Added a new item mod, overloaded, that can be tinkered or found on a variety of electronics, including most energy weapons. Overloaded items have increased performance but draw extra charge, generate heat when used, and have a chance to break relative to their charge draw.
Overloaded laser pistols are now normal laser pistols with the overloaded mod applied.
You can no longer repair items in combat, generally.
The micromanipulator array implant now lets you repair items in combat at an action cost of one turn.
Added new dialogue for crab farmers, leech farmers, cat herders, snail farmers, goat herders, amoeba farmers, beetle farmers, and schematics drafters.
You can no longer enter yourself if you are a piece of enclosing furniture such as an iron maiden, a regeneration tank, or a psionic sarcophagus.
Spray bottles can now be manually sealed and unsealed.
Ganglionic teleprojectors now cost less charge to activate but have a per-turn cost while active.
Nulling armors, ontological anchors, and items with co-processors no longer consume charge on the world map.
Added the option to set a custom autosave interval for zone transitions (Options > Automation > Automatic save on zone transition).
Cases where chairs, beds, and enclosing furniture move or are picked up while someone is using them are now handled properly.
Fixed a bug that caused psychic hunters to never spawn if you abandoned your original body.
Fixed a bug that caused AI to continuously reload their magazine and liquid-loaded weapons if they also had an empty energy cell socket.
Fixed a bug that caused visible damage you were responsible for not to be printed to the message log unless the recipient was adjacent to you.
Fixed a bug that caused creatures to continue to display as enclosed when the furniture that was enclosing them was destroyed.
Fixed a bug that caused Sunder Mind to end prematurely when targeting a companion.
Fixed a bug that caused Sunder Mind to not play its sound or visual effects when the target died.
Fixed a bug that caused Sunder Mind to print its damage message after the target had died.
Fixed a bug that made the walk command attack a wall you arrive at if you have a digging capability active.
Fixed an exception when cancelling aggression.
Fixed a bug that caused VSync to stop functioning when the game window was resized on Linux.
Fixed some missing spaces in preacher sermons and generated book text.
Tweaked madpole frenzy behavior. Now when they sense blood in their tile, they enter a frenzied state for 10 rounds that gives them +10 Quickness and makes them prefer bleeding targets. They also go berserk for 5 rounds, per usual.
Temporary mutations gained from items or cooking are now displayed on the character sheet.
If you give a companion or other creature a book that trains a skill or increases an attribute, they now read it on their own.
The temperature of creatures and objects in stasis no longer adjusts toward the ambient temperature of their surroundings.
Inventory categories now stay collapsed after closing and reopening the inventory.
Decarbonizers now have their attacks interrupted if they are moved out of the tile they are firing from.
You can now start campfires on bridges.
High-powered magnets now only magnetize one item if applied to a stack.
Rusted creatures now have a -70 Quickness penalty.
Praetorian's cloaks can now be modded.
You can no longer name locations after your culture, for now.
Deactivated turrets no longer interrupt autoact.
The "attack" interaction now requests confirmation before attacking non-hostiles unless they are your target.
The Sacred Well now accepts more kinds of artifacts.
Items treated as artifacts because of item mods are more consistently techscannable rather than structural scannable.
When your items are unequipped due to body changes that aren't dismemberment (for example, due to equipping a two-faced helmet), the unequipped items now go to your inventory rather than dropping on the ground.
Various quest-related data disks are now marked as important.
When entering text into popup dialogs, the characters '&' and '^' are now handled properly.
Dynamic generation of indefinite articles now works correctly for the words "heiress" and "heirloom".
Fixed a bug that caused owned objects being taken from containers using the trade screen to disappear if you declined the confirmation prompt.
Fixed a bug that prevented decarbonizer beams from working.
Fixed a bug that caused inventory categories to stick around when empty.
Fixed a bug that cuased hologram bracelet decoys to not move.
Fixed a bug that caused dynamic villages to generate overlapped with their own outskirts.
Fixed a bug that caused empty ground tiles to appear in desert villages and ruins.
Fixed a bug that caused the hollow tree hideout to generate without ground tiles.
You can now disassemble HE Missiles. The chance of recovering any given bit from dissassembly of a missile is very low, since multiple missiles are created per batch. (Note: This won't affect missiles already generated in saved games.)
Crocs are now good swimmers.
