When furniture with integrated power transmission systems becomes animated, the resulting newly sentient being no longer breaks every time it moves.
You can no longer do the following while confused: perform interactions related to note taking, mark things important or unimportant, or mod items with tinkering.
Auto-disassemble no longer attempts to disassemble artifacts owned by others.
Take All is now handled as an ongoing process via autoact, meaning it takes one item or stack at a time and can be interrupted by hostile creatures or damage.
Removed the gender restrictions on True Kin.
Gave chitinous puma and slumberling weapon skills appropriate for their claws.
Antelope cherubim now belong to the antelopes faction.
Nanopneumatic jackhammers are now tinkerable and disassemblable.
Some missile weapons now have their ammo counts colored in the console UI sidebar.
If, while wielding a turbow that is powered and has an arrow loaded, you use the reload command and select an arrow from inventory to reload with, you are no longer asked afterward about loading the turbow's energy cell socket.
Upgraded the appearance of liquid splashes.
Fixed a bug that caused Burrowing Claws to keep pathfinding through walls and continue to grant the Dig ability after you toggled it off.
You now pathfind through walls when you have a pickaxe or nanopneumatic jackhammer equipped.
You no longer pathfind through walls that are owned by others.
Changed the display text on the Wait keybind to "Wait / Pat at flames".
Long Blades stances are no longer visible on sleeping creatures.
Clarified in the Spread Klanq quest text that the faction members you puff on must be sentient.
Normalized Euclid's gender and pronouns.
Fixed a bug that caused smart use to not work on chests and bookshelves.
Fixed a bug that caused the permanent attribute bonuses from Triple-Jointed, Double-Muscled, and Two-Hearted to be treated as temporary under certain circumstances.
Fixed a bug that caused it to be possible for creatures with Wings to be flying and sitting at the same time.
Fixed a bug that caused you to keep your Long Blade stances when you acquired the Lond Blades skill via a skillsoft implanted that you later uninstalled.
Fixed a bug that caused some legendary glow-wights to generate extra copies of their entourages after you saved and loaded. This may happen one last time in existing saves.
Fixed a bug that caused options to occasionally get unintentionally cleared during a data hotload.
Fixed [redacted] as it appears in On the Origins and Nature of the Dark Calculus.
Aquatic creatures now dream in blub-ridden language.
Dirt paths, salt paths, and dirt roads are now more varied in their appearance.
Added a subtle visual effect when you walk on dirt paths, salt paths, and dirt roads, meant to suggest leaving tracks.
Reverted a change from last week that made the Light Manipulation recharge rate affected by Willpower. It no longer is.
Added a death message for being pricked to death by fracti.
Schrodinger pages now warn before use if they are in a container owned by somebody else.
Data disks for the co-processor mod no longer falsely indicate that the modded item will provide 0 units of compute power.
Item mods described using "with" now aggregate together, so for example you might have a "ganglionic teleprojector with electromagnetic shielding, filters, and suspensors" rather than a "ganglionic teleprojector with electromagnetic shielding with filters with suspensors".
Visible mines are now highlighted in the alt overlay in red or green according to whether they belong to a creature hostile to the player.
Visible bombs are now highlighted in the alt overlay in red.
Baboons becoming terrified of blood-stained neck-rings no longer leaves messages in the message log.
Strip flies are now better at avoiding trying to steal equipment that they will not be able to remove from your body.
Fixed that bug that caused Long Blade powers like Swipe and Lunge to not work if you learned them without learning the base skill first.
Fixed a bug that caused the effect of the Mark of Death to persist even if the mark was removed from your body.
Fixed a bug that caused attribute shifts from certain sources such as skulk injectors to not work properly.
Fixed a bug that caused key bindings to display improperly.
Fixed a bug that caused transparent liquid containers to retain the appearance of the liquid they previously contained.
Fixed a pair of bugs that caused salt dunes to turn into white squares when you revisited their zones after having left for a while.
Fixed a bug that caused NPC mines to be considered hostile to the player less often than they should have been.
Fixed a bug that made Hook and Drag not work.
Fixed a bug allowing legendary crafters to choose a newline character as a craftmark, leading to odd name displays.
Fixed a bug that made display name modifiers like slimy or [flying] commute to your sultan murals.
[modding] Conversations support some new attributes.
SetStringState="name,value" sets the global string state labeled 'name' to 'value' (if 'value' is empty, it unsets the state)
SetIntState="name,value" sets the global integer state labeled 'name' to 'value' (if 'value' is empty, it unsets the state)
AddIntState="name,value" adds 'value' to the global integer state labeled 'name'
SetBooleanState="name,value" sets the global boolean state labeled 'name' to 'value', which should be true or false (if 'value' is empty, it unsets the state)
ToggleBooleanState="name" toggles the global boolean state labeled 'name'
[debug] Enabling "Show debug information on object and system internals" now lets you interact with flooring objects that you otherwise couldn't interact with.
