Robots no longer receive mutation points nor do they rapidly mutate.
Robots can no longer buy mutations.
You can now mark items in your inventory as important.
You no longer automatically butcher, harvest, or disassemble important items.
You're now asked for confirmation before manually butchering, harvesting, or disassembling important items.
You're now asked for confirmation before applying important tonics.
Important tonics and applicators now have a low priority for apply being their default interaction.
While cooking, the "Preserve your fresh foods" option ignores important items and "Preserve your exotic foods" asks for confirmation on important items.
While trading, you're asked for confirmation when you select important items, and important items are ignored when you select all.
Quest items are important by default.
If you have Disassemble, you can now choose to treat a type of item as scrap. If you do, it'll be considered scrap for the purposes of autoget and autodisassemble.
Disassembling items things now puts a message in the message log.
Auto-disassemble during autoexplore now directly disassembles items in the environment rather than needing autoget to pick them up first.
You now autoget zero-weight artifacts if "Auto-pickup artifacts" is off but "Auto-pickup 0 weight items" is on.
Electrical charge consumption now prefers to draw per-turn charge first. For example, when using a jacked phase cannon with a biodynamic power plant, firing now draws the 5000 charge from the biodynamic power plant before consuming charge from the phase cannon's energy cell.
Stasis is now a status effect.
Force modulators now make you immune to stasis.
The lair of Oboroquru is now a holy place to apes.
Compute power now reduces the ammo regeneration time for blood-gradient hand vacuums.
Sparking baetyl demands and rewards are now less subject to manipulation via Precognition.
Special items for village quests are now worth more than normal items of their type.
Special items for village quests are no longer categorized as Quest Items once you have completed the quest.
Your game score is now calculated using each item in a stack rather than treating the stack as a single item.
Preserved cooking ingredients and empty injectors are no longer factored into your game score.
When you're cleaved the message log now indicates what part of you was cleaved.
Strip flies now have the Wings module.
You no longer attack yourself while swooping.
Defensive Swipe now respects phase and flight.
Applying a tonic to another creature else now takes a turn.
Dying by cooling into a block of shale when you're a magmatic sludge now results in a proper death message.
Unctuous sludges now properly have unctuous pseudopods.
Holograms now have their status revealed by techscanning rather than bioscanning or structural scanning.
Holographic ivory and holographic beth are now excluded from consideration as hostiles -- like young ivory and lurking beth -- and are no longer inaccurately considered organic.
Convalessence pools now only heals living things.
Hypertractors, normality gas pumps, defoliant pumps, and fungicide pumps no longer put 0-damage hit messages in the message log. Hypertractors still message about their effect taking place.
Move-into-liquid confirmations are no longer requested during autoact.
Immobile creatures now fall through space-time vortices rather than climbing through them.
Decarbonizers' decarbonizer module no longer appears with a blank name in the character sheet.
The repair, add notes, remove notes, load ammo, unload ammo, and desecrate interactions now have hotkeys.
Tweaked the blaze injector item and effect descriptions.
Improved the grammar of generated text around items with qualifiers in their names.
Fixed a bug that doubled the action cost of modding items when you had them equipped.
Fixed a bug that occasionally caused exceptions when creatures with luminous fungal infections temporally fugued.
Fixed an exception when tarry sludges spit.
Fixed a bug that caused creatures at the Six Day Stilt to shop when they shouldn't and to not shop when they should.
Fixed some bugs that caused gaslight weapons to lose proper names and some relic enhancements when they were activated or deactivated.
Fixed a bug that caused gentling masks and cones to corrupt the faction alignments of dynamically generated villagers.
Fixed a bug where failing to drag an opponent using a latching weapon did not take a turn.
Fixed a bug that caused stasis field to fail to put things in stasis.
Fixed a bug that caused your companions to hit your when you were in the same tile as a creature they were attacking.
Fixed a bug when you tried to disassemble an owned item where the owners would get mad but the disassembly would fail to happen.