Phase shift grenades are now capable of shifting out-of-phase things to in-phase, in addition to their existing behavior of shifting in-phase things to out-of-phase. They continue to only shift the phase of things they are phase-interactive with.
Decarbonizers' molecular cannons can now be shut down by more conditions, such as being EMPed.
Decarbonizers can now fire through obstacles that missiles can normally pass through.
Added new dialogue for tinkers, gemcutters, and jewelers.
If you have the option to confirm before moving into dangerous liquids enabled, and autoact would take you into a pool of dangerous liquid, you are now asked via popup whether you wish to move there, and autoact is cancelled if you disconfirm.
Simplified the signoff for several merchants.
You can now eat gross food such as corpses without being famished if you have Mind over Body.
Tattoo guns are no longer EMP sensitive.
Ichor merchants and kippers now actually sell the neutron flux phials they occasionally spawn with.
Using a Schrodinger page on a village faction from a hidden village now reveals the location of that village.
Mechanical wings can now have the following item mods: feathered, reinforced, scaled, and wooly.
You can no longer sleep in a bed that you are out of phase with.
You can no longer tinker recoilers to preset locations. This doesn't apply to random-point recoilers.
Lowered the item tier of Ezra and Six Day Stilt recoilers.
Using metamorphic polygel to duplicate a severed body part with a cybernetic implant in it now properly duplicates the implant as well.
Biological clones no longer have their coloration altered by the tattoos of their original creatures.
Temporal fugue clones, evil twins, and shadow duplicates now inherit the tattoo descriptions of their original creatures.
Items carried by temporal fugue clones, or that are otherwise temporary in nature, can no longer be butchered or harvested.
If you complete the Earl of Omonporch quest by leveraging your high reputation, you can no longr convene the Council of Omonporch.
Glass bottle descriptions now include cooking ingredient info for the liquids they contain.
Important villagers no longer occasionally spawn as malformed dual-named uniques.
Extradimensional cultists no longer occasionally spawn as malformed dual-named uniques.
These cherubim now belong to the right faction for their species: bat, cat, equine, grazing, mushroom, pottery, root, swine, tree, and urchin.
The targets of quests to interact with an object are now points of interest even if they can be taken, though they cease being points of interest if taken.
Young ivory and lurking beth attacks now generate floating text instead of a popup.
Fixed a bug that caused young ivory and lurking beth to destroy themselves when attacking.
Reduced the intensity of visual effects produced by the the morphogenetic item mod.
The vestigial 'village robot' no longer spawns.
Simplified some basic color patterns.
Corrected Sparafucile's ASL.
Night-vision goggles no longer consume charge on the world map.
Fixed a bug that caused some effects, such as phasing, to last indefinitely on inanimate objects.
Fixed a bug that caused grenades and thrown weapons to be auto-equipped improperly.
Fixed a bug that caused the estimated weight of water for a trade to be inverted.
Fixed a bug that caused your turn to pass when cancelling a reload attempt of a cell-loaded weapon.
Fixed a bug that caused electrical discharges gained from cooking to count as free actions.
Fixed an issue causing the entire upper level of villages to fall to the ground below immediately upon entering the zone.
Fixed an issue causing dynamic encounters to sometimes be improperly overlapped with village outskirts, which caused a variety of issues in villages and dynamic encounters.
Fixed an issue causing some new-style popups to not properly respect key delay and repeat settings when keys were held down.
Fixed an issue that caused the hollow tree hideout in the flower fields to have encounters it shouldn't have.
Fixed an issue causing item duplication on return from [redacted].
Fixed a rare issue causing village build failures.
If you know Meditate, you automatically begin meditating when you rest for 10 or more rounds uninterrupted.
The effects of multiple items of serene visage on Meditate's cooldown now work properly.
Added a new UI option: "Show ability cooldown warnings as message log entries instead of popups". Defaults to no.
You can now choose to treat disarmed mines and bombs as scrap.
Carapaces are now sturdy and cannot be cleaved.
Evil twins and shadow duplicates no longer inherit the party leader of the original creature.
Being wet no longer produces a visual effect.
Bonuses to your cybernetics license tier granted by equipment no longer count toward your base tier for the purposes of upgrading your tier. (Note: This won't affect equipment already generated in saved games.) New language was added to becoming nooks to reflect this.
Clarified in the item mod description that sturdy items cannot crack.
Multiple sound effects playing at the same time are now better compressed into fewer effects.
Made some performance improvements to liquid-rich environments.