Willpower now affects the recharge rate of Light Manipulation.
The dispersion rate of gases is now somewhat higher.
Rocket skates no longer burn oil on the world map.
You can now clean items using liquids from sources in the same tile as you or in an adjacent tile.
When using the "clean" interaction, you now see the locations of possible cleaning liquids in your inventory and around your person.
You can now use liquid inside an item to clean the item.
You can no longer perform the water ritual with duplicates of creatures created by shade oil, gelatinous prisms, and gelatinous antiprisms.
Cloned items no longer inherit the notes of the original.
Autoact and other hostility-checking functionality is now better at ignoring hostile aquatic creatures that cannot reach you.
Creatures are now better at problem solving to extinguish themselves when they're on fire.
Thick Fur now appears in creatures' descriptions as a physical feature rather than a separate descriptive sentence.
It is now possible for players who have intrinsic AV to have that AV reduced by Cleave.
The [redacted] masks can no longer be replicated with metamorphic polygel.
Made some pain-related messaging inaccessible to you if you cannot feel pain.
Added variant death messaging for dying of illusory damage.
Made recharge interactions prefer to use capital R as their hotkey.
Creatures that are shielded from mental attacks no longer get nosebleeds from Sunder Mind.
Creatures that don't bleed or breathe no longer get nosebleeds, though they still hemorrhage.
When penetrating radar illuminates objects that block it, those objects now flash red.
Cooking now works harder to give you a sensible option for the source of a given cooking liquid. For instances, it'll prefer to use the acid in a canteen vs. the acid in a lead-acid cell.
Improved the appearance of some ground, liquid, fence, and tent tiles when using night vision or penetrating radar. These tiles may look odd in current saved games.
Removed color-coding as good or bad from some messages that are unsurprising or inconsequential or ambiguous as to whether they are good or bad.
Painted and engraved village walls should look a bit nicer.
Made the descriptions of several save bonuses more readable.
Armor with to-hit bonuses or penalties no longer applies these when equipped as weapons or thrown weapons.
Evil twins are now more reliably hostile.
Fixed a bug that caused a certain phase spider to free itself from its cryotube.
Fixed a bug that prevented any screen updates while you were asleep.
Fixed a bug that caused night vision to not work and Clairvoyance to mostly not work.
Fixed a bug that caused sleep, EMP, and cracked status effects to not wear off.
Fixed a bug that caused the "disassemble" and "disassemble all" interactions to sometimes swap hotkeys.
Fixed a bug that caused slumberlings to able to move and attack while asleep.
Fixed a bug that caused organic creatures to be subject to techscanning rather than bioscanning when they had artifacts equipped.
Fixed a bug that caused you you to become momentarily overburdened when you ranked up Double-Muscled.
Fixed an exception when creatures overdosed on sphynx salt tonics.
Fixed a bug that caused the effects of padded helmets to continue to apply after they were removed.
Fixed a bug that caused some items in your starting inventory to fail to stack until interacted with.
Fixed a bug that caused rubbergum tonics to give +5 to saves vs. bleeding instead of a -5.
Fixed a bug that let you use telepathy on the Grit Gate communications panel.
Fixed a bug where spiral borer would place a single up staircase one level before it stopped boring.
Fixed a graphical bug with the center-south tile in large liquid pools.
Fixed a bug that caused Evil Twins, and occasionally other hostile creatures, show up as green in the alt display.
Fixed a bug that caused some inappropriate colors to show up while using night vision or penetrating radar.
Fixed a bug that caused some liquids and color-changing objects to retain their natural color under night vision and penetrating radar.
Fixed a bug that allowed Hook and Drag to sometimes continue to restrain a target from far away.
Fixed a bug that caused unidentified injectors to be known as *med.
Fixed a bug that caused hired guards, psychic thralls, and domesticants to not follow their leader.
Fixed a bug that prevented precinct navigators from granting their bonus to encounter ruins outside of ruins terrain.
Fixed a bug that allowed Schrodinger pages from temporal fugue clones to be used.
Fixed a bug that made persistent duplication of some items possible via evil twins.
Fixed a bug that made Phinae Hoshaiah spawn with only one overloaded laser pistol rather than two.
Fixed a bug that would sometimes make geomagnetic disks thrown by NPCs fail to activate.
Fixed a bug that caused Pax Klanq to request you puff in Joppa when it lay in ruins.
Fixed a bug that prevented kills caused by the damage from freezing and flaming mods from being attributed to the attacker.
