The "Prerelease Stage Screen" option was renamed "Enable modern UI elements." and moved to the top of the Overlay options. It's now enabled by default.
The options for prerelease stage scale and overlay UI scale were merged.
Extradimensional items are no longer excslusively unmoddable.
Sitting in chairs now respects phase and flight.
Item naming events are now more likely to appear in the [redacted] made about your [redacted].
NPCs no longer use quest item tonic injectors.
Updated the love tonic success logic.
Killing a jilted lover now ends any Stuck effects caused by it.
Becoming out of phase with a jilted lover that's grabbing you now releases you.
You can now throw tonic injectors at creatures to inject them.
Made improvised thrown weapons perform slightly better.
The depth limit at which radio-powered energy cells can receive satellite power is once again functional.
Smart use on a sleeping NPC now brings you to their interaction menu instead of attempting to initiate a conversation with them.
NPCs now terminate Sunder Mind if they become allied toward the creature whose mind they are sundering.
When trading with Sheba Hagadias, non-book items no longer have a non-functional Read action available.
Thirst thistles can no longer impose an unlimited degree of negative hydration on you.
Gyrocopter backpacks now repel nearby gases while engaged, similar to wrist fans.
Only one corrected vision effect is now visible on a given creature regardless of how many vision-corrective devices they are wearing.
Angry baetyls no longer explode at will. They do still explode after taking enough damage.
Stairs now have ascend/descend interaction commands that tell you to use < and > if you haven't remapped them, as a new player UI discovery backstop.
Improved some techscanning-viewable item component names in Stopsvalinn and anti-gravity boots.
Damage taken by a clone made of your original body while using Domination no longer breaks your Domination.
Domination is now interrupted by any negative effect on your original body, no longer excluding "minor" effects.
Being Phased now ends immediately upon moving to the world map.
Phasing can no longer be activated on the world map.
Phasing in within a solid object on the world map no longer has any effect.
When a tonic injector is applied to a creature involuntarily, it's no longer described as if the creature applied it voluntarily.
When an equipped tonic injector is applied, you no longer get a message about it being unequipped.
Cooking effects and shade oil tonic used by mutants no longer randomly phase you while you're on the world map.
The "auto-collect liquid" interaction command is now displayed as "stop auto-collecting liquid" when you are currently auto-collecting and using the command to turn it off.
Pressing "o" in the trade screen with no items selected to trade now displays "Nothing to trade." rather than "Trade complete!"
Trash is now highlighted in the alt display if you have Scavenger or Trash Divining.
You no longer have to unequip and reequip equipment that grants flight after you identify it in order to use its flying ability.
You can now start and stop flying with flight-granting equipment by using the appropriate activate interaction command.
Improved the language used when baetyls demand quantities of items described using mass nouns.
Tweaked internal conveyor logic to reduce unneccessary zone construction.
Fixed a bug that caused aquatic creatures to sometimes spawn on bridges.
Fixed a stat change bug with temporary stat modifiers that resulted in ever increasing HP.
Fixed thrown weapon damage appearing twice in the message log.
Fixed a bug that occasionally crashed the game on some zone loads in the Tomb of the Eaters.
Fixed a bug caused some tar pool zones to generate without their zone name.
Fixed a bug that caused some lair zone names to include their "surface" designation twice.
Fixed a bug that caused liquid-covered and liquid-stained items to lose track of the liquids covering them after a save/load.
Fixed some scenarios where your original body could begin acting under AI control while using Domination.
Fixed a bug that could make the equipment screen inaccessible under certain circumstances.
Fixed a bug that caused Amnesia to try and fail to forget unforgettable events.
Fixed several issues with clones and mutation-granting equipment.
Fixed some scattered prerelease UI scaling issues.
Fixed stinger printing unequip messages when its mutation rank changed.
Fixed minor bug in Agyra's dialog.
Fixed a typo in Vivira's conversation.
Fixed a village history typo.
Fixed a typo in low wall description.
Fixed cannibal cherub's display name.
Fixed the color of frog cherub.
Fixed a typo in shade oil tonic's effect description for true kin.
Fixed a misconfiguration that caused mashed lag and sun-dried banana to be treated as grammatically plural.
Fixed some message formatting issues when equipped items are lost to dismemberment.
[modding] Fixed an exception in character creation when the player's body blueprint had the Genotype property set.
202.3 - 'beta' branch
Collapsed categories in the inventory will now persist on save load & won't be forgotten when afflicted with confusion.
[modding] On case-sensitive platforms, manifest.json is no longer required to be lower-case.
[modding] Worlds.xml now supports self-closing tags.
Fixed some cases where stack counts could appear in item repair messages.
Made chest inventory generation, and village generation that depends on it, more resilient.
Improved the composition of possessive markers onto nouns when those nouns have color formatting attached.
Your perception of madpoles becoming frenzied by the scent of blood now depends on those madpoles' visibility.
Point-defense lasers can no longer be salvaged from normality bots.
Madpole detection of the scent of blood is now more reliable; for example, it will not be triggered by an item that merely has the word "blood" in its name, nor will it fail to detect blood covering a historical relic.
The Spread Klanq quest will no longer ever ask you to puff Klanq onto an abstract concept of a projectile.
Fixed a bug that prevented chimerae from performing the water ritual with Seeker heroes.
Fixed an issue that caused companions' cause of death to be misidentified.
Made some improvements to the identification of companions' cause of death when the player is responsible.
Teleportation and being moved by an external force no longer loosen your carapace.
Sunder Mind now prefers to target hostile creatures when there are multiple possible targets in a square.