The estimated weight on the trade screen now includes the weight of the water that will be traded to pay for the transaction.
Extrinsic limbs can no longer be set as primary limbs
Fixed a bug that caused starting villages in the salt marsh and salt dunes to always be known for Butchery.
Fixed some bugs with hostility cessation when creatures changed allegiances.
Fixed ulnar stimulators remaining operational when switched off.
Fixed a bug that caused spontaneous combustion to only trigger outside of combat instead of during combat.
Fixed a bug that prevented newly sentient beings from being considered creatures in some contexts.
Fixed a bug that prevented psychic Ego absorption from working.
Fixed a bug that occasionally prevented deaths from being correctly attributed to psychic Ego absorption.
Fixed a bug that made creature names come up as blank in some circumstances.
Fixed a bug that caused UI sounds to always play at full volume.
Fixed a grammar error in trash rifling messages.
Fixed some cases where creatures' cultures were not mapped properly for naming purposes.
Fixed a bug that caused cloned sludges to share component liquids.
[modding] The Chance property in population tables now supports "n/m" format to express "n chance in m". If no denominator is specified, 100 is assumed, per the current usage.
You now receive a popup when a non-trifling companion is sucked into a space-time vortex.
Dynamically-named mutants who start with the Two-Headed mutation, including you, now sometimes generate with a name for each head, such as Ishrutep/Emehiras or Famoroq/Famaar.
Tweaked the wording on the new companion engagement style options.
Tonic application no longer messages as if the entire stack of tonics had been applied.
Made some refinements and corrections to the iteraction between Shield Slam and Charge.
You now get a single Shield Slam per charge, not one per melee attack made.
Your Shield Slam no longer depends on any other attack made during the charge successfully hitting.
Shield Slamming at the end of a charge is now free of action cost rather than occasionally costing multiple additional turns.
A number of powered items -- including bioscanning bracelets, telemetric visors, and powered exoskeletons -- no longer consume charge on the world map. (Unless they have the nav mod, which does consumes charge.)
Techscanning now makes data disks show what they are for in the display name even if the player does not know Tinkering.
Takeable containers on the ground now respond to smart use.
Holographic shimscale mangrove trees and holographic dicalyptus trees no longer block movement. (This won't affect trees already generated in saved games.)
Severed body parts no longer inherit the colors of liquid coverings affecting the creature they were severed from.
Nacham's Ribbon and Vaam's Lens can now be powered via the biodynamic power plant implant or Electrical Generation. (This won't affect items already generated in saved games.)
Compacted bone walls are now referred to as "some compacted bone" in sentences, not "a compacted bone".
Made some improvements to pathfinding through friendly creatures.
Spontaneous Combustion on NPCs now matches its player behaivor and no longer triggers in non-combat situations.
You can no longer use the fill interaction to transubstantiate liquids from other dimensions.
Campfire remains in liquid pools that prevent them from being reignited no longer count as campfires for purposes of whether you can start a new one. (This won't affect campfire remains already generated in saved games.)
More types of objects now get in the way of making a campfire.
Turrets can no longer be deployed on stairs or open shafts.
Items that cannot be unequipped no longer message you about it when a process like breakage is trying to unequip them.
Fixed a typo in autoact interrupt messages caused by your companions fighting.
Fixed a bug where you could attempt taking all of your own inventory when equipping an item.
Fixed a bug that caused you to equip the item under your cursor when you pressed a category shortcut key.
Fixed a bug that caused item shortcut keys to not twiddle the item if the cursor was on a category.
Fixed a bug that occasionally made you spend a turn while prone instead of standing up.
Fixed a bug that made it impossible to talk to mayors of villages with complex signature liquids.
Fixed a bug when you used ganglionic teleprojector from the equipment menu that let you continue to navigate the equipment menu.
Fixed a bug that caused clones of creatures with proper names to also be treated as if they had proper names.
Fixed a bug that caused you to warp back to the zone you left if you were dominating a creature with a party leader in that zone.
Fixed a bug in the floating text that appeared when you were grabbed by a livid creeper.
Fixed a typo in the messaging for activated ability cooldown durations.
Fixed a bug that caused trailing commas to be included in some creatures' shortened names.
Fixed a bug with dynamic tiles on some objects, like tombstones.
Added the ability to direct companions to engage with enemies aggressively or only engage defensively. When only engaging defensively, your companion will not look for hostile targets to attack on its own initiative, only attacking targets in reaction to aggression against itself or another party member.
