The Mutation Overhaul patch is here! This update includes our biggest mutation rebalance ever, new elements of our RPG-style UI, and hundreds of other changes. Enjoy!
version 2.0.201.44
MUTATIONS
We added a new feature for physical mutations: rapid advancement. 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 Chimera.
Chimera still restricts the mutations you can acquire to physical-only.
Whenever you buy a new mutation or mutate with Unstable Genome, one of the mutation options (chosen randomly but revealed to you) will have a rider effect: you'll grow a new body part.
The body part is chosen randomly from among all organic body parts and their variants.
bifurcation, fine root, leaf, pincer, pinnule, pseudopod, side hypha, tendril, tentacle, twig
feet, front legs, legs, rear legs
roots, lower hyphae, mulch
fin, dorsal fin, tail fin
The body part grows out of one of your existing body parts, weighted toward your body but any non-abstract body part is possible.
If you have Irritable Genome and Chimera, when you buy a mutation, there's a 1/3rd chance you'll grow the new body part. This is in place of the augmented selection, since you Irritable Genome restricts your mutation choices. You will however get the augmented selections when Unstable Genome triggers.
We overhauled several physical mutations.
Adrenal Control
We revamped Adrenal Control.
Gives you Release Adrenaline, an ability that grants 9+mutationRank Quickness and temporarily increases the ranks of your other physical mutations by (mutationRank/3)+1.
Duration: 20.
Cooldown: 200.
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).
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 2 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 mutationRank/2 + 1 to mutationRank+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% + mutationRank*2 for 2-3 rounds.
Electrical Generation
We revamped Electrical Generation.
EG now uses the same electrical charge units as energy cells and power systems.
Maximum charge is 2000+mutationRank*2000.
Charge accrual rate is mutationRank*100 per round, modulated by Willpower via a similar formula as cooldown modulation.
You can discharge at a minimum of 1000 charge. Deals 1d4 damage per 1000 charge, with the possibility of arcing to adjacent targets at reduced damage (maximum 1 target per 1000 charge).
Exposure to electromagnetic pulses always caused involuntary discharge; this is now documented and is now subject to a difficulty 18 Willpower save.
Energy cells and capacitors now have a "drink charge" option that lets you drain their charge.
You recharge 100 charge for each point of electrical damage taken.
You can provide charge to equipped devices that have integrated power systems, such as Jacked equipment.
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).
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 mutationRank*2 + 13.
Horns
You can now choose a cosmetic option for horns (horns, horn, antlers, casque).
Increased AV progression to (mutationRank-1)/3 + 1.
Generalized damage to 2d[(mutationRank/2)+3].
Improved bleeding damage to the following.
levels 1-3: 1
level 4+: 1d2 + (mutationRank-4)/3
Multiple Arms
Increased the chance for extra attacks from 6% + mutationRank * 2 to 7% + mutationRank * 3.
Multiple Legs
Increased cost from 4 MP to 5.
Changed move speed bonus from mutationRank * 5 + 3 to mutationRank * 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% + mutationRank * 4 to 20% + mutationRank * 10.
Increased the bonus quickness from Basking or cooking with starch from 1 + Ceiling(mutationRank/2) to 13 + mutationRank*2.
Generalized the servings of starch and lignen you can store to [(mutationRank-1) * 4] + 1.
Generalized the bonus duration of Basking's effect to [(mutationRank-1) * 4] + 1.
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% + (mutationRank*10)
mutationRank*10% chance per round to regrow a missing limb. If this chance exceeds 100%, you cannot be decapitated.
1% + mutationRank/3 chance per round to remove a minor physical debuff at random. At mutationRank = 5, this becomes any physical debuff (including glotrot, ironshank, sore throat, and monochrome).
Quills
Changed AV progression.
Level 1-2: 2
Level 3+: mutationRank/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.
Sleep Gas Generation
Removed mutual exclusion with Corrosive Gas Generation.
Increased the number of rounds you release gas for from mutationRank/2 + 1 to mutationRank+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.
Stinger
Reduced Confusing Stinger cost from 4 to 3.
We revamped the three Stinger mutations.
You now get a tail with the stinger attached.
Stinger maxes at 1 penetration.
