Bone worm corpses can no longer be included as part of the cure for fungal infections.
Pathfinding now strongly avoids tiles next to non-allied puffer fungi.
Moving within two squares of puffer fungi now interrupts automove regardless of your "ignore enemies" settings.
Eaters' nectar now re-randomizes your potential mutation buys.
Meditation no longer instantly cures bleeding. Instead, it now triples the rate of recovery from more negative status effects, including bleeding.
To account for the recent liquid pool changes, bilge sphincters now provide a movespeed bonus in liquid pools of 200+ drams instead of 1000+.
The weights of takeable items are now always shown in their short descriptions.
Fixed a bug that sometimes caused evaporating liquids to leave behind liquid volumes with no component liquids.
Fixed a bug that caused resource exhaustion and error spam in the output log in some long-running games.
Fixed some bugs that caused the decarbonizer beam selection to sometimes error out or create an infinite loop.
Fixed a bug with Temporal Fugue and other cloning mechanisms that caused stat shifts to become permanent.
[debug] Added a wish, "clearstatshifts", to remove temporary stat shifts, even including shifts from items you have equipped or active status effects. To regain those stat shifts, you'll have to re-equip those items or re-up the effects.
[modding] We changed the implementation for how MinEvents are dispatched. Modders who are handling a MinEvent in one of their IParts (e.g. bool HandleEvent( EnteringCellEvent ev ) need to update each HandleEvent declaration to include 'public override' (e.g. public override bool HandleEvent( EnteringCellEvent ev )) in order for that event to be dispatched properly to the part.
The Tomb-dwelling pangoloids knows as the mopango have officially moved in.
Added or refined several types of mopango.
Added a new quest: The Buried Watchers. Talk to Zothom in Ezra.
Added a new quest: Fraying Favorites.
Strange entities now (officially) roam the Tomb.
Added a new legendary ooze, k-Goninon.
Added the repulsive device.
Added [redacted], [redacted], [redacted], and [redacted].
We made some UI improvements to the Tomb-teleportation mechanic.
Changed the ASCII floor glyph for teleportation-safe tiles.
Added a new effect, tomb-tethered, to better message when creatures are safe from the teleportation effect of the Bell of Rest. Creatures are tomb-tethered when they both bear the Mark of Death and are occupying a tile that's teleportation-safe.
Fixed a bug that caused you to be Tomb-teleported back to the beginning of the crematory from the supposedly safe Columbarium.
Fixed a bug that caused exit teleporters in Lower and Upper Crypts to send you all the way back to the catacombs.
Fixed a bug that caused issues at the recoming nook.
General notes
Added new loading status indicator art.
The new stair tiles now look better when the 'Always highlight stairs' option is enabled.
Added a new Modding option: 'Select enabled mods on new game'.
"Press space" dialogs now close only when you press Escape, Enter, or Space.
Goatfolk can now give directions in conversations.
The overburdened status effect is now updated more reliably when your carrying capacity changes.
The weight display in the trade UI is now more accurate.
You no longer receive messages about merchants restocking if you're not in the same zone as they are.
Objects without bodies can no longer be knocked prone.
Save files now remember which mods are enabled and prompt you to re-enable those mods before loading.
Fixed a bug that caused the onset of fungal infections to sometimes be 8-10 turns instead of 2-3 days.
Fixed a bug that caused symbiotic fireflies to destroy themselves, and turn into "Objects", when equipped.
In the classic UI option screen, slider and selection options that don't fit well in one line now occupy two lines.
Exiting the world map now avoids placing you in cells where you would have to swim.
[modding] Fixed a bug that caused GlobalConfig.json to be unmoddable.
[modding] An objects can now set the ReplacementObject member of an ObjectCreatedEvent to return a replacement object instead of itself during object creation.
Added new tiles for Eater statues, Eater holograms, and urn duster.
Crypt sitters and conservators no longer cause unintended trouble in dynamic encounters.