Fixed a bug that made pouring cloning draught not work for cloning purposes.
[debug] The testhero wish now adds the creature to the action queue if they have a brain.
[modding] There is now a method UpdateStatShifts() on the Armor part that can be used to resynchronize armor's effects on stats after any updates made while it is worn. CarryBonus on Armor also now updates the armor's wearer immediately upon being changed.
Magazine-loaded heavy weapons can now be drum-loaded.
Force fields, stasis fields, and normality fields can no longer be frozen.
You no longer get to confirm whether you want to jump down a deep shaft while you are confused.
You no longer get to confirm whether you want to move into a dangerous liquid pool while you are confused.
When you aim and fire a missile weapon directly at a creature, your target is now set to that creature.
When you aim and fire a missile weapon directly at a non-creature object, your target is now set to that object if you have no current target.
Suppressive Fire no longer stops teleportation or externally-forced movement.
Suppressive Fire no longer bothers applying to immobile creatures.
Digging tools now only bestow the Dig activated ability when they're equipped in the right slots.
The "Wait a number of turns" command now defaults to either the highest current cooldown of your activated abilities or the last number of turns you manually entered to wait, whichever is higher.
Carnivorous creatures are no longer able to eat the severed limbs of plant creatures without getting sick.
Defensive Swipe can no longer push liquids and gases.
Taking 0 damage no longer interrupts autoact.
When an NPC is attacked for 0 damage, their friends now ignore the threat like they do.
The Recharge activated ability can now recharge items at any depth in your inventory (for example, energy cells slotted in weapons or stored in chests).
You can now recharge a rechargeable energy cell that's slotted in an artifact by interacting with the artifact, provided you know how to recharge.
You can now fill a liquid-fueled energy cell that's slotted in an artifact by interacting with the artifact.
Partially recharging an artifact now has a sound effect, a quieter version of the capacitor whine.
The Fill interaction is now usable on liquid containers even when the container is full.
When modding a stack of items using the "mod with tinkering" interaction, the other items in the stack are now visible on the Tinkering screen.
Force Bubble, Force Wall, force bracelets, force projectors, and Stopsvalinn now produce fields with the same phase characteristics as their source or their source's user.
Waveform worms can no longer use Waveform on the world map.
Creatures that fall down deep shafts can no longer rejoin their party leaders until the party leader enters the zone they're in.
Fixed a bug where forced movement while you were stuck would make a check as if you yourself were trying to break free.
Being stuck now gives resistance to forced movement.
Teleporting or otherwise moving away a creature that's grabbing you now breaks the grab.
Creatures made of liquid, gas, or energy can no longer become stuck.
Destroying or moving a web you are stuck in now releases you.
Generalized some language in skulk tonic messaging.
Fixed a bug that caused "mark as important" and "mark as unimportant" to not work.
Fixed a bug that caused your level to appear as "True" your the character sheet.
Fixed a bug that broke sultan history text generation and produced nonsense like 'cliff cliff'.
Fixed a bug that broke the autocollection of liquids.
Fixed a bug that occasionally caused your inventory or chest inventories to bug out on opening.
Fixed a bug that caused some items to never become wet when dropped in liquid, which meant dropping them in liquid did not extinguish them when they were on fire.
Fixed a bug that sometimes caused creatures, including the player, to be unable to pathfind through gases they were immune to.
Fixed a bug that caused some pathfinding creatures to avoid other hostiles based on how dangerous they were to those hostiles instead of vice versa.
Fixed a bug that caused swimming-depth liquid pools not to be avoided while pathfinding.
Fixed some bugs in creature pathfinding between zones.
Fixed a bug that prevented Suppressive Fire from taking effect.
Fixed a bug that deprived slumberlings of their claws and made them unable to attack.
Fixed a bug that caused clones of you spawned while you were under the effect of Eater's flesh to have permanent Quickness penalties.
Fixed a bug that made it possible to learn how to craft an artifact via Psychometry and have that artifact remained unidentified.
Fixed a bug that caused light sources to occasionally override night vision, depending on the order items were equipped.
Fixed some hotkey collisions in the new interactions.
Fixed a bug that caused the nearby campfire indicator to float away.
Fixed a bug that made the "load" interaction on magazine-loaded missile weapons not work unless they were equipped.
Fixed the placement of the classic UI 'look' interface actions when they appeared on the right side of the screen.
Fixed the coloration of the right angle brackets in the keybind indicators on the Manage Abilities screen.
Fixed some cases where the hotkey for an interaction was highlighted on an insignificant word.
[debug] The "Show debug information on object and system internals" option now adds an action to the classic UI 'look' interface that displays the navigation weight of the square you're looking at.
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.