Stinger penetration progression:
Level 1: 3
Level 2+: (mutationRank-2)/3 + 4 (max 9)
Stinger damage progression:
Level 1: 1d6
Level 4: 1d8
Level 7: 1d10
Level 10: 1d12
Level 13: 2d6
Level 16: 2d6+1
Level 19+: 2d8
Stinger is considered a long blade.
You always sting when you charge or lunge.
You can use the Sting activated ability (cooldown 25) to sting with autohit and autopen.
+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% + mutationRank * 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% + mutationRank * 4 to 15% + mutationRank * 5.
Improved chance to shake off a mental debuff from 5% + mutationRank to 5% + mutationRank * 2.
Two-hearted
Reduced cost from 4 to 3.
Removed Quickness penalty.
Removed synchronized heartbeat effect.
Added a % bonus to sprint duration: 10% + 20*mutationRank.
Wings
Increased cost from 3 to 4.
Wings no longer take up the Worn on Back slot.
(cosmetic) Your Worn on Back slot is renamed to Worn around Wings.
+10% + (mutationRank*10) move speed while sprinting.
Jump range is increased by (mutationRank/3) + 1.
Charge range is increased by (mutationRank/3) + 2.
We overhauled several mental mutations.
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 + mutationRank * 2 to 19+mutationRank.
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+mutationRank.
Cone length: 4+mutationRank/3.
Increased cooldown from 40 to 75.
Changed duration to 0.8*((mutationRank/2)+10) to 1.2*((mutationRank/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+(mutationRank * 2) to 20+(mutationRank * 2).
Boosting a stat now has an action cost.
Force Bubble
Reduced cost from 5 to 4.
Force Wall
Changed cool from 108-(mutationRank * 8) to a flat 100.
Changed duration from 25 to 14+(mutationRank * 2).
Mass Mind
Changed cooldown to 550-(mutationRank * 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+mutationRank 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.
Stunning Force
Normalized damage increment to 1d3 + (mutationRank-1) / 2.
Sunder Mind
We revamped Sunder Mind.
For up to 10 rounds, you engage in psychic combat with an opponent, dealing damage each round.
Taking any action other than passing the turn will break the connection.
Each round, mental attack vs. MA. Damage increment:
odd levels: 1d3+(mutationRank/2)
even levels: 1d4+(mutationRank-1/2)
On the tenth round, you deal damage equal to the total amount of damage you've done so far.
Range: sight
Cooldown: 80 rounds
Teleportation
We revamped this mutation.
Teleportation is now imprecise. You teleport to a random square in the picker's area of effect (radius = 13-mutationRank, minimum 2).
If an occupied square is chosen, you're shunted to another, unoccupied square (the new square can be outside the AoE).
Changed cooldown to 103-(3 * mutationRank).
We overhauled several defects and added several new ones.
Amnesia
Revamped. It now gives 2 points.
Whenever you learn a new secret, there's a small chance you forget a secret.
Whenever you return to a map you previously visited, there's a small chance you forget the layout.
Analgesia
Renamed Nerve Poppy.
Blinking Tic
Tweaked occurrence chance.
Changed so it only triggers during combat.
Dystechnia (new)
Mental defect. 2 points.
You're much worse at examining artifacts.
You can't have artifacts identified for you because you don't understand their explanations.
When you break an artifact during examination failure, it explodes.
Electromagnetic Impulse
Tweaked occurrence chance.
Changed so it only triggers during combat.
Hemophilia: we removed it.
Hooks for Feet
Removed the -10 move speed penalty.
Irritable Genome (new)
Physical defect. 4 points.
Whenever you spend a mutation point, the next mutation point you gain will be spent randomly.
Whenever you buy a new mutation, you get a random one instead of a choice of three.
Myopia
Increased point value from 2 to 3.
Made radius 10.
Renamed Myopic.
Narcolepsy
Reduced point value from 4 to 3.
Tweaked occurrence chance.
Changed so it only triggers during combat.
Psionic Migraines (new)
Mental defect. 4 points.
You cannot wear hats or helmets.
Quantum Jitters (new)
Mental defect. 3 points.
Whenever you use an activated ability, there's a small chance your focus slips and you dent spacetime in the local region, causing 1-2 spacetime vortices to appear. This chance increases the longer you go without using an activated ability.
Socially Repugnant
Revamped. It now gives -50 reputation with every faction.
Spontaneous Combustion
Tweaked occurrence chance.
Changed so it only triggers during combat.
