removed mutual exclusion with Corrosive Gas Generation.
    • Increased the number of rounds you release gas for from mutationLevel/2 + 1 to mutationLevel+2.
    • Increased the cooldown from 35 to 40.
    • (cosmetic) Renamed the activated ability name to "Release Sleep Gas".
  • Slime Glands
    • You can walk now over slime without slipping.
  • Spinnerets
    • Activating Spin Webs no longer takes an action.
    • Made web save difficulty scale at 2X mutation level instead of 1X.
    • Increased arachnid reputation bonus from +200 to +300.
  • Thick Fur
    • Increased heat and cold resist bonus to +5
    • +100 reputation with all of the following: apes, baboons, bears, and grazing hedonists
  • Triple-jointed
    • Reduced cost from 4 MP to 3.
    • Removed the strength penalty.
    • Removed the bonus chance to dodge.
    • Added a 7% + mutationLevel
    • 3 chance that Agility-based skill powers don't go on cooldown after use
  • Two-headed
    • Increased cost from 2 MP to 3.
    • Improved mental action cost reduction from 16% + mutationLevel
    • 4 to 15% + mutationLevel
    • 5.
    • Improved chance to shake off a mental debuff from 5% + mutationLevel to 5% + mutationLevel
    • 2
  • Wings
    • Wings no longer take up the Worn on Back slot.
    • (cosmetic) Your Worn on Back slot is renamed to Worn around Wings.
    • +10% + (mutationLevel*10) move speed while sprinting.
    • Jump range is increased by (mutationLevel/3) + 1.
    • Charge range is increased by (mutationLevel/3) + 2.
We nerfed the carbine and the sparbine.
  • Reduced carbine's accuracy.
  • The masterwork carbine quest reward now uses the same ammo as the standard carbine (lower damage).
We made burning damage scale with temperature.
  • 1-100 above flame point: 1 damage per round
  • 101 - 300 above flame point: 1-2 damage per round
  • 301 - 500 above flame point: 2-3 damage per round
  • 501 - 700 above flame point: 3-4 damage per round
  • 701 - 900 above flame point: 4-5 damage per round
  • 901+ above flame point: 5-6 per turn
Added a new clock to the main screen in the overlay UI.
Added a new item: wrist fan.
Added a new item mod: disguise.
Dynamic villages can now generate with resident apothecaries.
Elder Irudad now has some apothecary wares.
Added a nice new overlay UI element for popup messages.
The overlay UI now displays your drams of freshwater next to your weight.
You can now access the mod manager from the main menu in the classic UI.
You can now use Page Up, Page Down, +, and - to navigate the classic options & key mapping menus.
You can now use Page Up and Page Down to navigate the tinker menu.
The trade UI "don't have enough water containers" message no longer resets the trade window.
Sprint now has a single active ability, "Sprint", which can be toggled.
Stopsvalinn now has a better chance of spawning with a high-end energy cell, when it spawns with an energy cell.
Spiral borers are now able to dig in reloaded zones.
The Astral monster mutation can no longer be leveled
Nonexistent journal entries can no longer be deleted.
Fixed the switched cooking effect behavior on starch and lignin.
Fixed a bug that caused the wrong XP value to be displayed in the Sheba Hagadias book turn-in dialog for stacks of books.
[debug] The clearstatshifts wish no longer returns spent mutation, skill and attribute points.
[modding] Most internal classes are now public.
[modding] Colors, anatomies, options, conversations, and pronouns now reload properly when mod configuration changes.
[modding] Fixed a bug that caused the detail color of subtypes to be merged onto the tile.