Fixed a bug that caused physical clones to get permanent versions of mutations their parent organism had granted by relics or cooking.
Fixed a bug that caused lava not to heat up containers carried in your inventory.
Fixed a bug allowed you to preserve exotic foods dropped from temporary creatures.
Fixed a bug with the Brightness & Contrast sliders in the classic options menu when you assigned a value below 0.
Fixed a bug that caused some damage messages to be visible when the target wasn't visible.
Fixed a bug that caused blaze injectors to increase cold resistance instead of decreasing it.
Fixed a bug that caused the classic UI sidebar to handle some target names poorly, especially ones with complex color patterns.
Fixed a bug that caused item qualifiers like '[implant]' or 'illuminated' to show up twice in the names of village quest items.
Fixed some extra spaces and incorrect a/an cases in village quest text.
Fixed a bug with the conjugation of 'catch'.
Fixed a typo in the glotrot tomb inscription.
Fixed a bug that made electrical arcs and some other visual effects sometimes display strange floating Unicode characters instead of the desired effect.
Improved the display of very large numbers of bits on the Tinkering screen.
Removed some extraneous information from the display names and descriptions shown for tinkering blueprints.
Cherubim you find out in the wild now belong to the faction of the creatures they are modelled after.
Electromagnetic sensors now detect mechanical cherubim.
Jump now respects phase and other physical interactivity conditions to determine what you can jump through and into.
You can no longer jump through or into closed doors.
Juke now respects phase and flight.
Juke can no longer move holograms or creatures that are rooted in place.
Disabling the "Color player's @ based on HP level" option no longer stops mutations from changing your @ color.
Reputation gains and losses with hidden factions are no longer displayed.
Fork-horned helm now displays its melee performance characteristics in its display name and description.
Horns and fork-horned helms now indicate their bleeding damage in their descriptions.
The "collect liquid" action now requests confirmation if collecting more than 128 drams of liquid.
Klanq now gives you more puff attempts if the infection didn't take on the limb you chose.
Ultra Fire now correctly applies Suppressing Fire and Flattening Fire.
Made some improvements to how reloading chooses which missile weapons to reload with in complex equipment setups.
Reloading no longer reloads missile weapons that aren't equipped in your missile slots.
Fixed some bugs that made missile weapons fail to fire and equip to inconsistent slots when magnetized.
Sewage eels no longer trip you if they are not hostile to you.
Liquid cooking effects are no longer described on objects other than purpose-specific liquid containers and pools of liquid.
Changed Berate's description to indicate that the Quickness penalty of Shamed is percentage-based.
Added Shamed's to-hit penalty to its description.
Extradimensional psychic hunters no longer spawn as broken, double-legendary creatures.
Improved creature AI for getting away from objects that are setting them on fire.
The "Show debug information on object and system internals" option now adds a "show internals" interaction to objects rather than appending the info to their descriptions.
Decarbonizer beams no longer cause excessive zone builds.
The smart use action on enterable furniture is now interact, not enter.
The enter action on enterable furniture now has a higher priority for being the default interaction.
Liquid collection now prefers not to collect into items that produce the liquid being collected.
Relic-granted mutations and skill enhancements are now only granted if the relic is equipped as designed.
Fixed the color pattern on the frowning moon mask.
Fixed a bug that caused NPCs to occasionally lose their base hit points when they leveled up.
Fixed a bug that caused some cherubim to appear as weird artifacts.
Fixed a bug in missile weapons' PV values.
Fixed a bug that caused mental mutations gained from cooking effects to not count toward [redacted].
Fixed a bug that caused the overburdened status effect to occasionally fail to apply or be removed.
Fixed a bug that occasionally caused missile firing sounds and "Your shot goes wild!" messages to trigger even if the weapon was out of ammo.
Fixed a bug that prevented the schematics for lead slugs and shotgun shells from being learned via Psychometry.
Fixed a bug that caused creatures to stand in acid indefinitely rather than move through it.
Fixed a bug that prevented flight from letting you fly over ground obstacles in some circumstances.
