Caves of Qud - AlphaBeard
*We've expanded support for mods.
-Mods are now loaded out of folders following the pattern %savepath%\Mods\{name of the mod}
-Mods support an optional config.json file. All fields are optional. Here's the template:

"config":
{
"id":"{id}",
loadorder:{n}
}

'id' defaults to the folder name.
'loadorder' defaults to 0. Mods with lower loadorder load first. Mods with equal loadorder are loaded in alphabetical order.
-Mods support .png format tiles in the \Textures\ subfolder
-Mods support the following data files, which are loaded additively.
Books.xml
BuildingTiles.txt
Conversations.xml
EncounterTables.xml
ObjectBlueprints.xml
PopulationTables.xml
Quests.xml
Worlds.xml
-If two entries share an ID, the one loaded later overwrites the earlier one.
-You can now assign the Load="Merge" property on an encounter table or object blueprint in a mod. For example, <object Name="Snapjaw Scavanger" Load="Merge">. This property causes the table or object to be merged into an existing definition, if one exists, instead of overwriting it.
*You can no longer pick up the Sacred Well and walk away with it.
*When you kill a unique creature, you now correctly lose reputation with factions that admired the creature.
*The grammar of generated sentences was improved, though there's still some work left. Please keep posting grammar mistakes and misspellings in the forums.
Caves of Qud - AlphaBeard
*We've expanded support for mods.
-Mods are now loaded out of folders following the pattern %savepath%\Mods\{name of the mod}
-Mods support an optional config.json file. All fields are optional. Here's the template:

"config":
{
"id":"{id}",
loadorder:{n}
}

'id' defaults to the folder name.
'loadorder' defaults to 0. Mods with lower loadorder load first. Mods with equal loadorder are loaded in alphabetical order.
-Mods support .png format tiles in the \Textures\ subfolder
-Mods support the following data files, which are loaded additively.
Books.xml
BuildingTiles.txt
Conversations.xml
EncounterTables.xml
ObjectBlueprints.xml
PopulationTables.xml
Quests.xml
Worlds.xml
-If two entries share an ID, the one loaded later overwrites the earlier one.
-You can now assign the Load="Merge" property on an encounter table or object blueprint in a mod. For example, <object Name="Snapjaw Scavanger" Load="Merge">. This property causes the table or object to be merged into an existing definition, if one exists, instead of overwriting it.
*You can no longer pick up the Sacred Well and walk away with it.
*When you kill a unique creature, you now correctly lose reputation with factions that admired the creature.
*The grammar of generated sentences was improved, though there's still some work left. Please keep posting grammar mistakes and misspellings in the forums.
Caves of Qud - Freehold Games
"Nary a scholar knows who composes the Annals of Qud or when the chronicling began. But the Quantivists devised a way to entangle their own pages with the offical ledger, allowing them to insert themselves into the histories in a favorable light. A few such pages remain."

*New item: Schrodinger page from the Annals of Qud. The page is from either a random chapter or, more rarely, a chapter of your choosing.
*The unique monster builder now increases the level of the base monster when building a unique. This means that the Consider function, the part of the monster's description that estimates its difficulty, is now more accurate for unique monsters.
*The faction encounters were tweaked so that aggro, out-of-depth faction leaders don't spawn between Joppa and Red Rock, in Red Rock, or in the rust wells.
*The maps between Joppa and Redrock were changed to watervine marshes in accordance with their tile on the world map.
*Added a helpful sign outside Argyve's hut.
*Moved the starting tile in Joppa one square north. The old starting tile was OP.
*Changed the base demeanor of waydroids to aggressive.
*Replaced the scrap shovelers in the Temple of the Rock with reprogrammed scrap shovelers that are loyal to the Mechanimists.
*The Manual Equip menu now has a scrollable indicator arrow.
Caves of Qud - AlphaBeard
"Nary a scholar knows who composes the Annals of Qud or when the chronicling began. But the Quantivists devised a way to entangle their own pages with the offical ledger, allowing them to insert themselves into the histories in a favorable light. A few such pages remain."