General notes:
New item mod: fitted with suspensors.
Mafeo now has a pickaxe for sale.
Excluded some more creatures from spawning as Mechanimist converts, including pulsed field magnets.
Added descriptions for the following objects: rubble, burnished azzurum (formerly aquamarine), banana rancher, hammock, brick, Warden 1-FF, Mayor Haddas, and Yla Haj.
Gave an ASCII makeover to the following objects: gravestones, unripe banana trees, Yla Haj, floor cushion, medium boulder, Zothom (also tweaked his tile colors), bookshelf, sign, power line, brick, woven basket, hammock, flux gauge, weathered wood, and sultan tomb murals.
Powered exoskeletons can now have a variety of item mods.
When you're under the effect of the gamma moth Mutating effect, random mutations you might acquire are now reseeded at some point during its duration.
Sheba Hagadias no longer succumbs to natural behavior like going on a pilgrimage or urn dusting.
Things without brains can no longer be dazed or stunned.
Holograms can no longer be harvested or butchered.
Small stones and large stones are no longer flammable.
Fixed a bug that caused the Golgotha chutes to generate disconnected.
Fixed a a bug that caused mouse movement to not work properly on the world map.
Fixed a bug that caused missile weapons to hit non-blocking inanimate objects in their paths.
Fixed a bug that caused merchants to spawn with double the inventory they're meant to.
Fixed a bug that immobilized aquatic creatures.
Fixed a bug that caused worn items effects to not go away when you removed the item.
Fixed a bug that sometimes caused Barathrum's study to generate with a down staircase.
[debug] Space no longer accepts the 'Would you like to die?' prompt.
Changed the Omonporch entry zone to a new map: Court of the Sultans.
Made various tweaks and enhancements to the Arcade to the Twin Gates.
Made various tweaks and enhancements to the Columbarium.
Made the Ezra and Arcade murals more authentic.
Added a bell tolling sound effect to the Bell of Rest.
Made Sixshrew a real merchant.
Gave dialog to Yla Haj and Warden 1-FF.
Tweaked Mayor Haddas's dialog.
Gave better equipment and wares to Yla Haj.
Gave several of the Tomb zones better names.
Gave sky maps more sensible names.
Added a cistern ruin to the east of the Arcade.
Added more graffiti to the robbers' cut.
Made some architectural changes to the Tomb outer walls and the Spindle chamber.
Added a new tile for rubble.
Added some more Eater statue and hologram tiles.
General notes:
Faction leaders now have their prowess more accurately judged and displayed in their look descriptions.
Autowalk, autoexplore, and rest are now interrupted when your companions engage in combat, take damage, or die, as long as they're visible or audible.
We changed the option "Maximum autoexplore squares/sec" to "Maximum automove squares/sec" and made it apply to all forms of automove.
Metal items now retain less liquid, and fur items retain more.
Quartzfur hats now message themselves as being made of quartz rather than glass.
Autocollect can now be disabled on empty waterskins.
Spiders no longer attack allied creatures that are stuck.
Player-controlled spiders no longer autoattack stuck creatures.
Destroying or teleporting a web now frees anything stuck in it.
When an object is phased multiple times, damage from being forced into phase by reality stabilization now occurs only when the last effect is terminated.
Changed the message when you try to remove an unremovable cybernetic implant.
Items that affect the chance of salvaging multiple bits, like advanced toolkits, are no longer used on items that can only ever disassemble into one bit.
The random-buy mutation choices should now be more stable for a given seed.
If you're out of 2+ point mutations to buy, you're now presented with 1-point mutations.
The look and target picker "Locked" status toggle is now remembered across games and reloads.
In the classic UI, the cooking menu now reutrns to the selected option instead of the top of the list when you choose a recipe to cook then decide go Back.
Dromad trader psychic thralls or domesticated slaves no longer generate map notes.