Tonic Allergy (new)
Physical defect. 4 points.
The chance your mutant physiology reacts adversely to a tonic is increased to 33%.
If you react adversely this way to a salve or ubernostrum tonic, the adverse reaction effect is chosen randomly from among other tonic effects. You will still heal.
Removed a bunch of mutual mutation exclusions that are no longer relevant.
Removed prerelease defects Pack Rat and Unstable Germination from the game.
The augmentation-based coloring of mutation ranks on the character screen is now more accurate.
Mutations now show more information about their rank calculation when you select them on the character screen.
Refreshed and cleaned up all mutation descriptions.
Refreshed and added several new message log messages related to mutations.
GAMEPLAY
Added a new item: wrist fan.
Added a new item mod: disguise.
Added a new item mod: cleated.
The resolution of Bey Lah's Kith and Kin quest has been overhauled and enhanced.
Added a new Kith and Kin subquest: Love and Fear.
You can now select a limb in the equipment menu to make it your primary limb. If you do so, your Right Hand (old primary) inherits the offhand attack percentage that the new primary limb had.
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
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).
Due to scattering, creatures now only drop a fraction of their ammo when they die.
Trade prices are now somewhat affected by your reputation with the trader's primary faction.
Dynamic villages can now generate with resident apothecaries.
Elder Irudad now has some apothecary wares.
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.
Reduced the potency of Psychometry granted by bananas to +1-2 if you don't already have the mutation.
The teleportation effect of eating a yondercane or voider gland is now imprecise, like the mutation.
The schematics choices for acquiring Tinker I, Tinker II, and Tinker III are now of the appropriate complexity for that tinker tier.
Made seedsprout worm corpse drop at 100%.
Confused creatures now have some variety in their actions.
Evil twins now reconsider their equipped items when they spawn.
Tapping the Mass Mind now refreshes your Light Manipulation charges.
Penetrating radar now reveals hidden objects that can be discovered by searching.
Corrosive Gas Generation and Sleep Gas Generation now make you immune to acid gas and sleep gas, respectively. They do not make you immune to all forms of acid or involuntary sleep, however.
Drowsing urchin are now immune to sleep.
Stopsvalinn now has a better chance of spawning with a high-end energy cell, when it spawns with an energy cell.
Mechanical cherubim are now classified as robots.
Conveyor belts are now immune to heat and acid.
Rhinox charge now respects phase and flight.
Catching fire now interrupts autoact, as does a visible or audible companion catching fire.
PRERELEASE UI
We implemented several more pieces of our new RPG-style UI, which we refer to as the "prerelease" UI.
Added a new graphical clock to the upper right of the prerelease status bar.
Added some utility buttons to the upper right of the prerelease status bar.
Added much nicer boxes for popup messages.
Added a new conversation UI that includes the tile of whomever you're speaking to.
Added a new object interaction UI that includes the tile of whatever you're interacting with.
You can enable these features via two different options:
To enable the new popups, new conversation UI, and new main screen with status bar: Options > Overlay UI > Prerelease: Use prerelease stage screen.
To enable just the popups and conversation UI: Options > Overlay UI > Enable overlay user interface elements.
Added a new option for scaling the prerelease UI: Options > Overlay UI > Prerelease Stage Scale.
The prerelease message log now has a background transparency toggle.
Added a toggle to the prerelease message log that prevents it from automatically switching sides.
The prerelease UI now displays your drams of freshwater next to your weight.
Tweaked the order that information is hidden on the prerelease status bar.
Prerelease UI ability buttons are now clickable.
Prerelease UI layouts wider than 1080p now letterbox correctly.
More prerelease popup messages can now be dismissed with Esc.
OTHER UI CHANGES
We now display object icons in several new contexts, including the equipment and inventory screens, the trade screen, and object interaction menus. If tiles are enabled, the icon used is the object's tile. Otherwise, it's the object's ASCII glyph.
Unidentified artifacts now use different tiles to obscure what they are.
Most natural equipment and mutation-based physical features now appear in a "Physical features" postfix at the end of a creature's description rather than in the "Equipped" postfix.
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.
Added a resolution picker to the options menu now that the Unity preloader has been removed.
There is now a classic UI option to indent body parts on the equipment screen, making their hierarchy more visible.
The Hands equipment slot is now Worn on Hands.