Fixed a bug that prevented death sounds generated by creatures being killed by Juke + Pointed Circle from being audible.
Fixed a bug that occasionally caused a crash when you interacted with a tile containing multiple liquid containers.
Fixed a bug that caused examining certain relics to produce incorrect messages.
Fixed a bug that made the performance characteristics of fork-horned helms fail to persist across save/load.
Fixed a bug that prevented gelatinous frustrums from wandering while they have a creature engulfed.
[modding] Mods' Steam Workshop names no longer dictate their internal IDs and thus won't prevent approval if they contain invalid characters.
[modding] Genotypes now have an IsTrueKin flag, separate from IsMutant. GameObject.IsTrueKin() now looks for this flag being true on the creature's property-defined genotype, with creatures with no genotype presumed to not be true kin. GameObject.IsMutant() now looks for IsMutant being true on the creature's property-defined genotype, with creature with no genotype presumed to be mutants.
Added all new tiles for melee weapons, over 50 in total.
Added basic mouse support to field placement for force wall, force projectors, and portable walls.
The activated abilities menu now supports page up and page down.
You no longer attack yourself if you slip while charging, but you are sent careening in a random direction and may charge a different target than intended.
NPCs no longer charge when there's a wall or non-hostile creature between them and their target.
NPCs are now less willing to charge through hazards between them and their target, especially where hazards are in the tile they would wind up in.
Critical hits are now noted in the message log.
Reworked and rephrased the critical hit bonus from the masterwork item mod and the Weak Spotter skill.
Trees that are rooted in place can no longer be knocked prone.
Disassemble is now only the default interaction for scrap and empty injectors.
Reordered the pour options: the first option is now to pour into another container and the third option is now to pour on yourself.
The lighting status of torches no longer appear in the short versions of their display names.
Drastically reduced the chance to spawn vantabuds and vantablooms with high-level Burgeoning.
Made reload messaging with a single projectile have better grammar.
Made pulse field magnet's Pulse cooldown 5x as long.
Made the description of the Sturdy item mod clearer.
Sturdy objects now have their hit points increased by 25%.
Inanimate objects that are reduced to 25% of their hit points now become broken if they are not sturdy.
Clarified in the description of Strapping Shoulders that it only affects heavy weapons.
Village colonists can now properly engage in dialog.
Removed some unnecessary error condition reports from sultan relics.
Fixed a bug that made NPCs sometimes wind up inside walls when teleporting.
Fixed a bug preventing some goatfolk shamans from having the mutations appropriate to their epithets.
Fixed a bug that disabled long blades' critical bonus.
Fixed a bug that made strength-based penetration on arrows from compound bows and turbows not work properly.
Fixed a bug that caused some equipment effects to persist after the equipment was unequipped.
Fixed a bug that caused the village intro message to display multiple times at the start of the game if you spawned on top of aloe fugues.
Fixed a bug that caused a slight misreporting of bits received in large Disassemble All batches.
Fixed a bug with pack-spawning creatures (like segmented mirthworm) when they were generated as hired guard, psychic thralls, or domesticants: their packs would not be properly affiliated with them.
Fixed a bug that caused extradimensional psychic hunters to often fail to materialize.
Fixed some cases where the energy pulses from blast cannons could become interactable objects.
Fixed a bug that broke an intervention to prevent young ivories and lurking beths from stacking.
Fixed a zone generation error in the banana grove worldmap tile directly above the Spindle.
Fixed an unintentionally incongruous mismatch between the historical record and tomb inscriptions for certain historical events.
Fixed a bug that added extra caste descriptions to the ornately filigreed walls in the Tomb of the Eaters crypts.
Fixed verb conjugation in the description of phylactery squire.
[debug] Added a new wish, "allskills", that gives you every skill.
Euclid now wanders around Barathrum's study but no longer attacks the mushrooms there.
Dynamic quests that instruct you to find a location 3-7 parasangs in a direction from a landmark no longer use underground landmarks.