Geomagnetic discs can no longer spawn with elemental damage mods.
Made some improvements to geomagnetic disc pathing.
Fixed an improper item ownership warning when you tried to examine or disassemble items in the inventories of certain creatures you were dominating.
Fixed a bug that caused Flurry to not work on inanimate objects, which in turn caused NPCs with flurry to stand there inert instead of attacking inanimate objects they were angry at.
Fixed some bugs with color rendering and formatting in books.
Fixed a bug with liquid-fueled power consumption, such as in gyrocopter backpacks.
Fixed some performance issues with normality gas and norm cores.
[debug] Made wish string matching more accurate.
[debug] The "Do you really want to die?" promp no longer accepts space or enter as input.
[modding] The map editor now supports Ctrl-C to copy a selected region, which turns your brush into a rectangle the size of that region. Ctrl-click pastes the copied region, and right-click deletes the region bounded by the selected rectangle.
[modding] The map editor now properly renders most walls, water tiles, and fences.
[modding] The map editor now has tile previews in the blueprint selector.
Added a new exterior caryatid wall and extended it up and down through the Z-dimension as appropriate.
Added support pillars beneath the Tomb.
Added structural ribs.
Swapped the locations of the Life and Death Gates.
Redesigned the Grand Vestibule.
Added a lot more graffiti to the robbers' cut.
Cleaned up the maps around the Liminal Way.
Moved the up staircases in the Folk Catacombs.
Replaced the Lace Stairways to the crematory with access corridors.
General notes:
The display format of some zone names has changed.
Inscribed funerary urns no longer report being empty.
You're no longer asked to drink from full urns as a quest step in dynamic quests.
Automove and rest are now interrupted by decarbonizer beams that are detectable to you by sight, sound, or smell.
When you're about to stop flying and you're at risk of taking fall damage (ie, at least one stratum above ground), you're now given an appropriate warning message.
Fixed a bug with acid gas that caused the game to hang.
Fixed a bug that caused items to retain more liquid than intended.
[debug] Added a new debug option: "Show debug text for stat shifts".
[debug] Added a new wish, "showstatshifts", that displays a list of items and effects shifting your stats.
[modding] You can now select regions in the map editor by holding shift and dragging the select box over tiles. Ctrl-a selects the entire map.
[modding] Redesigned the "selected cells" region of the map editor. You can now delete, bulk replace, and set ownership on objects in the selected region.
Urn dusters now walk around dusting urns in the columbarium.
Fixed some bugs with the interaction of various crematory objects.
Added a visual effect for when objects are pushed by industrial fans.
Added descriptions for the following objects: conveyor drive unit, conveyor belt, rubber curtains, bones, ashes, industrial fan, miasmatic ash, machine wall, metal door, plastic tree, statue of Eater, full-spectrum bright sconce, elevator shaft, empty urn, marble walkway, sunflower, and scrapable deposit box.
Edited the ASCII glyphs for the entire crematory.
[Redacted]
General notes:
You can now use water to clean your stained equipment via inventory actions on either your water containers or your stained equipment.
You can now use the Walk keybind from the Look menu to autowalk to the tile you're looking at.
Offhand attacks work again.
Changed the glyph and tile colors of non-mayor quest givers in villages from dark green to bright yellow. Accordingly, we also changed Mehmet's color to bright yellow.
Girshlings you encounter outside of Red Rock no longer advance 'What's Eating the Watervine?'.
The water ritual now consumes a dram of liquid only when you initiate it instead of consuming one for every action you take during it.
Force fields you can pass through no longer interrupt automove regardless of their source.
Psychic hunters are no longer incorrectly interdicted on maps without reality stabilization.
Cybernetic implants that occupy an equipment slot are no longer shown twice in the implantee's description.
Temporary items can no longer be used as tinkering components.
Improved the grammar in "you pass by" messages.
Fixed a bug that caused Rebuke Robot to fail way more often than it should.