Feature Friday - August 14, 2020

200.86

  • You can once again acquire fungal infections.
  • On the character screen, attributes that are modified above or below their base values now display as green or red, respectively. You can also now select an attribute on this screen to display its base level, which is used for meeting skill requirements.
  • You can now disassemble without the Tinkering skill as long as you have the Disassemble skill power.
  • Confusion now affects artifact examination.
  • The following objects are now tagged as being made of metal: HE missile, becoming nook, cybernetic rack, leering stalker's pneumatic piston, scrap shoveler's scrap saw, crypt sitter's chrome stilt, strip fly's mechanical pincers, Rodanis Y's tungsten carbide hammer-fist and axe-fist, and boosterbot's helping hand.
  • Tinkered items can no longer generate fitted with suspensors or liquid-cooled.
  • Baetyls can no longer be psychically attacked and are now subject to EMP.
  • Industrial fans now respect phase.
  • Steam no longer burns things to ash.
  • Steam now tracks who is responsible for creating it.
  • The Gas Generation mutations now produce gas in the same phase as the mutant producing it.
  • Quest item torches no longer lose their unique display names.
  • Using psychometry on a stack of items now results in better messaging.
  • Reading passcodes using psychometry is now subject to reality stabilization.
  • Loading a medassist module from the implant's interaction menu no longer loads an entire stack of tonics.
  • The Mutating effect is now considered negative.
  • Greater voider teleportation now respects normality but is powerful enough to contest it.
  • Thrown weapon reequipping now reequips a similar item from your inventory if an identical one is not available.
  • Autoexploring while wearing ninefold boots no longer teleports you between zones.
  • Disassemble all is no longer usable with hostile creatures nearby.
  • When you disessemble multiple items or use disessemble after performing another activity that has an action cost, you're now forced out of the interaction menu as you approach an action cost deficit that would place you in danger if hostile creatures arrived.
  • Mechanimist snailmother converts now spawn ickslugs with the same faction attitudes as their mothers.
  • Made item naming more reliably relevant to events that just occurred.
  • Relics and relic-like items are now consistently unmoddable.
  • Messages are no longer generated when creatures out of your line of sight use Shield Wall.
  • Being asleep now generates a message only if the last message you received was about something other than being asleep.
  • Popups are now used for messaging stat saps' permanent attribute drain.
  • Being blocked by an object no longer displays any weapon performance characteristics it may have.
  • Dominating someone you have performed the water ritual with and then looking at yourself no longer displays "You are water-bonded with you" in your description.
  • Fixed the conjugation of the verb "get" in the companion thirst notification message for companions of pseudo-plural gender.
  • Fixed a bug that disabled autoact rate limiting.
  • Fixed some bugs around tracking body parts added by equipment.
  • Fixed a bug that caused some liquid coverings, particularly acid-based ones, to not generate a clean action.
  • Fixed a bug that sometimes caused fire-based abilities to end early when they encountered mixed liquids.

Feature Friday - August 7th, 2020

200.82
  • Examining artifacts now requires being able to move your extremities.
  • Eating snacks now requires being able to move your extremities.
  • The "HP warning threshold" option now defaults to on at 40%.
  • Various powered items, such as VISAGEs and ninefold boots, now correctly drain the last dram of their slotted liquid-fueled energy cells rather than leaving behind one unusable dram. If you find more items that do this, please report them on the public bug tracker: https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues.
  • NPCs attempting to use broken and rusted tonics no longer cause messages popups for the player. NPCs also attempt to use broken and rusted tonics less often.
  • Creatures are more willing to enter gas clouds, especially if they are immune to the gas.
  • Stunning Force can no longer be used on the world map.
  • Slumberlings are no longer Wakeful when they emerge from their natural hibernation.
  • Item naming opportunities triggered by leveling up now occur after the level up message.
  • Nullbeards are now permanently astrally tethered rather than immune to astral tethering or burdening.
  • Puffer fungi once again take damage from damaging gases at the rate inanimate objects do.
  • Frozen energy cells slotted into equipment no longer stay frozen forever.
  • Implanting a cybernetic implant now makes it permanently understood. If it was only understood due to a techscanning ability, losing that ability no longer converts it to an implanted "weird artifact".
  • Strip flies now respect phase and flight.
  • Psionic weapons can no longer be disassembled.
  • Items are now automatically weightless when equipped in a Floating Nearby slot.
  • Autogetting from adjacent squares is now controlled by an option: "Autopickup from adjacent squares". It defaults to off and only covers non-autoexplore movement.
  • You're now interrupted in the middle of autogetting multiple items when a hostile creature nears you (rather than being slammed by multiple enemy actions afterward).
  • Whether you immediately pick up items butchered from corpses is now determined by your autoget settings, not by whether you were autoexploring.
  • Pathfinding now avoids mines laid and bombs set by non-hostile creatures, to varying degrees by munition type.
  • Added a new option, "Prerelease Stage Scale", in the Overlay UI section.
  • Fixed a bug that broke mod tinkering when certain items had high-powered magnets applied to them.
  • Fixed a bug caused the Wakeful effect to not work sometimes.
  • Fixed a bug that disabled measures to prevent inappropriate objects from spawning on top of each other.
  • Fixed a bug that made Flexiweaved sometimes give positive DV.
  • Fixed some bugs that caused equipping certain items to fail to trigger their state changes, such as quest completion and DV updates for defensive stance.
  • Fixed a bug that caused save modifiers provided by cybernetic implants to not work.
  • Fixed a bug that caused the liquid-cooled item mod to be unapplyable in some cases where it should have been applyable.
  • Fixed a bug that destroyed cybernetics when another implant was implanted directly in its slot.
  • Fixed a bug that caused the value of cybernetics credit wedges to not show up in the short version of their display names.
  • Fixed a color pattern typo in Ereshkigal's interface.
  • Fixed a typo in a journal accomplishment.
  • Fixed a stray color markup tag in save modifier rules text.
  • Fixed some grammar bugs in the descriptions of hostile clones.
  • [modding] Specifications for DefaultBehavior attributes in Bodies.xml part elements are now correctly respected.
  • [modding] Fixed a bug that made less information available in some movement-related events than should have been.