Yes/No and Yes/No/Cancel dialogs now allow you to click on the [Yes] [No] options in the classic UI.
Player and NPC named items now indicate their original names in their descriptions.
Mouse movement now paths through non-hostiles if necessary to reach your destination.
The look dialog is now only dismissable via Space or Esc.
The following abilities are now toggleable: Sprint, Phase, Force Bubble, Fly, and Rifle through Trash (Scavenging and Trash Divining).
Fungal infections now appear in their own, prioritized category when using the spray bottle.
Sheba's Give Book option now remembers where you were in the list when it re-opens.
Messages for spotting hidden objects now include directional information.
Updated the default laptop keymappings with new binds for interact, auto-attack, and journal.
Non-creature organic items are now described as "damaged" rather than "wounded".
The trade UI "don't have enough water containers" message no longer resets the trade window.
You can now access the mod manager from the main menu in the classic UI.
MISCELLANEOUS & BUGFIXES
Villages and chef ovens should no longer let you cook game-breaking meals.
Village immigrants' pronouns are now more consistent.
Added recipe name entries for canned Have-It-All.
Changed clump of bone meal to just bone meal.
Updated the horn type for fork-horned gnus, horned chameleon, Warden Ualraig, and hindren.
Spiral borers are now able to dig in reloaded zones.
Metal folding chairs are now moddable.
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.
Alchemist tables no longer contain floating glowspheres.
Sleep Gas Generation and sleep gas breathing no longer prevent you from voluntarily going to sleep.
NPCs immune to sleep gas no longer avoid it while pathfinding.
Gas mutations now always pump gas immediately on activation.
Carbide and fullerite hand bones now use the same tile for their fist objects as the implant objects.
Above-ground structures in villages are now properly lit by daylight.
Made the description of certain "no effect" cooking effects clearer, such as when you cook with slime while already having Slime Glands.
Fixed the mutation description for Chimera and Esper not appearing on the overlay character creation screens.
Fixed a bug that caused burgeoned young ivory and lurking beth to notify the burgeoner of their deaths.
Fixed a bug that caused astral tabbies to spawn in the wrong phase.
Fixed a bug that caused primordial soup sludge display names to go wild.
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 cookbooks showing the new recipe popup twice.
Fixed a bug that caused some wait commands to improperly remove wait-based effects, like tightened carapace.
You no longer receive a popup about discovering your starting village.
The Astral monster mutation can no longer be leveled.
Nonexistent journal entries can no longer be deleted.
Popups from zoomed-out views no longer cause the background to zoom in to gameplay level.
Dazed is now properly displayed in effect lists.
Fixed the "restore defaults" button on the prerelease control mapping screen improperly clearing all keybinds.
Several issues with the return from [redacted] should now be fixed: saves not loading, unintended player clones, and action queue inconsistencies.
Important objects are no longer improperly cleared during zone generation. These include stairs, relic containers, quest objects, quest NPCs, and more.
Empty alchemist tables now appear correctly as alchemist tables.
Chimeras now get a relevant message when [redacted] attempts to alter the structure of their minds.
Fixed a bug that caused prerelease UI elements to improperly display on top of cybernetics terminal windows.
Fixed new UI elements not displaying properly when the option to remove full-screen effects from the UI was enabled.
Fixed a bug with tooltip looker locations when the option to remove full-screen effects from the UI was enabled.
Fixed a bug that caused flickering while using the Looker with the prerelease UI was enabled.
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 a bug with villager dialog color.
Fixed a bug with Metamorphosis.
Fixed a typo with the Flaming Hands mutation when it was gained through a cooking effect.
Fixed a typo in the Kyakukya recoiler.
Fixed a typo in waveform worm's description.
Reduced the memory load for several types of zone generation.
Fixed deprecated commands sticking around when a default keymap was loaded.
MODDING & DEBUG
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.
We added a new in-progress prerelease UI for the Mod Manager.
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.
Most internal classes are now public.
Extended the Genotypes.xml IsMutant attribute to more contexts where the mutant / true kin distinction is relevant.
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
Colors, anatomies, options, conversations, and pronouns now reload properly when mod configuration changes.
The Armor part now supports modifying MA via the MA field.
Members on the WorldBuilder class are now public.
The cell Inherits property in Worlds.xml now functions properly when merging into existing worlds.
Errors and warnings generated by the mod compiler now include the associated filename and line number.
