Tomb of the Eaters Feature Friday - July 3, 2020 ('beta' branch)
200.65
Tomb-related notes:
Polished and bugfixed [redacted], [redacted], and [redacted].
Changed the Bell of Rest timer from 200 to 300 rounds.
Gave the Life and Death Gates descriptions and much more HP.
Tweaked the crypt reliquary loot tables.
Reduced crypt ferret DV.
Added more hagiographs.
General notes:
Added a new command to attack the nearest hostile target in melee (Shift-A by default). If there are any hostiles adjacent to you, this command attacks the one that appears easiest to kill. Otherwise, it pathfinds one step toward the easiest-appearing visible hostile.
Equipped items and items in your inventory no longer take on your temperature directly.
Ashes are now categorized as corpses.
Factory arms now respect phase and flight.
Pulse field magnets ripping equipment off your body is now messaged via a popup.
The menu for entering a local map from the worldmap was reworked for clarity.
Hitting escape when you're asked for a character name during character creation now returns you to the character summary screen.
Added caves music to trembling dunes underground.
Fixed a bug that made reloading multiple magazine-loaded firearms behave strangely.
Fixed a bug that set Face as goatfolk's primary attack limb.
Fixed some cases where you would attempt to enter an occupied tile when entering a local map from the world map.
Fixed music not playing properly after loading a game.
Fixed an error when generating linear cannon relics.
Fixed some (but not all) issues with world seeds.
Fixed the background color of the trash sprite.
[modding] Die rolls can now be specified as follows: "1d6[foo]", "2d4[bar]", etc, where 'foo' and 'bar' are arbitrary names of randomizer channels. The die roll will source its pseudorandomness from the channel specified; this produces a consistent series of results for a given channel name and world seed.
[modding] Conversation choices now support fields IfHavePart and IfNotHavePart that make the choice conditional on whether the specified part is present on the player.
[modding] The tag or string property ForceAnimatable now overrides an object animation's current walls-and-tables-only check.
[modding] Bodies.xml now supports a BodyType attribute on anatomy elements that allows override of the body part type to use for the central body (normally "Body").
[modding] Added an AfterGameLoaded event.
[modding] Added default behavior for when a modded quest doesn't specify a hagiograph.
Tomb of the Eaters Feature Friday - June 26, 2020 ('beta' branch)
200.57
Tomb notes:
Finished the bugfixing and polish work in the crypts.
Added a new liquid: brain brine.
[redacted]
General notes:
Occasionally, upon gaining a level, completing a quest, performing the water ritual, or defeating a legendary foe, you may now become inspired to name one of your items.
The swimming confirmation message is now toggleable via the option in the Prompts menu.
Reputation change messages now include your new reputation and inform you if the faction's overall attitude toward you has changed.
The reputation changes incurred by violating the water ritual are now displayed in a single message.
You can now add notes to items in your inventory and equipment. The notes appear in the item's short description.
A given attack can now only have a block attempt performed with one shield. The limit on the number of attacks per turn that can be blocked is now per-shield; if you have multiple shields equipped, you will attempt to block a given attack using the best shield that you can presently use.
You can no longer shield block while frozen, paralyzed, burrowed, or otherwise unable to freely move your limbs.
Baetyls no longer care about differently-colored display names in the items they request.
The fill action on liquid containers can now be used on any container that is not full, not just empty containers.
You now prefer to autouse liquids that aren't stored in functional containers like liquid-cooled firearms.
Becoming famished now interrupts autoact.
Creatures that are fleeing no longer count as visible hostiles.
Creatures that try to keep their distance from the player now only count as visible hostiles at close range.
Grenades are no longer destroyed before hitting the ground when thrown into a tile with acid gas.
Flashbang grenades now affect a circular area instead of a square.
Glowmoths can now use their gaze attack at point blank range.
Baetyls no longer care about taking small amounts of damage, but they become... significantly irritated... by larger amounts.
Only creatures who are able to engage in combat and can move their limbs now count for the purposes of preventing charge and causing missile weapons to fire wildly.
Missile weapons that use spray fire ammo (shotguns, pumps, point-defense drones, and flamethrowers) now indicate in their short description that they aren't subject to firing wildly when multiple enemies are adjacent.
Bows now display their loaded arrows' penetration and damage value.
Made weapon class display, strength cap, and accuracy information the color of rules text.
Creatures now go prone if they can when they fall asleep for any reason, not just when they voluntarily go to sleep on a bed.
Equipped objects now match the temperature of the object they're equipped on.
Made most organic items leave behind ashes when they burn up.
Ashes no longer catch fire.
Village outskirts now properly have above and belowground features.
When you run out of water while traveling, you now receive a message and a chance to stop rather than only getting notified when you become life-threateningly dehydrated.
