Added tiles for arrows, lead slugs, shotgun shells, missiles, and Schrodinger pages.
Bats now have wings.
Feral lah pods now respect phase.
Forced drinking can no longer make you vomit indefinitely and lose an infinite number of turns.
Autoexplore no longer requires you to leave a square with a painted or engraved item in it before looking at it.
Sound will now propagate through non-occuluding walls such as forcefields or fences.
The turn count of Long Blade's En Garde! is now cardinal as opposed to ordinal.
The wishes godown and goto no longer toggle calm.
Removed orphaned markup from crysteel arrows' description.
The Trolls faction is now described as being interested in the locations of "storied items" rather than "artifacts".
Learning a secret via non-water-ritual dialogue with a creature of a visible faction now records that faction as the secret's source.
Learning a secret via water ritual with a creature of a non-visible faction no longer records that faction as the secret's source.
Fixed a bug causing hostiles to be inappropriately ignored during autoexplore.
Fixed a bug that caused it to sometimes be possible to sell a secret back to someone you bought it from in the water ritual.
Fixed a bug that caused throwing with an accuracy bonus to consistently throw items one square further than targeted.
Fixed a bug causing excess stairs to generate in Grit Gate.
Fixed a bug causing some historic sites to have no passable area.
Fixed a bug causing the starting village not to be revealed on the world map due to an unfortunately placed house.
Fixed a bug where village mayors would sometimes not teach you their signature skill.
Fixed a bug causing some sultan murals to be improperly initialized.
Fixed a bug causing historic event corruption in murals and shrines.
Fixed a bug causing [redacted] to yell "DONE!" too early.
Fixed a bug causing feral lah pod explosions to display when off-screen.
Fixed a bug causing teleport effects to display when off-screen.
Fixed a bug causing some biome-altered tiles to not be properly colored.
[modding] A registration-based event ObjectExtracted is now called on objects that are harvested or butchered from other objects, with parameters of Object (the object extracted), Source (the object from which it was extracted), Actor (the object performing the harvestry or butchery), and Action ("Harvest" or "Butcher").
[modding] The QudHistoryFactory class is now public.
[modding] Improved the logging for invalid blueprints in map files and invalid terrains on the world map.
202.7 - 'beta' branch
Improved the modern UI tooltips
Fixed a bug causing UI lockups with the modern UI enabled
New items: wristcomp, turbow, a variety of arrows.
New implant: palladium electrodeposits.
New helmet and mask mod: fitted with filters.
NPCs no longer choose to use most tonic injectors as thrown weapons.
Many liquid vessels now leak if broken.
Waterbeds now break if someone with Quills sleeps in them.
Some biotechnological items and components are now identified or displayed via bioscanning rather than techscanning.
Stun gas stunning now appears in the message log.
Floating text for critical hits will now only be displayed if the hit results in damage or a special effect.
Lunging while in aggressive or dueling stances will now correctly trigger a Stinger strike.
Socially Repugnant no longer affects trade prices.
Compound bows now correctly enable Strength bonuses to penetration.
Kickback now respects phase and flight, and does not affect inanimate objects, sessile creatures, or creatures a kick would not affect such as holograms.
Baetyls no longer ask for portions of steel boots.
Point-defense drones now always return to your inventory when they become inoperative.
Sheba Hagadias is now able to provide you with directions if you are lost.
Charging no longer gives the player a warning when charging through liquid hazards.
Dismember can no longer be used when stuck or frozen.
Wrecking Charge can no longer be activated on the world map.
The Regeneration mutation can now regrow your tongue if you have drunk the Flaming Ick, but will not regenerate your tongue otherwise.
Using an ubernostrum tonic or other regenerative intervention while infected with an early stage of glotrot will no longer tell you your tongue regrew if you have not yet lost your tongue.
The [redacted] no longer spawns in every map surrounding [redacted].
The lair of Oboroquru no longer has odd dot-like tiles under some terrain features.
Trying to trade items with a creature that has no inventory now gives a message rather than failing silently.
Spinnerets no longer starts a cooldown when toggling the ability off.
Fixed an issue causing NPCs to improperly evaluate shields during auto-equip.
Fixed an issue causing textures to load from disabled mods.
Fixed an issue causing textures to not properly hotload when changing mod configuration.
Fixed a crash in the secret ascii editor.
Fixed an issue that made flaming and freezing ray fail to affect the most distant square of their range.
Fixed biodynamic power plant displaying debug internals information regardless of whether debug internals was on.
Fixed some bugs in Stunning Force, in particular an action cost being assessed when it pushed you against a solid object.
Fixed some issues with creatures being unable to act for several turns after spawning because they were assessed an action cost to equip their initial gear.
Fixed a typo in the manual.
Fixed an issue that would cause an error trying to continue a game after having deleted a different save file.
Fixed an issue where various walkways had a higher rendering priority than appropriate, which made some items get hidden by them and made the squares they were in not be considered "empty" for purposes such as companions joining you in a zone.
Fixed an issue that made it possible to give energy weapon relics the Jacked mod by deploying turrets using them.
202.5 - 'beta' branch
The modern message log window will now remember it's position and other settings
The modern message log window will now be properly clamped to the screen area
The modern message log window will now properly clear only the old messages when starting a new game with the message log hidden
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.
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.