Added [XRL.HasCallAfterGameLoaded] and [XRL.CallAfterGameLoaded] attributes for registering static methods to be called after game loads.
Added a new test Debug option, "Show Error Popup", that should be useful for modders.
The "playerwho" wish now properly allows turns to tick.
Fixed a bug that caused the detail color of subtypes to be merged onto the tile.
Upgraded the C# compiler to Roslyn.
Added a new wish to remove a mutation: "mutationbgone:mutationid".
Added new wish to view data disks: "datadisk" (with a menu of all possible data disks) or "datadisk : Blueprint" or "datadisk : mod : ModName".
The clearstatshifts wish no longer returns spent mutation, skill, and attribute points.
You can no longer be flying and wading at the same time.
Lasers are no longer considered heat/fire damage or resisted by heat resistance.
Boxes of crayons now have their own tile.
The "clean" action on liquid-covered objects now yields hotkey assignment priority to other actions, such as the "direct to attack target" action on companions.
Fixed a bug that made armor that occupies more than one body part unable to receive the Jacked mod.
Corpses left by temporal fugue clones now disappear at the expiration of Temporal Fugue.
Cybernetics from temporal fugue clones can no longer be implanted.
Unlit torches no longer set things on fire.
Autoexplore no longer attempts to open chests or bookshelves that are on imperceptible alternate vibrational planes of existence.
Robots no longer go prone when entering sleep mode.
The Billowing Conch of the Aji no longer produces non-functional blinding gas and stinking gas.
The player's torch burning out now interrupts autoact.
Baetyls now habitually reality-stabilize themselves.
Baetyls now get angry at 20% of their HP, not 80%.
Fixed a bug that made NPCs with Cleaved effects active repairable.
Fixed some color formatting in village quest giver referral messages.
Fixed a bug that made reality-stabilized objects coming into contact with a space-time vortex get sucked through the vortex after it was destroyed by the reality stabilization.
201.30 - 'beta' branch
Reduced the offhand attack chance for horns from 25% to 20%.
Reduced the value of the Carnivorous defect from 3 points to 2 points.
The Hands equipment slot is now Worn on Hands.
Phase is now a toggleable ability.
Sunder Mind is now correctly reflected by mental mirror.
Reduced the memory load for several types of zone generation.
The augmentation-based coloring of mutation ranks on the character screen is now more accurate.
Mutations now show more information about their rank calculation when you select them on the character screen.
With Chimera, you're now a little less likely to grow body parts that have few or no equippable items.
Trade prices are now somewhat affected by your reputation with the trader's primary faction.
Removed Pack Rat and Unstable Germination from the game.
Tapping the Mass Mind now refreshes your Light Manipulation charges.
Added a toggle to the prerelease stage message log that prevents it from automatically switching sides.
Above-ground structures in village are now properly lit by daylight.
You no longer receive a popup about discovering your starting village.
You no longer bypass the random mutation-buy choice from Irritable Genome when buying a mutation due to a rapid mutation prompt.
Irritable Genome can no longer level mutations above a base rank of 10.
Gas mutaitons now always pump gas immediately on activation.
The Force Bubble mutation now displays as a toggle and can be disabled before the duration runs out.
Sunder Mind's mental connection now only reveals vision at radius 0 instead of 1.
You can now escape from the mutation variant selection menu without making a selection.
Popups from zoomed-out views no longer cause the background to zoom in to gameplay level.
While confused the overlay UI no longer shows item icons.
Dazed is now properly displayed in effect lists.
Important objects are no longer improperly cleared during zone generation. These include stairs, relic containers, quest objects, quest NPCs, and more.
When a temporary boosts to your Quills rank expires, the extra quills you gained are now properly removed.
The Horns mutation no longer says "You unequip the horns" when you advance its rank.
Removed the "Land" abilities from Wings and made "Fly" a toggle.
The intermediary brain brine status effect is now invisible.
Empty alchemist tables now appear correctly as alchemist tables.
Added recipe name entries for canned Have-It-All.
Yes/No and Yes/No/Cancel dialogs now allow you to click on the [Yes] [No] options in console UI.
Updated the horn type for fork-horned gnus, horned chameleon, Warden Ualraig and hindren.
Made the description of certain "no effect" cooking effects clearer, such as when you cook with slime while already having Slime Glands.