Fixed a bug that caused take-all to not work in the classic UI looting menu when the cursor was on a category rather than an item.
Fixed a bug that caused the 'Tweet this character build' button to not work.
[debug]Added a new wish, "factionencounter:<faction>", that generates a special faction encounter in your current zone. For example, wishing for "factionencounter:Templar" generates a Templar faction encounter. You can override the tier and level values for the zone, both of which affect the creatures generated for the faction encounter, like so: "factionencounter:<faction>:<tier>" and "factionencounter:<faction>:<tier>:<level>".
[modding] The ConversationScript part now supports a Color field that's used to specify a color or shader to be applied to the creature's conversation text.
[modding] Self-closing <mutation /> tags in the XML no longer skip the next mutation when they're loaded.
[modding] The new blueprints loader no longer crashes when given an <intproperty> with no Value (it assumes 0 instead).
[modding] Added Transform > Flip Vertical to the map editor.
[modding] Added File > Reload Blueprints to the map editor. This lets you reload ObjectBlueprints.xml without quitting and reopening the editor.
Note: this update will break save compatibility. If you'd like to continue a save from a previous patch, you can switch back to that patch's branch. From Steam, right-click Caves of Qud > Properties > Betas > choose a branch. Last week's branch is 200.21.
Tomb-related notes
Added a new gas: miasmatic ash.
Grave moss now burns off into miasmatic ash.
We made changes and added some polish to the crematory.
Added industrial fans.
Funerary urns now have names and inscriptions.
Machine presses with only one piston now slam their target away instead of crushing it.
The support pillars in the catacombs now come up through the crematory.
Tweaked the layout of the conveyor belts and flame vents to be slightly more ordered.
Added new wall tiles and changed the colors of some existing tiles.
Replaced the existing machine room with a new one.
Fixed a bug with the ASCII rendering of machine press.
General notes
Fixed a bunch of text coloring bugs introduced last patch. There'll likely be some more, though.
We made some tweaks to liquid and liquid pool behavior.
We renormalized the volumes of all the puddles, pools, and rivers in the game. Swim-depth pools (over 2000 drams) are now much more rare.
Added a new status effect: wading. You now wade through pools of size 200-2000 drams. Wading gives -20 movespeed and interferes with some forms of movement, including sprinting.
Entering a swim-depth pool from land now displays a warning message and requires you to confirm movement.
Swim-depth pools now interrupt autowalk unless you are already swimming, flying, or out of phase with the pool.
Some common liquid covering descriptions are now less verbose.
Salt now only stains items when encountered in its pure form.
Made the container preference for liquid collection more consistent. The order is: containers designated for autocollection of the liquid, then devices that use the liquid, then containers that already contain pure liquid of that type, then empty containers.
You can now collect liquids into slotted liquid-fueled energy cells.
Collecting a liquid now reports on which containers the liquid was collected into.
Small spheres of negative weight now add to your weight when they're broken or otherwise inoperative.
Psionic weapons with slotted cells now leave the cells behind when they evanesce.
Psionic weapons can no longer be modded with tinkering.
The [redacted] in Joppa now shows up in the alt display.
Wraith-knights now despawn if their phylacteries are destroyed for any reason.
Temporary items are now worthless, can no longer be cooked with, and can no longer have their bits harvested.
Temporal fugue clones now leave behind any items they had acquired after being conjured.
Eater's nectar injectors belonging to temporal fugue clones now affect only temporal fugue clones.
We made some tweaks to the looting menu in the classic UI.
The weights of takeable items are now displayed alongside the items themselves.
The menu now has an adaptive width to avoid cutting off item names.
Page up and page down now work more reliably.
Encountering the following objects now interrupts autowalk: deep shafts, identified mines, aloes, spacetime rifts, and spacetime vortices.
Artifacts with proper names are no longer treated as having proper names while unidentified.