Yuckwheat is no longer destroyed when harvested.
Quartziferous mirrors now refract light.
The following actions now have energy costs and exit menu interfaces: eating, drinking, and opening & closing doors you aren't moving through.
We moved some Autoget options around.
Moved "Maximum auto-move squares/sec and auto-attack actions/sec" from Autoget to Automation.
Moved "Ignore enemies less than <difficulty>" from Autoget to Automation.
Moved "Ignore enemies farther away than <tile number>" from Autoget to Automation.
Moved "Take corpses when using Tab to take all" from Autoget to User Interface.
Removed Q Girl's plastifer jerkin.
Jump no longer snaps to your current target.
Items that use a particular liquid can now be set to autocollect that liquid when they're empty.
Ogre ape pelts are no longer considered food.
Arch dervishes no longer spawn with weak psionic weapons.
Creatures on walls can be looked at again.
Mines are now triggered only by creatures hostile to the minelayer.
Mines now function as hidden in pathfinding only to creatures hostile to the minelayer.
Creatures now do at least a little work to avoid mines they can detect, even if they aren't a threat.
Spray bottles can no longer be used to spray themselves.
Most objects in your tile or adjacent tiles now have an "attack" action available from the interaction menu, enabling you to be more specific in your attacks when there are multiple targets.
NPCs no longer irrationally prefer armor that is a light source over armor that is not.
You are no longer asked to spread Pax Klanq in Joppa in games where you did not start in Joppa.
Hitting escape when asked for a target for Spray-a-Brain or nano-neuro animator no longer generates an error.
Temporary and existence-support objects are now never animatable; the same is true of objects whose phase of matter is something other than solid.
Hoarshrooms sprouted from luminous fungal infections no longer bond to body parts they are equipped in once they are separated from the body part they initially sprout on.
Multiple applications of hulk honey, when not causing overdose, now refresh the duration of the effect rather than stacking.
Lunge now respects phase and flight with regard to whether objects between you and your target obstruct you.
Tattooed detail color no longer persists across player characters and save games.
You no longer receive popups when other creatures' irritable genomes act up.
Removed the blank Garden of Geth tile from the worldmap.
Fixed a bug that made pools of water strangely resistant to being evaporated once somebody walked through them. This change may introduce new liquid temperature behavior, some of which is unintended.
Fixed a bug that caused the Reputation screen to display the text for a faction hating you when they merely just dislike you.
Fixed a bug that caused freshly animated objects not to become active until odd conditions were met.
Fixed an exception when blast cannons were disarmed, e.g. from leering stalkers.
Fixed some bugs with the interaction between snap-to-hostile-target behavior and wall-dwelling creatures in corners.
Fixed the tile color of zetachrome warhammer.
Fixed elastyne skin suit appearing in certain encounter tables twice.
[modding] Several messages pertaining to curable fungal infections now emit & conjugate properly for NPCs.
Cans of Spray-a-Brain and nano-neuro animators now let you animate more types of inanimate objects (anything with the animatable tag) instead of just walls, doors, and tables.
Added more variety to relic names.
Added makers' marks to item names.
Added new descriptions for the following objects: sacred well, marble dais, and fungal spores.
Changed the cleated mod name to "fitted with cleats".
Changed the name of exit teleporter to "stairwell teleporter".
Fixed some issues with The Earl of Omonporch quest.
The Council is no longer convened if you don't have the required reputation with four factions.
The delegates that show up now better match the factions they're supposed to represent.
Faction delegates now disperse once you complete the quest.
The Spiked item mod can now be applied to gauntlets.
The old item "spiked gauntlets" is now a pair of steel gauntlets with the Spiked mod added. Spiked gauntlets already generated in existing saved games are unaffected.
You no longer get messages about nosebleed for creatures you can't see.
Dynamic villages no longer have the chance to teach you the intro power of a skill rather than the skill itself that was advertised.
Witchwood bark now gives some clue as to its eat effect in its description.
Added a death message for dying via Syphon Vim.