Fixed several issues in stat-boosting mutations where the boosts would be improperly applied.
Fixed a bug that caused prerelease UI elements to improperly display on top of cybernetics terminal windows.
Fixed new UI elements not displaying properly when the option to remove full-screen effects from the UI was enabled.
Fixed a bug with tooltip looker locations when the option to remove full-screen effects from the UI was enabled.
Fixed the mutation description for Chimera and Esper not appearing on the overlay character creation screens.
Fixed a bug that caused Beak to alter stats incorrectly during character generation.
Fixed a bug that caused the Sunder Mind effect to stick around after it was supposed to have expired.
Fixed a bug that caused Stinger equipment to not grow back properly after regeneration.
Fixed a bug that caused Carapace equipment to not grow back properly after regeneration.
Fixed a bug that caused flickering using the Looker while the prerelease UI was enabled.
[modding] Added [XRL.HasCallAfterGameLoaded] and [XRL.CallAfterGameLoaded] attributes for registering static methods to be called after game loads.
Fixed Lunge, Charge and Sting not appropriately applying poison 100% of the time when stinger was set as your primary.
Fixed several issues with the selection of mutation variants when you mutate after character creation.
Fixed some bugs where mutation ranks would not fully update when you advanced character level.
Fixed an issue that prevented some natural equipment from not working as your primary weapon when the body part it was equipped on was selected as your preferred default.
Fixed a bug with Metamorphosis.
Fixed an issue that caused Blinking Tic to trigger outside of combat.
Fixed a bug that caused some wait commands to improprely remove wait-based effects, like tightened carapace.
[debug] Rapid mutation popups no longer occur when popups are suppressed.
Spindle negotiation reward relics are no longer easily scummable with Precognition.
Millstones can now grind grave moss, compacted bone matter, and voider glands.
The language sparking baetyls use to request items now specifically indicates that the items should be placed on the ground before them.
You can no longer jump while flying.
Improved the death messages for dying via explosion.
Faction lists are now alphabetized in more contexts.
Obliteration relics now more precisely describe their scope.
You are now considered responsible for the deaths of creatures killed by obliteration relics you activate.
Critically failing at artifact examination now interrupts autoact.
You can no longer name zones from the world map.
Triggering a sound effect multiple times in quick succession is now volume-limited.
When receiving tinkering bits, the summary of your current bit locker is no longer shown.
Made fewer UI-based popups add their text to the message log.
In the trade and chest interaction UIs, the item info line at the bottom now appears for items on both sides of the menu instead of just the right side.
The item info line in the trade UI now includes the weight of the item.
Falling under lithofex gaze now interrupts autoact and motivates NPCs to flee.
Artifact examination now has an action cost.
Fixed a bug that caused maps generated in the ruins to be filled in with ground tiles.
Desert canyons and ruined waterways are now appropriately windy in the north/south direction in addition to east/west.
The various stages of diseases are now considered negative status effects.
You no longer receive weight limit warnings when performing a take-all from a container you are carrying.
Fixed a bug that caused using Intimidate to spend an action for each creature intimidated.
Fixed a bug that caused players to get messages when NPCs acquired Ironshank.
Fixed a bug that disabled hostility between NPCs without leaders.
Fixed a bug causing music from previously visited zones to play when a saved game was loaded.
Fixed some issues with the names of lair zones (mostly repetitions of "surface").
Fixed some bugs that would break Spindle negotiation rewards.
Fixed some grammar issues with list composition in various contexts.
Fixed some display issues in the water ritual dialog.
Fixed a bug that made it possible to be wading while flying.
Fixed some issues with the names of lair zones (mostly repetitions of "surface").
Fixed a bug that granted the Starry Demise achievement whenever the player exploded regardless of whether it was a neutron explosion.
Fixed an extra space in the display names of freeze rays.
[modding] The liquid used in the water ritual with a given NPC is now primarily determined by the property or tag WaterRitualLiquid on the NPC. The faction record can still override this, but the GivesRep part no longer has the giftType field.
[modding] Hero generation now supports the tag HeroFactionHeirloomChance, which can be used to specify a percentage chance that the hero will spawn with a randomly generated faction heirloom.
201.25 - beta branch
We revamped Chimera.
Chimera still restricts the mutations you can acquire to physical only.