On the classic trade screen, we switched 'interact with the selected item' from the Tab key to the Space key. Tab now selects and deselects all items on the active column of the trade screen, as an analog to its take-all function in looting menus.
Ice frogs no longer sit in immobile confusion until approached.
Miner bots no longer generate mines based on modded grenades.
NPCs are now less interested in using random items from their inventories as improvised weapons.
Animating an object with Spray-a-Brain no longer causes every object of that type to be recategorized as a Creature.
Items generated as quest items no longer cause every item of that type to be recategorized as a Quest Item.
Answering no to using an unpowered advanced toolkit while autoexploring now interrupts the autoexplore, preventing message loops.
Fixed some issues with Page Up and Page Down failing to scroll correctly on the classic inventory screen with very large inventories.
Fixed a bug that caused the 'most recently played character' to net initialize properly.
[debug] Added a new wish, "reveal settlements", that reveals all dynamically generated settlements on the world map.
[modding] Fixed a bug that caused modded versions of Options.xml to fail to be initialized.
[modding] Implemented Myopia as an AdjustVisibilityRadiusEvent, allowing equipment and parts to adjust the visibility radius.
[modding] Restructured the loading of ObjectBlueprints.xml, solving many inheritance problems, most notably with Load="Merge" from mods.
[modding] Deprecated the GameManager.Instance.ViewData interface.
[modding] UI Views are now defined with the [XRL.UI.UIView] attribute on a class.
[modding] Increased the warning level output for the mod compiler, allowing modders to see previously hidden compiler warnings.
We added some polish to the [redacted] sequence that starts in Resheph's burial chamber.
Added some sound and visual effects.
Smoothed out some issues with engraving tomb murals.
Added ASCII versions of the tomb murals and other objects in the burial chamber.
Refreshed Herododicus's dialog.
Added descriptions for Herododicus, imperial sarcophagus, imperial reliquary, gilded marble from the sultanate of Resheph, mural median, and mural endcaps.
[very redacted]
General notes
We made some changes to liquid and liquid pool behavior.
Objects now become coated in liquid more easily, and they also lose their liquid coatings more easily.
Liquid coating now bestows additional weight onto items.
Some liquids now weigh more than others.
Creatures moving through big pools of liquid now track the liquid around.
Footwear now protects you from being affected by small pools of liquid.
Swimming is now a status effect that penalizes movespeed and prevents creatures from taking move-related actions that require footing.
Pools smaller than the swimming threshold (1,000 drams) now use a different tile set.
Small puddles now evaporate over time.
Aquatic creatures now receive a -25 penalty to movespeed instead of the full -50. (The Swimming skill's +25 bonus offsets this penalty.)
Pathfinding now puts more weight toward pathing around large pools of liquids, even less deadly ones.
More autoexplore activities now respect the autoexplore options for ignoring easy and distant enemies.
Electromagnetic sensors and the following mutations now interrupt autoexplore and automove when you identify a hostile creature: Heightened Hearing, Heightened Smell, and Sense Psychic.
Autowalking on the worldmap now avoids the Rainbow Wood.
Autoexplore now passes through tiles that contain animated walls if those walls are in your party.
We changed the way acid damage is calculated. Exposure to either dilute acid or small acid pools now deals less damage.
Metal items now take quarter damage from acid.
Salty water now generates half as much steam when vaporized. Brackish water generates 90% as much.
Lacquered items now note in their descriptions that they repel liquids (this is behavior they always had).
Steam now only damages organic objects.
You can now retrieve items from owned containers that you put in them without triggering hostility.
The take-all command now skips the weight limit warning if you're already over your weight limit.
Lay Mine and Set Bomb now allow you to press escape from the explosive selection menu to abort the command.
Stairs, pits, and similar objects that represent open space can no longer be sucked into space-time vortices.