Creatures without faces now are not described as having nosebleeds in more circumstances. *Fixed an issue causing the last serving of canned-have-it-all to not be properly consumed when cooking from a recipe
Sprinting now directly modifies your movespeed. For example, with 100 movespeed and the default 2X sprint effect, your movespeed is 200 and will be displayed as such.
Combat animations and floating text are now properly cancelled when you move to a different zone.
Gas masks and vinewood sap masks now protect you from critical failures on your gas saves.
Being confused now makes you immune to confusion.
Arconauts now refrain from picking up items that would overburden them.
Autoact is now interrupted when your night-vision goggles cease to operate.
When your autoact is interrupted, certain actions that were incorrectly described as "gathering" are no longer described that way.
There's now a limit to how many troll foals will bud from a troll in a single zone.
Pits in the ground no longer spawn in the same tile as stairs.
The rainboweave cloak description now mentions its light refraction behavior. This won't apply to cloaks generated before this patch.
Aquatic creatures can no longer cross bridges.
Rhinoxen now have a face on each of their heads.
Urchin belchers are now immune to sleep gas and confusion gas.
Addling urchins are now only immune to confusion gas rather than all sources of confusion.
Drowing urchins are now immune to sleep gas rather than being unable to sleep.
Added detail colors for the following: smoldering mushroom, lover's blossom, portable beehive and taco suprema.
Energy cell selection now sorts in descending order by available charge.
Energy cell selection no longer assigns hotkeys outside the alphabet.
Fixed a bug that caused you to fail to disarm your target when your duelist swipe attack killed them.
Fixed a rare bug where the underground entrance to the Tomb of the Eaters wasn't fully connected to the rest of the Tomb.
Fixed a bug with the crematory level builder that caused multiple machine arms and pits to generate in a single tile.
Fixed a bug that caused the cybernetics terminal to sometimes lock up during implant installation.
Fixed a bug that turned some descriptions into System.String[]s.
Fixed a bug that caused the first mouse input to be ignored on Linux.
Fixed a bug that caused a CPU core to run in an unbounded way when background music was disabled on Linux.
202.2 - 'beta' branch
202.2
Added a directional indicator for click-to-step direction in the bottom-left corner of the prerelease stage screen (used for controllers).
We made some more enhancements to the prerelease input manager.
Added a 'Highlight Important Objects' binding to the Adventure/AltAdventure categories that functions as the "Alt overlay". Defaults to left + right triggers.
Added 'Take All' and 'Store Items' bindings to a new Container category. Defaults to right trigger and right shoulder, respectively.
Added a 'Set Primary Limb' binding to the Character Sheet category. Defaults to right trigger.
Village quests no longer have the chance to ask you to find a location "with a parasang" of another location. Instead, they may ask you to find a location "next to" another location, in which case the two locations will be in adjacent maps.
Two-Headed no longer wakes you up from voluntary sleep.
You no longer see troll budding messages when you cannot see the troll.
Nerve Poppy is no longer called Numb on the character sheet.
Creatures without faces no longer get bloody noses.
Relic and extradimensional books now provide skill training on read.
While performing the water ritual, you're no longer offered to learn a skill's introductory power without being offered to learn the skill itself.
We made some changes to clonelings and clones.
Clonelings now have a cap on how many creatures they can clone. If you're friendly with a cloneling, you can refresh their cloning capability by supplying a dram of cloning draught.
Clonelings can now clone you.
If a cloneling is in your party, you can now direct them to clone creatures.
Clonelings in your party no longer wander around randomly.
Clones created by clonelings are now worth half the base creature's XP rather than no XP.
Clonelings now rarely cloning draught on death.
Freshly grown clones are now uninjured.
We added new support to the prerelease input manager and fixed some bugs.
Added a wait command.
Accept now interacts with the selected object in the looker.
Fixed interact nearby not working.
Vendor actions in trade now work properly.
Accept now interacts with the selected object in the looker
Added Take All and Store Items keybinds for containers
Armor AV/DV averaging across body parts now rounds down.
Leather bracers have been singularized into a 1 AV single-arm slot "leather bracer".
Autoexplore now interacts with interesting objects before taking them. Example: you'll now read engraved items before taking them.
The attack nearest enemy command now counts enemies that are currently engulfing you.
The item picker dialog for spray bottles now shows any context for the listed items, like the body part they're equipped on, for example.
Lit torch tiles now display color variation in their flame part instead of their wood part.
Kindled flames and luminous motes now have tiles.
Reduced the number of novices of the sightless way that appear in various regions.
Panhumors now use their own correct tile instead of using the gelatinous frustrum tile.
Changed the appearance of putrescence to be distinguishable from slime.
Made some improvements to the behavior of pathfinding around potentially damaging gases.
Pathfinding now strenuously avoids aloe pyra and aloe volta.
You can no longer get unlimited data disks by repeatedly installing and uninstalling SkillSoft Tinker implants.
Made plurally gendered players correctly addressed in the second person in a number of contexts.
Made the popup to confirm switching a hotkey to a new ability show the old ability's display name, not its internal command name.
Improved ganglionic teleprojector's messaging when used on a square with no robots in it.
Fixed a bug that prevented Two-Headed's chance to remove negative mental status effects from working.
Fixed a bug where evil twins arrived without a popup message.
Fixed a bug that caused unpowered items with boot sequences to have their operational status treated as "booting" rather than unpowered.
Fixed a bug that disabled the floating text that appears when an item rusts.
Fixed some color formatting errors.
Fixed a formatting issue in the level descriptions of Sleep Gas Generation and Corrosive Gas Generation.
Fixed some typos in Sleep Gas Generation and Spontaneous Combustion.
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.