*New item: Schrodinger page from the Annals of Qud. The page is from either a random chapter or, more rarely, a chapter of your choosing.
*The unique monster builder now increases the level of the base monster when building a unique. This means that the Consider function, the part of the monster's description that estimates its difficulty, is now more accurate for unique monsters.
*The faction encounters were tweaked so that aggro, out-of-depth faction leaders don't spawn between Joppa and Red Rock, in Red Rock, or in the rust wells.
*The maps between Joppa and Redrock were changed to watervine marshes in accordance with their tile on the world map.
*Added a helpful sign outside Argyve's hut.
*Moved the starting tile in Joppa one square north. The old starting tile was OP.
*Changed the base demeanor of waydroids to aggressive.
*Replaced the scrap shovelers in the Temple of the Rock with reprogrammed scrap shovelers that are loyal to the Mechanimists.
*The Manual Equip menu now has a scrollable indicator arrow.
Caves of Qud - AlphaBeard
*The Mechanimist officially welcome you to the Six Day Stilt! Come marvel at the cathedral, shop at the Great Bazaar, and honor Glorious Shekhinah!
*The Mechanimist zealot in Joppa now gives a quest to see the Six Day Stilt.
*The zealot was given more dialog.
*New possible Stiltgrounds merchant shop: exotic liquids.
*The Stilt merchant faction politics have changed a little.
*The Mechanimists no longer admire the Wardens Esther by default.
*Everything inside the Stiltground tents now belongs to the Stiltground merchants.
*A wrought iron fence now surrounds the Mechanimist graveyard.
*There's now a saltstone path that leads from the Stilt entrance area through the graveyard.
*Drinking or pouring from a liquid container that belongs to someone else now angers the owner.
*The Use key now examines statues and reliefs.
Caves of Qud - AlphaBeard
*The Mechanimist officially welcome you to the Six Day Stilt! Come marvel at the cathedral, shop at the Great Bazaar, and honor Glorious Shekhinah!
*The Mechanimist zealot in Joppa now gives a quest to see the Six Day Stilt.
*The zealot was given more dialog.
*New possible Stiltgrounds merchant shop: exotic liquids.
*The Stilt merchant faction politics have changed a little.
*The Mechanimists no longer admire the Wardens Esther by default.
*Everything inside the Stiltground tents now belongs to the Stiltground merchants.
*A wrought iron fence now surrounds the Mechanimist graveyard.
*There's now a saltstone path that leads from the Stilt entrance area through the graveyard.
*Drinking or pouring from a liquid container that belongs to someone else now angers the owner.
*The Use key now examines statues and reliefs.
Caves of Qud - AlphaBeard
*Added Sheba Hagadiah, Mechanimist convert and librarian of the Stilt. Her creature type is procedurally generated each game.
*Sheba awards XP for every book you donate to her. The more valuable the book, the more XP you get. You can still read books you donate by speaking with her and accessing her inventory.
*Adjusted the prices of some books.
*The entrance to the Six Day Stilt has been adorned with marble and concrete ruins.
*Added a Mechanimist graveyard outside of the Stilt.
*Added a side exit from the cathedral to the graveyard.
*The Sacred Well dais was redesigned.
*The Sacred Well dialog was improved.
*The Sacred Well now shows the reputation bonus you'll get for making an offering.
*When your reputation with a faction changes, you now get a message popup.
*Wardens of the Stilt were renamed to 'protectors of the Stilt' and given appropriate descriptions.
*Added a proper description for leafless dogthorn trees.
*The Joppa graveyard gate no longer spawns on the edge of the screen.
Caves of Qud - AlphaBeard
*Added Sheba Hagadiah, Mechanimist convert and librarian of the Stilt. Her creature type is procedurally generated each game.
*Sheba awards XP for every book you donate to her. The more valuable the book, the more XP you get. You can still read books you donate by speaking with her and accessing her inventory.
*Adjusted the prices of some books.
*The entrance to the Six Day Stilt has been adorned with marble and concrete ruins.
*Added a Mechanimist graveyard outside of the Stilt.
*Added a side exit from the cathedral to the graveyard.
*The Sacred Well dais was redesigned.
*The Sacred Well dialog was improved.
*The Sacred Well now shows the reputation bonus you'll get for making an offering.
*When your reputation with a faction changes, you now get a message popup.
*Wardens of the Stilt were renamed to 'protectors of the Stilt' and given appropriate descriptions.
*Added a proper description for leafless dogthorn trees.
*The Joppa graveyard gate no longer spawns on the edge of the screen.
Caves of Qud - AlphaBeard
Here Lies Iur Ta-rushum Crushed to death by a clay vase [empty]

*Added tombstones with procedural inscriptions
*Added an ascii plaque to tombstone's look description
*Added 4 tombstone tiles
*Added a graveyard north of Joppa
*Added arconauts to the Stiltgrounds
*Added hookahs
*Added hookah tents to the Stiltgrounds, where pilgrims, choralers, converts, and arconauts gather and sit
*Fixed some typos
*Fixed an issue with Kyakukya's quest destination
*Upgraded to Unity 5
Caves of Qud - AlphaBeard
Here Lies Iur Ta-rushum Crushed to death by a clay vase [empty]

*Added tombstones with procedural inscriptions
*Added an ascii plaque to tombstone's look description
*Added 4 tombstone tiles
*Added a graveyard north of Joppa
*Added arconauts to the Stiltgrounds
*Added hookahs
*Added hookah tents to the Stiltgrounds, where pilgrims, choralers, converts, and arconauts gather and sit
*Fixed some typos
*Fixed an issue with Kyakukya's quest destination
*Upgraded to Unity 5
...