Added some more missing death messages.
Ongoing damage from poison and Syphon Vim no longer sets your target.
Autoact is now interrupted when an enemy initiates Syphon Vim on you on a visible or audible.
You can now cancel the life drain effect of Syphon Vim via the interaction menu on its target, including at a distance via look + interact.
Dynamic quest items names no longer include qualifiers like [empty].
Refined some of the edge case uses of domination.
Fixed a bug with biological clones inheriting their progenitor's cybernetic implants.
Fixed a bug that made some cybernetic implantees immortal.
Fixed a bug that caused Albino's regeneration penalty to be applied while inside rather than outside.
Fixed an exception when there was no space for air wells and solar stills to deploy their catch basins.
Fixed the cone picker occasionally being unresponsive to keyboard input.
Fixed a bug with cone-shaped breath weapons.
Fixed an exception when using very high level breath weapons.
Fixed a bug that caused some templated text, such as "*it*", not to be dynamically replaced.
Fixed some empty text in some sultan histories.
Fixed some empty text in recipes and cooked meal descriptions.
Fear is now implemented as a status effect called Terrified. This means it now appears in creatures' descriptions, can be removed by phenomena that remove status effects, counts as a debuff for Shank's purposes, and interrupts Sunder Mind.
The energy cost of a move action now uses the move speed you had at the start of the action. This fixes a bug where if you went prone while wading through water, enemies would get dozens of free attacks on you.
Move speed now has a minimum value of 5.
Missile combat messages now give more information about the direction of projectiles and missile attacks and less information about creatures you cannot see.
You no longer have a chance to use random ingredients from your equipment or inventory when you whip up a meal.
Baetyls and baetyl cherubim now gently repel gases.
Reduced the speed of projectiles to make their directions more legible.
Engraved and Painted no longer increase the tinker cost of adding additional item mods to the items they are on.
Mines laid by miner robots are now hidden.
Miner robots are now better at avoiding their enemies.
Sower's seeds can no longer be used as mines or bombs.
Miner robots can no longer generate as sower's seed miners.
Klanq no longer asks you to puff on [Object]s.
Changed the text of Corpus Choliys to no longer imply that the Flaming Ick has to be quaffed from a particular type of container.
Gorged growths now belong to the root faction.
When Camp looks for existing campfires or campfire remains, it no longer counts campfires in unexplored areas.
Camp now better indicates where the existing campfire is if there is one.
You can no longer use Sting if you cannot move your extremities.
Nests are no longer hidden under light sources when they generate in the same tile.
Tortoise cherubim now correctly belong to the tortoise faction.
Removed the possibility of faction encounters in the middle of the stilt cathedral.
Recoilers now give a clearer message when they drain the last charge in their energy cells while failing to recoil.
Named snapjaws in villages now have snapjaw-like names. We also expanded the snapjaw name generator.
Added better messaging for young ivory and lurking beth attacks.
Young ivory and lurking beth are no longer revealed when they attacked victims you cannot see.
You can no longer autowalk to stairs while confused.
Falling asleep now interrupts autoact.
Explosions produced by mines now better inherit the phase characteristics of the mines themselves.
Added a death message for metabolic collapse due to hulk honey abuse.
Dynamic quest item names no longer occasionally have punctuation in them.
Made the duration in Paralyzing Stinger's level text more consistent across levels.
These abilities now snap to hostile targets: Lase, Sunder Mind, Flaming Ray, Freezing Ray, Berate, Menacing Stare, Mark Target, and Charge.
Fixed some cases where message log entries would begin with a lower-case letter.
Fixed a bug that occasionally caused Syzygyriors to start the game without any weapons.
Fixed a bug that occurred when you spoke to Neelahind or Eskhind while carrying Kindrish after completing Kith and Kin.
Fixed a typo in Elder Irudad's conversation.
Fixed unprocessed dynamic text from appearing in cookbooks generated during world generation.
Lase now acts as a projectile for the purposes of passing through forcefields, fences, and low walls.