When you're selecting an item to equip from the equipment menu, items listed within a given category are now sorted in descending order by a rough utility evaluation. This sort method was there previously, but code was since introduced that disrupted it.
Colored text now displays more reliably across multiple lines in the text UI sidebar.
Added a black outline to the overlay XP and HP readout numbers.
Fixed a bug that sometimes prevented the penalties from the Engulfed status effect from being removed when the effect wore off.
[modding] We added a markup layer to our text coloring system. Example: {{red|this text will be red}}. This lets us treat color specification as a stack, so that text's color can be reset to the previously specified color at the end of a block. (Previously, we would try to emulate this behavior by resetting color to default grey [&y], but grey wasn't always the last specified color.) The markup layer also supports shaders that apply color patterns to text blocks. Color names and shaders are defined in a new moddable file, Colors.xml.
[modding] Added a "beguile" wish that forces the target into your party.
[modding] Med names may now be extended by applying the [MedNamesExtension] attribute and implementing the IMedNamesExtension { int Priority(); void OnInitializeMedNames( List<string> medNames ); } interface.
[modding] Fixed a bug that caused the JoppaWorldBuilderExtension and WorldBuilderExtension attributes to be ignored.
200.20: We've posted an update on the beta branch.
A note on updates: our cadence has slowed a bit while our small team deals with some impactful life events. We'll be ramping back up soon. Live and drink, friends.
Added a new cybernetic implant: medassist module.
Added a new item: syphon baton.
The co-processor mod now provides compute power that select equipment can consume.
Added new descriptions for the following creatures, items, and objects: graverobber, exit teleporter, ornately carved marble, rotating machine arm, locking machine arm, strip fly, urn porter, urn, sarcophagus, machine press, reliquary, sultan reliquary, ornate chair, ornate bench, ornate table, plant in ornate pot, grave goods, Eater hologram, crypt sitter, and ghost perch.
Added a new tile for the sign to village Ezra.
Added flipped tiles for Eater holograms.
Added some new tomb propaganda.
Fungal infections and motorized treads are now immune to damage.
More NPC tinkers can now repair, recharge, and identify artifacts.
Piston presses now respect phase.
Lunge now respects phase and flight.
Juke now interacts better with effects that restrict your mobility.
Removed the old tattoo gun.
Cybernetics credit wedges are now stackable.
Wraith-knights can no longer be duplicated or cloned.
Robotic and otherwise inorganic creatures are no longer made thirsty by thirst thistle attacks.
Disassemble now requests confirmation before disassembling quest items and items you have equipped.
Disassemble now provides a "disassemble all" inventory action that disassembles a stack of items at once.
Disassemble now has an action cost.
Temporal fugue clones and various other forms of cloning no longer count toward the death and destruction toll of A Call to Arms.
Sturdy spectacles and mirrorshades no longer incorrectly report that they have broken in melee.
Having thirst inflicted on you by an attack no longer triggers tongue bleeding from glotrot.
The Amphibious trait no longer reduces thirst that's inflicted by attacks, and amphibious characters get the same log messages as do non-amphibious characters when an attack inflicts thirst.
A message now periodically appears in the message log when your companions are dehydrated. If they are visible when they become dehydrated, you get a popup.
Fixed some issues with companions re-joining the player after traveling on the worldmap.
Fixed a bug that caused an item type's repair cost to permanently depend on whether the first item of that type you repaired was rusted.
Fixed some bugs that caused modifiers to secondary statistics like AV, DV, and movespeed to be double-applied when they came from mutations and cybernetic implants selected during character creation.
[modding] The ability of NPCs to repair, recharge, and identify artifacts in the trade screen is no longer controlled by the CanRepair, CanRecharge, and CanIdentify properties. Instead, it's determined by the relevant tinkering skills. (Repair enables the repair action, Tinker I enables recharge, and Gadget Inspector enables identify, with Tinker II, Tinker III, Intelligence modifier, and any relevant equipment contributing to identification performance.)