Whenever you buy a new mutation or mutate with Unstable Genome, one of the mutation options (chosen randomly) indicates that you if you pick it, you'll also grow a new body part.
The body part is chosen randomly from among all organic body parts.
The body part grows out of one of your existing body parts, weighted toward your body but any non-abstract body part is possible.
If you have Irritable Genome and Chimera, when you buy a mutation, there's a 1/3rd chance you'll grow the new body part. This is in place of the augmented selection, since you don't choose the mutation when buying one with Irritable Genome. You will get the augmented selections when Unstable Genome triggers, however.
Icons for objects are now displayed in a bunch of different menus.
Most natural equipment and mutation-based physical features now appear in a "Physical features" postfix at the end of a creature's description rather than in the "Equipped" postfix.
Wings and Stingers are no longer mutually exclusive.
Several issues with the return from [redacted] should now be fixed: saves not loading, unintended player clones, and action queue inconsistencies.
The Love and Fear quest can now be completed.
Alchemist tables no longer contain floating glowspheres.
Due to scattering, creatures now only drop a fraction of their ammo when they die.
The teleportation effect of eating a yondercane or voider gland is now imprecise, like the mutation.
The "locked in psychic battle" status from Sunder Mind now properly ends once the battle is over.
Carbide and fullerite hand bones now use the same tile for their fist objects as the implant objects.
When choosing a mutation to rapidly advance, the base mutation ranks of your choices are now be displayed.
Corrosive Gas Generation and Sleep Gas Generation now make you immune to acid gas and sleep gas, respectively. They do not make you immune to all forms of acid or involuntary sleep, however.
Replaying your most recent character now recalls custom mutation variants.
Quantum Jitters no longer trigger on the world map.
Kills made via Sunder Mind head explosions and nose bleeds now award experience.
Updated the default laptop keymappings with new binds for interact, auto-attack, and journal.
Dystechnia and Quantum Jitters no longer share the same character build code.
Fixed some bugs with the interactions between body-occupying mutations, rapid mutations, and the mutation level cap that occasionally caused those mutations to not refresh on time.
Fixed a bug that caused your name to be displayed as the sunderer when you were targeted with Sunder Mind.
Fixed Regeneration not applying its improved healing rate.
Fixed a bug that caused the charging visual effect to display your non-disguised tile while you were disguised.
Fixed deprecated commands sticking around when a default keymap was loaded.
Fixed cookbooks showing the new recipe popup twice.
Fixed a bug where some defects would display a rank.
[modding] The Armor part now supports modifying MA via the MA field.
[modding] Members on the WorldBuilder class are now public.
[modding] The cell Inherits property in Worlds.xml now functions properly when merging into existing worlds.
Dying from a lithofex gaze now gives a better death message than "You die! (good job)".
Phasing in now triggers any appropriate gravitational effects.
Deep liquids no longer stop autowalk if the "Confirm before going swimming" option is off, and dangerous liquids no longer stop autowalk if the "Confirm before drinking and movement into certain dangerous liquids." option is off.
Pathfinding now considers hostile creatures to be navigation obstacles and avoids the squares next to non-ignored ones depending on their difficulty.
Precognition reversion now interrupts autoact.
Being lost now carries through Domination, and removes itself from NPCs should it somehow wind up on them.
NPCs now intermittently display more interest in moving away from campfires they are standing on top of.
Fixed some bugs in the logic of when you can put out fires.
Fixed a bug that made grenades thrown by temporal fugue clones disappear before they could explode because they were grenades.
Fixed a bug that made some forms of electrical damage not be acknowledged by rubbergum tonic and cooking effects.
Fixed a bug that caused bleeding damage to fail to apply when out of phase.
Fixed a bug that made the overlay UI autoexplore button flicker.
Fixed a display bug in agate figurines.
Fixed a typo in the message when trying to automove through a hostile creature.
Fixed a bug that made Nocturnal Apex often usable during the day.
201.19 - beta branch
We revamped more mutations.
Electrical Generation
We revamped Electrical Generation.
EG now uses the same electrical charge units as energy cells and power systems.
Maximum charge is 2000+mutationLevel*2000.
Charge accrual rate is mutationLevel*100 per round, modulated by Willpower via a similar formula as cooldown modulation.
You can discharge at a minimum of 1000 charge. Deals 1d4 damage per 1000 charge, with the possibility of arcing to adjacent targets at reduced damage (maximum 1 target per 1000 charge).