201.8 - beta
  • Mechanical cherubim are now classified as robots.
  • Villages and chef ovens should no longer let you cook game-breaking meals.
  • The schematics choices for acquiring Tinker I, Tinker II, and Tinker III are now of the appropriate complexity for that tinker tier.
  • Village immigrants' pronouns are now more consistent.
  • Added a new option, "Prerelease Stage Scale", in the Overlay UI section.
  • Fixed a typo in waveform worm's description.
  • Fixed a bug with villager dialog color.
  • [modding] We added a new in-progress overlay UI for the Mod Manager.
  • [modding] Added a new "manifest.json" file to populate the extra fields shown in the Mod Manager. This file now subsumes config.json (you should convert any config.json files into manifest.json files). See https://cavesofqud.gamepedia.com/Modding:Manifest.json.






Feature Friday - July 31, 2020

200.81

  • Trolls now know how to swim.
  • Clicking a tile with a hostile creature now attacks the creature instead of attempting to speak with it.
  • Gave rainboweave cloaks lower DV but a chance to refract light-based attacks.
  • Added a new status effect, Wakeful, that gets applied for 3-5 rounds after you wake up from involuntary sleep. While wakeful, you can't fall asleep.
  • Item naming now allows apostrophes.
  • Baetyls no longer request the Billowing Conch of the Aji.
  • Long blade stances now respect your restrictions on companion ability use.
  • En garde! now takes Lunge and Swipe off cooldown when it activates.
  • You no longer have the option to decline being moved by a factory arm into a deep shaft.
  • Penetrating radar now reveals hidden objects that can be discovered by searching.
  • Messages for spotting hidden objects now include directional information.
  • Missing skill prereqs now cause entries on the Skills screen to be grayed out, like they are for unmet attribute requirements.
  • Pathfinding now goes to much less effort to avoid many types of liquids and some types of gases.
  • Skills that require a weapon of a given type to be wielded in the primary hand now accept weapons wielded in the first hand if your primary limb is not a hand, such as for animals whose primary limb is often their face or foot.
  • Fixed a bug that caused hyper-elastic ankle tendons' behavior to be excluded from their description.
  • Fixed a bug with stacking that resulted in permanent MA / DV loss.
  • Fixed a bug that caused suspensors to not work properly on equipped items.
  • Fixed a bug that caused ceremonial vibrokhopeshes to repeatedly reboot while you travelled on the world map.
  • Fixed a bug that sometimes made it impossible to interact with companions.
  • Fixed some bugs that caused various types of cloned creatures to not be hostile when they should have been.
  • Fixed some bugs that disabled the escape teleportation used by some relics, extradimensional items, and chaotic cherubim.
  • Fixed a bug that caused books to be unreadable from the prerelease equipment screen.
  • Fixed a misattribution in Lase messaging.
  • Fixed a typo in sultan history.
  • Fixed a bug that made Saad Amus very lazy.
  • [modding] Liquids' ObjectEnteredCell method now receives the relevant ObjectEnteredCellEvent as its second argument. The version that receives the GameObject moving as its second argument is still called for compatibility.
  • [modding] WishCommands should now properly be loaded/unloaded with mod changes.


201.6 - beta

  • Creatures that try to keep their distance from you now may now decide to take other actions, such as defend themselves directly, when they fall below 50% HP.
  • Evil twins now reconsider their equipped items when they spawn.
  • Stage layouts wider than 1080p now letterbox correctly.
  • The look dialog is now only dismissble via Space or Esc.
  • Mouse movement now paths through non-hostiles if necessary to reach your destination.
  • Rhinox charge now respects phase and flight.
  • Fixed a bug that caused books to be unreadable from the prerelease equipment screen.
  • Fixed a bug that caused books to continue to render in the background even after you exited out of the read book screen.
  • Fixed a bug where hitting Esc from the Save Build prompt would save the build with no name rather than backing out of the menu.
  • Fixed the "restore defaults" button on the prerelease control mapping screen improperly clearing all keybinds.
  • [modding] Added native support for Harmony 2.0.2 patches in mods (https://github.com/pardeike/Harmony). harmony.PatchAll() is called after mod assembly compilation, applying all mod-defined harmony patches.
  • [modding] Upgraded the C# compiler to Roslyn.
  • [modding] Errors and warnings generated by the mod compiler now include the associated filename and line number.
  • [modding] The "playerwho" wish now properly allows turns to tick.