The Bleeding effect is now described differently for creatures that do not have blood.
The environmental item picker now refreshes when a taken action changes the list of items displayed, such as when an item is broken off a stack.
The visual effects for being frozen, slowed due to temperature, or on fire now have higher visual priority.
The Tinkering screen bit locker now displays the glyph for each bit type of bit next to its name.
The Spindle negotiation menu now uses alphabetic hotkeys rather than numeric in order to prevent numpad-based selection accidents.
Objects that are cloned while phased now properly assume their normal phase.
Relics and extradimensional missile weapons now occasionally generate as armor-negating.
Graftek-granted stat changes now count as permanent in all the usual ways.
Added damage and penetration displays to thrown weapons.
Fixed a bug that caused some non-blood-having creatures to bleed blood.
Fixed a bug that caused simply targeting a creature to make it hostile.
Fixed some bugs that caused several sensory effects to fail to detect walk-walking creatures.
Fixed linear cannon penetration display.
Fixed some issues that caused you to retain your marked target after using a special shot.
Fixed a bug where pouring into a container you are emptying took the current contents of the container into account even though they were being emptied.
Fixed a bug that caused missile weapons to display a damage message even when the damage was prevented.
Fixed a bug that caused autoexplore to fail to seek out the secret-bearing mural in the village of Ezra.
Fixed a bug with phase web animation.
Prevented some rare corner cases where objects were destroyed multiple times.
Fixed a bug that caused the 'show effects' menu to improperly linger beneath other windows when opened and closed.
[modding] Effects may now whitelist themselves for most deep copy operations by overriding allowCopyOnNoEffectDeepCopy and returning true.
Tomb of the Eaters Feature Friday - June 19, 2020 (beta branch)
200.55
Tomb-related notes:
Did some bugfixing, polish, and performance work on the crypt levels of the Tomb of the Eaters. More to come next week.
General notes:
Added some new recoilers.
Added a new command to autoattack your current target in melee: Ctrl-A by default. When autoattacking, you pathfind toward your target if necessary and attempt to melee attack them. All the conditions that interrupt automove also interrupt autoattack, with one exception: if your target is the only hostile in sight, their presence does not interrupt you.
Added a new "Ignored Keys" keybind. Keys bound to this entry are completely ignored. (This is useful for reserving a push-to-talk or screenshot key, for example.)
Renamed human child to woodsprog.
Linear cannons can be tinkered now.
You can now path through locked doors when you're carrying the appropriate key card.
You now get a message when you try to swap places with a non-hostile creature but can't for some reason.
Losing sight of your target now interrupts automove.
NPCs are now less avoidant of slime pools.
Changed the way heirlooms gifted during the Spindle negotiation are generated and made their types respect the text in Heirlooms of Qud.
Elevator and door switches can now be flipped via the interaction menu.
Space-time vortices and rifts are no longer be pushed by forces like explosions.
The AV bestowed by the Quills mutation now returns to the max value when your quills regenerate.
You can now properly access help from the main menu with '?'.
Visiting the waterlogged tunnel no longer counts as visiting Red Rock.
If you are stuck and adjacent to a deep pool, you only receive the swimming confirmation message the first time you try to move into the pool.
Fixed a bad interaction when the snapjaw who wields Stopsvalinn generates as a villager.
Numpad '/' now shows and hides the prerelease stage message log.
Tables no longer change their tile when you remove and return the same object.
Removed the small per turn time delay while asleep.
Fixed several issues that caused gas-generating creatures to not be immune to their own gas.
Fixed some rare situations where the player didn't get a turn immediately following a game load.
Fixed a bug that caused illuminated books to not have their display names altered.
Fixed a bug in the way graffiti displayed on tombstones.
Fixed a bug that caused reloading a linear cannon to always reload the energy cell instead of its slugs.
Fixed a rare exception in the Multihorns mutation that prevented saved games from loading.
Fixed a typo in soul curd's description.
[modding] Enabled anonymous access to workshop content.
[modding] The starting location selector is no longer shown if a genotype or subtype has a defined starting location.
Tomb of the Eaters Feature Friday - June 13, 2020 ('beta' branch)
200.52
Tomb-related notes
We made several gameplay and polish enhancements to the cherubim.
Cherubim are now better protected against missile weapons and freezing attacks.
Revamped cherubim stats and natural weapons.
Learned cherubim now properly discharge clockwork beetles.
Added descriptions.
Added cherubim to dynamic encounters.
Gave cherubim appropriate ASCII glyphs.
Gave appropriate names and descriptions to carved stone and gilded marble from the various periods of the sultanate.
Added descriptions for mural endcaps and mural medians.
General notes:
We made some changes to sparking baetyl rewards.
Item rewards are now much better.
Item rewards now scale with both the baetyl's zone difficulty and the tier of the demanded item.