Exposure to electromagnetic pulses always caused involuntary discharge; this is now documented and is now subject to a difficulty 18 Willpower save.
Energy cells and capacitors now have a "drink charge" option that lets you drain their charge.
You recharge 100 charge for each point of electrical damage taken.
You can provide charge to equipped devices that have integrated power systems, such as Jacked equipment.
Stinger
Reduced Confusing Stinger cost from 4 to 3.
We revamped the three Stinger mutations.
You now get a tail with the stinger attached.
Stinger penetration progression:
Level 1: 3
Level 2+: (mutationLevel-2)/3 + 4 (max 9)
Stinger damage progression:
Level 1: 1d6
Level 4: 1d8
Level 7: 1d10
Level 10: 1d12
Level 13: 2d6
Level 16: 2d6+1
Level 19+: 2d8
You always sting when you charge or lunge.
You can use the Sting activated ability (cooldown 25) to sting with autohit and autopen.
For up to 10 rounds, you engage in psychic combat with an opponent, dealing damage each round.
Taking any action other than passing the turn will break the connection.
Each round, mental attack vs. MA. Damage increment:
odd levels: 1d3+(mutationLevel/2)
even levels: 1d4+(mutationLevel-1/2)
On the tenth round, you deal damage equal to the total amount of damage you've done so far.
Range: sight
Cooldown: 80 rounds
We revamped several defects.
Removed Brittle Bones and Hemophilia.
Amnesia
Revamped. It now gives 2 points.
Whenever you learn a new secret, there's a small chance you forget one.
Whenever you return to a map you previously visited, there's a small chance you forget the layout.
Analgesia
Renamed Numb.
Blinking Tic
Tweaked occurrence chance.
Changed so it only triggers during combat.
Dystechnia (new)
2 points.
You're much worse at examining artifacts.
You can't have artifacts identified for you because you don't understand their explanations.
When you break an artifact during examination failure, it explodes.
Electromagnetic Impulse
Tweaked occurrence chance.
Changed so it only triggers during combat.
Hooks for Feet
Removed the -10 move speed penalty.
Irritable Genome (new)
4 points.
Whenever you spend a mutation point, the next mutation point you gain will be spent randomly.
Whenever you buy a new mutation, you get a random one instead of a choice of three.
Myopia
Increased point value from 2 to 3.
Made radius 10.
Renamed Myopic.
Narcolepsy
Reduced point value from 4 to 3.
Tweaked occurrence chance.
Changed so it only triggers during combat.
Psionic Migraines (new)
4 points.
You cannot wear hats or helmets.
Quantum Jitters (new)
3 points.
Whenever you use an activated ability, there's a small chance your focus slips and you dent spacetime in the local region, causing 1-2 spacetime vortices to appear. This chance increases the longer you go without using an activated ability.
Socially Repugnant
Revamped. It now gives -50 reputation with every faction.
Spontaneous Combustion
Tweaked occurrence chance.
Changed so it only triggers during combat.
Tonic Allergy (new)
4 points.
The chance your mutant physiology reacts adversely to a tonic is increased to 33%.
If you react adversely this way to a salve or ubernostrum tonic, the adverse reaction effect is chosen randomly from among other tonic effects. You will still heal.
We fixed some issues with mutation changes from last week.
Teleportation - we kept the uncertainty radius but changed the target back from line of sight to any explored location (this was always the intention).
Adrenal control no longer increases its own rank.
Adrenal control no longer increases the ranks of mental mutations.
Attributes gained via adrenal control no longer count toward skill prerequisites.
Removed the Stinger / Wings exclusions.
Fixed a bug that prevented Slime Glands from letting you walk over slime.
You can now select a limb in the equipment menu to make it your primary limb. If you do so, your Right Hand (old primary) inherits the offhand attack percentage that the new primary limb had.
Disguising items no longer change your tile when equipped in the thrown weapon slot.
Rifling through trash with Scavenging and Trash Divining is now toggleable.
There is now a classic UI option to indent body parts on the equipment screen, making their hierarchy more visible.
Sleep Gas Generation and sleep gas breathing no longer prevent you from voluntarily going to sleep.
NPCs immune to sleep gas no longer avoid it while pathfinding.
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
[/list]
[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.
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.
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.
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.
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.