The location secret for Mamon Souldrinker's village lair is now logged in your journal when you find the village.
Birds now have the Beak and Wings mutations by default.
Acid humors are now immune to acid.
Canned mystery meat is now properly considered meat.
Ink weeps now properly weep ink.
Tactful no longer gives bonus reputation with hidden factions.
Made brooding jadepuff's spores a darker shade of green.
Made parts of Otho's dialog slightly less repetitive.
Made poison-tipped spears a little more expensive.
Quantum ripplers must now be identified.
Urn duster villagers no longer leave to look for urns in the Tomb of the Eaters.
Urn dusters are now able to dust urns outside the Tomb of the Eaters, should they find some.
Village colonists no longer have a chance to spawn as previously named legendary creatures.
Sheba Hagadias no longer has a chance to spawn as a named Knight Commander of the Holy Temple.
Troll foals can no longer spawn on the world map.
You can no longer compliment Q Girl's hair if you have monochrome.
Dynamic quests to find items now respect item plurality in their quest text.
You can no longer roll on the ground to put out a fire if you're out of phase with the ground.
Temperature changes performed by firefighting are now phase insensitive.
The option "Take corpses when using Tab to take all" now defaults to off.
XP gained by companions of companions is now shared up the leadership chain.
There's now a specific death message for bleeding to death.
Scans of local environments do a better job of checking the visibility of individual creatures and items, rather than merely that of the squares they are in. This means that Attack Nearest no longer moves you toward hidden young ivories and lurking beths.
Flaming Ray and Freezing Ray now more consistently message the names of the limbs they're on.
Molting basilisk husk no longer includes its thrown weapon stats in its display name.
Psychometry can no longer be used to switch off turrets created by turret tinkers.
Empty waterskins you are selling no longer count toward your liquid carrying capacity, while empty waterskins you are buying do.
Certain indirect forms of damage, such as gases, mines, and fires, no longer incorrectly set your target.
If a dialog option results in you getting in a fight with one of your companions, they now become hostile to you after you exit the conversation.
Added a more descriptive message for trying to move through movement-blocking terrain on the worldmap.
Made the hyphenation of Two-Headed, Two-Hearted, and Cold-Blooded consistent.
The word "apex" is now procedurally pluralized to "apices".
Attack Nearby and autoattack will no longer attack creatures who are not hostile to you.
Cooking effects on NPCs no longer go on forever.
Fixed a generative text error in some sultan tomb inscriptions.
Fixed a character creation display bug with Ibul cybernetic implants.
Fixed a bug that caused the game to occasionally freeze when you were targeted by a lithofex's gaze.
Fixed a typo in barkbiter jerky.
Fixed a typo in damage reflection cooking effect text.
Fixed plurality issues in some dynamic quest text.
Recipes based on meals cooked with Canned Have-It-All now require a random ingredient from the Canned Have-It-All effect rather than a serving of Canned Have-It-All. For example, if you're inspired via Carbide Chef, cook a meal with a serving of Canned Have-It-All, and choose "Grants slime spitting" as the effect, the recipe will now require 1 dram of slime.
Completing What's Eating the Watervine? now completes the quest step 'Return with a critter corpse' and awards appropriate the XP.
Updated which abilities work with Triple-Jointed's cooldown skipping -- Sprint and any skill power that has an Agility prerequisite -- and changed the phrasing to make this clear.
Rephrased the description of Wings to make it clearer you get its speed boost only while traveling on the world map.
Added a description for the crackling effect.
Rephrased the description of Spinnerets to make it clearer that the duration only ticks down when you move.
Moving to stairs no longer knows how to pathfind through areas you have not explored.
Made great magma crab corpses weigh a lot more.
If half of a double door is animated to life, it no longer closes other doors it passes through.
The Life and Death Gates now become unsealed if they are animated.
Fixed a bug that occasionally caused a slain character in Grit Gate to show up more than once in Otho's report.
Creatures can now only go prone if they have a Feet or Roots-type body part that provides mobility.