If you and your companion both have Trash Divining, you now receive any secrets they discover by rifling through trash.
The Lacquered item mod can now be applied to a wider range of items with hard surfaces and not just rustable metal items.
Cloaks are now eligible for more item mods.
Hookahs can now have common item mods like painted and engraved.
Basic toolkits are now a bit more valuable.
Extradimensional robots no longer leave behind non-extradimensional scrap when killed.
Extradimensional glittermensch no longer drop non-extradimensional gemstones when damaged.
Robots no longer leave behind ashes when killed by fire and lasers.
The Love and Fear quest now has an additional step, more dialogue, and can now be completed after Kith and Kin.
Neelahind now has her new dialog if you return Kindrish.
Severed body parts now use shorter versions of the names of the creatures they were severed from..
You can now swap positions with neutral, immobile creatures that have become mobile due to uplifted status (e.g., a turret that's a village warden).
The AV and DV values of equipment are no longer averaged across multiple Floating Nearby slots.
If you autoexplore while you have the capacity to dig, you now dig through walls to get to new locations rather than striking a wall once then stopping.
Clarified that Wings gives 300 reputation with birds and winged mammals, not 400.
Primordial soup sludges catalyzed by brain brine now spit dilute brain brine rather than the pure stuff.
Messages about damage you've dealt now only ignore visibility if you are adjacent to what's being damaged.
The Cybernetics tab of the Equipment screen now displays body parts using simpler language (e.g., "Hands" instead of "Worn on Hands").
Improved generated text for "living as a nomad" snippet.
Tweaked the stats of umber frock.
Point-defense drones no longer consume charge when traveling on the world map.
Added more safeguards against members of the same party deciding they should kill each other.
Made companions joining party leaders in other zones more reliably immediate.
Made companions joining party leaders able to overcome Stuck and Overburdened effects.
Fixed a sequence break where you could asked your dynamic starting village about the Barathrumites after you started More Than a Willing Spirit.
Fixed a bug that let you encode the psionic bits of an esper's psyche onto your own multiple times if you repeatedly dealt killing damage with one action.
Fixed a bug that caused creatures to stand still when their next step would take them over a hostile plant.
Fixed a bug that caused the position of the cursor to become unclear if you modded an item on the Tinkering screen with the last mod in the list.
Fixed a bug that caused you to get equip failure messages when other creatures with complex equipment setups used temporal fugue.
Fixed a bug that made some mopango burrow through walls when they were not intended to.
Fixed a bug with gas-breathing mutations that caused their damage not to get attributed to the breather.
Fixed a bug that caused some items not to stack after they had been repaired.
Fixed a rare build error when a village was generated in a biome, such as slimy or tarry terrain.
Fixed a bug in village farm and garden placement.
Fixed a bug that caused hyperbiotic chairs owned by the Barathrumites to show up in Bethesda Susa.
Fixed a bug that caused hyperbiotic chairs owned by the Barathrumites to be treated as a different item type from other hyperbiotic chairs.
Fixed a bug that caused hyperbiotic chairs owned by the Barathrumites to not be automatically identified when you were promoted to Journeyfriend.
Fixed unwanted asterisks appearing in tomb mural text.
Fixed a typo in the Wings mutation description.
Fixed a color issue in some dynamic quest dialog.
Fixed color bleeding in the names of Templar phylacteries.
Fixed a bug in Ereshkigal's dialog.
Fixed a bug that caused two versions of the [redacted] secret to exist.
Fixed a bug that caused various text-based indicators to be flipped on followers.
Fixed a bug that caused Charge rendering to not respect flipped tiles.
Fixed a bug that caused flower fields creatures to spawn in Bey Lah.
Fixed a bug that caused some artifacts to retain their unidentified tile appearance after being identified.
Fixed a bug that caused [redacted] to be rendered inert when the player was blocked from entering.
Added a new movement command: Move to Point of Interest (default mapping: backspace). The command prompts you with a list of points of interest that you've discovered on the local map, then it autowalks you to the one you choose.
Your companions' tiles now face the same direction as you do.
Akimbo and Decapitate are now toggleable.
Added better messaging when autoact is interrupted for reasons that may not be obvious, such as when one of your companion starts fighting something.
NPC evaluation of which items to equip now takes move speed bonuses and energy-supply-dependent stat bonuses into account.