Reduced the maximum number of demanded items to six.
Baetyls asking for Templar phylacteries no longer ask for the phylacteries of specific people.
Trees are now stronger and tougher.
Attacking into a frozen zone now thaws it. This is most relevant when attacking up or down stairs.
Removing energy cells from owned items now angers their owners.
You can now pour into equipped liquid containers.
When selecting a container to pour a liquid into, containers that already contain that liquid now appear at the top of the list.
Smart use on environmental liquid pools and liquid containers now opens the interaction menu rather than going directly into the pour-into-container action.
Cleaning yourself using liquid from an owned vessel now potentially angers its owners.
Gave the following objects better ASCII glyphs: sultan shrines, Asphodel, Asphodelytes, walkways, various vessels, and yawning gap.
Made some improvements to creature pathfinding.
Rebekah's tombstone no longer shows up in dynamic contexts.
Fix-It spray foam and other applicators, when unidentified, no longer reveal themselves when you back out of an interaction.
The water ritual can no longer be used to obtain unlimited cybernetics credit wedges.
Shank now respects phase and flight.
Sheba Hagadias will no longer lay mines if a miner or deploy turrets if a turret tinker.
Fixed a bug that caused some village tinkers to not be members of their village's faction.
Fixed a bug that caused companions to take steps in the wrong order when trying to follow their leader.
Fixed a bug that caused one-shotting a creature to fail to trigger hostility in the creature's nearby allies.
Fixed a bug that caused camel bladders to fail to negate the weight of the liquid in them when worn.
Fixed some bugs in water ritual option coloring.
Fixed a bug in tiling of liquid pools as they change size.
Fixed a bug that made snapjaw forts, starapple farms, and pig farms not generate properly in village outskirts.
Tomb of the Eaters Feature Friday - June 6, 2020 (beta branch)
200.50
Autoexplore now seeks out and examines objects that contained unrevealed secrets in their descriptions.
Giant beetle and beetlebum corpses can now be butchered for raw beetle meat, which can be preserved as beetle jerky.
Items no longer weigh more when covered in liquid.
Waterskins, canteens, and similar liquid containers are now repellent to certain types of liquids.
Quests no longer ask you to find forgotten ruins or use forgotten ruins as landmarks.
Displacer bracelets now have power switches.
Waiting for a specified number of turns now shows a countdown next to the loading status indicator.
Boxes of crayons now let you choose which color to draw with and draw in tiles you're adjacent to. Also, drawing now has an action cost.
Graffitied text now appears in the color of the graffiti on the object glyph.
Bloated pearlfrogs no longer ignore phase when pulling creatures with their tongues.
Being frozen now interrupts sprinting and other movement or body-positioning effects.
The harvest action now has a higher default priority than the chat action when both are present.
Snail eggs and luminous motes are no longer used as quest items.
Albino ape pelts can no longer be eaten. As a result, you now control their autopickup status via the autopickup trade goods toggle instead of the autopickup food toggle.
In the trade screen, you can now use the keyboard (not numpad) number keys to specify a number of whatever is currently selected to trade.
PgUp and PgDn can now be used on the Reputation and Skills screens.
The Skills screen now reserves a consistent amount of screen space for skill descriptions rather than adjusting the space depending on the description length. Some descriptions have been edited to accommodate this.
You'll no longer encounter creatures standing in the same tile as a closed door.
The walk command no longer generates an error if used in on the edge of a zone.
Mutations picked at character creation now properly update their stat shifts when leveled.
Doors can no longer be closed on creatures or movement-blocking objects that occupy the same tile.
Village catchbasins are now owned by the village faction.
Made some large performance improvements to the prerelease stage view.
Fixed a bug that caused some activated abilities to remain on the ability menu after those abilities were lost.
Fixed a bug that caused the loss of some equipment benefits when using Temporal Fugue.
Fixed a bug that allowed holographic plants to be harvested.
Fixed a bug that indicated incorrect directions toward a detected hostile when automove was interrupted and that hostile was in an another zone.
Fixed a bug that caused the genome destabilization message from the Mutating effect to be displayed for you even when you weren't the one mutating.
Fixed a bug that broke a previous intervention to make wraith-knights summoned by extradimensional phylactery squires friendly to their squires.
Fixed a bug that caused weeped liquid and primordial ooze to fail to mix in the Rainbow Wood.
Fixed a bug that made the hidden PhasedWhileStuck effect visible.
Fixed a bug that caused certain pronouns to morph into "They" after games had been saved and reloaded.
Fixed the subtype text being too large during character creation.
Fixed a typo in items that affect move speed.
[modding] You can now undo the "fill" action in the map editor.
[patreon] Sheba Hagadias can no longer spawn as Either/Or. To install this change, you'll need to re-redeem Either/Or's pet code.