Urchins are now animals rather than plants, more strongly anatomically resemble sea urchins, and have Quills.
Campfire remains are now considered campfires for purposes of whether you can use Camp.
Ovens are no longer considered campfires for purposes of whether you can use Camp.
You can no longer create an arbitrary number of campfires in Brightsheol.
You can no longer generate a campfire with a red flame in Brightsheol by making a campfire, extinguishing it, and relighting it.
You can no longer spot notable objects while confused.
Losing equipment to dismemberment no longer describes you as unequipping it.
Changed Wilderness Lore: Salt Pans to Salt Dunes.
Village pets can no longer be pre-legendary snapjaws, goatfolk, or baboons.
Disabled idle behavior on Otho to prevent some quest-breaking behaviors.
Added some extra protections against the Decoding the Signal questline not advacing properly.
Red jells now bleed lava.
Lava in containers now heats them up over time proportionally to the amount and purity of the lava, rather than setting their temperature to 1000 degrees upon any amount of lava being poured into the container then doing nothing afterward.
Damage from drinking lava is now tracked as heat damage.
Sheba Hagadias can once again be a breathbeard or an elder breathbeard.
Phials are now immune to heat, cold, acid, and electricity.
Improved death messages for companions who die in explosions you caused.
Starting villages can no longer be disease communes.
Fixed the tile color of bronze battle axe.
Bloated pearlfrogs' sticky tongue can still pass through fences but no longer pull you through them.
Removed the unused acidHighTier cooking ingredient.
It's now possible for a certain obscure death message to be shown under more circumstances.
Cannibals and glow wights are no longer always male.
Yempuris Phi is now visible in gas.
Made ape pelts weight less.
Made spheres of negative weight more complex to identify.
Procgen books no longer occasionally generate with empty titles.
Slightly increased the render layer of liquid volumes and webs so they always appear on top of walkways like conveyors.
Excluded the farmed version of animals from dynamic encounters.
Made gaslight weapons light sources when powered.
Names of legendary creatures you've slain now appear magenta in the chronology.
Added a description for the crackling effect.
Changed Wilderness Lore: Salt Pans to Salt Dunes.
Losing equipment to dismemberment no longer describes you as unequipping it.
You can no longer spot notable objects while confused
Lithofex's gaze ability is now correctly limited to line of sight
Fixed a bug that caused flowers to teach Swimming rather than fish. Flowers now teach Persuasion.
Fixed a bug that caused flaming and freezing hands to sometimes have their modifier displayed twice.
Removed the unused acidHighTier cooking ingredient effect type.
Rephrased the description of Wings to make it clearer you get its speed boost only while traveling on the world map.
Stray line breaks in the classic dialogue interface are now trimmed.
Fixed a bug that made "Historic sites now reward a more appropriately tiered amount of cybernetic credits" from last week not work.
Fixed a bug that caused sultans to occasionally have successors name suffixes when they weren't successors.
Fixed the duplicate "live and drink" dialog that Mechanimist pilgrims had.
Fixed a bug with legendary pariah names.
Fixed a typo in sultan history.
Fixed a typo in the description of Brittle Bones.
Fixed a typo in mirror bug's description.
Fixed some grammar bugs with Agyra and Lebah.
Made a small grammar change to dynamic village descriptions.
Fixed the capitalization of Gyl in popup text.
Fixed tile color of bronze battle axe.
Fixed a broken mural tile on the outskirts of Ezra.
Fixed carbide folding hammer's ANSI color.
Made flowers teach persuasion and fish teach swimming.
Fixed a bug that broke attribution of the creature responsible for killing another creature in some circumstances, particularly explosions.
Fixed a bug causing quests to not properly give reputation awards after a save/load cycle
Fixed Lase passing through objects it failed to penetrate.
[modding] Fixed an exception in the 'makevillage' wish
202.20 - 'beta' branch
[modding] ConsoleChar underwent a large internal refactor to simplify its data structure and provide a more flexible framework for colors.