Autoact is interrupted less frequently due to trifling companions such as burgeoned plants.
Autoact is now interrupted by returning to the beginning of a sphynx-salt-induced precognitive vision.
Mayor Haddas no longer generates as hated by pariahs or the Farmer's Guild.
Default attacks such as fists no longer show up as physical features.
Dynamically named items and extradimensional items are now marked as important by default.
Bridges are visible again.
Improved hostile creature AI to be better at advancing toward you when other creatures are in the way.
Implants that are unidentified but installed on your body now have their real names displayed in becoming nook terminals.
Attempting to create a campfire when there's already a campfire nearby now prompts you to move to the existing one if you aren't already next to it.
Otho no longer has precognitive visions of the [redacted].
Changed the tile and ASCII character color of oilskins to light black.
Items offered as quest rewards by Warden Indrix are now always identified.
Activating Stopsvalinn now works when it is equipped in a hand.
You now see combat messages you are involved in even if the other creature involved is invisible.
Liquid pools now conduct electricity.
Fixed a bug that caused some adverse tonic reactions to lock up the game.
Fixed creatures not being dragged when successfully hooked by Hook & Drag.
Fixed Time Dilation not activating.
Fixed some buggy behavior when using multiple sphynx salt tonics.
Fixed a bug that caused you to not get the reputation bonus with highly entropic beings from the Space-Time Vortex mutation.
Fixed a bug that caused liquid coverings to incorrectly flash color.
Fixed a bug that caused Zothom the Penitent, Doyoba, Dadogom, Gyamyo, and Yona to be treated as if they didn't have proper names.
Fixed some rogue punctuation in Barathrumite dialogue.
Fixed typo in Q Girl's dialog.
Fixed a persistent case of double-pariah naming.
Fixed a grammar error in the death messages of companions with pseudo-plural pronouns.
Fixed a bug that caused creatures to attempt to attack gas clouds they had been injured by.
Fixed a bug that generated error messages in some liquid behavior, mostly in Golgotha.
Fixed a bug that made some uniquely named recoilers have odd names.
Improved creatures AI for movement and use of activated abilities. As a result, Companions are now less prone to inexplicable states of inactivity.
When joining their party leader in a new zone, creatures now enter the zone closer to the party leader.
Your own fungal spores no longer interrupt automovement.
Compute power now improves the performance of ganglionic teleprojectors.
Compute power now improves the range of electromagnetic sensors.
Smart use now triggers interaction on unsealed liquid containers like vases.
The fill interaction no longer appears on liquid pools.
Renamed goatfolk savage to goatfolk bully.
Warden 1-FF no longer generates as being hated by pariahs or the Daughters of Exile.
Yla Haj no longer generates as being hated by the villagers of Ezra, the Consortium of Phyta, or pariahs.
The currently selected item in the trade UI now displays the name and weight for a single item and not the entire stack.
Barathrumites now more consistently use your current guild rank in conversation.
Clones of molting basilisks now behave more like normal molting basilisks.
If you talk to Otho in person before using the communications panel after completing More Than a Willing Spirit, the Grit Gate doors that should open for you now do.
Fixed a bug that let you trade over long distances using telepathy.
Fixed a bug that caused brain brine to fail to give mental defects.
Fixed a bug that caused items meant to grant telepathy fail to do so.
Fixed a bug causing non-crossfaded music to not play properly.
Fixed a bug that caused robots detected by an electromagnetic sensor implant to continue to be tracked after the implant was removed.
Fixed a bug that caused some uppercase 'E' letters to disappear from weirdified text.
202.59 'beta' branch
We added new game modes.
Classic
This is the standard Qud experience with permadeath. Nothing has changed.
Roleplay
Checking pointing at settlements. When you die, you have the option to reload from the last checkpoint. Your checkpoint is automatically set whenever you enter or leave a settlement. You can also set your checkpoint manually while at a settlement by hitting Esc and then 'c'.
Wander
Checking pointing at settlements.
Your reputation with every faction starts at 0 (or higher), meaning most creatures start neutral to you. Aggressive creatures of neutral factions will still attack you.
You get no XP for kills.
You get more XP for discoveries, completing quests, and performing the water ritual. This amount scales with your level.
You can't change your game mode once you start a game.
You can now check your game mode, turn counter, and world seed in game by hitting Esc and selecting Game Info.
We reworded the debug options around disabling permadeath to make them clearer.