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Caves of Qud (ROGUELIKE)

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
Feature Friday - October 26, 2018
OCTOBER 26 - ALPHABEARD
  • Added a new item: rocket skates.
  • Added a new music track to generated villages.
  • You may now freely access Argyve's chests once you become his apprentice.
  • NPC companions can now become overburdened.
  • Overburdened is now a visible effect.
  • Bioscanning, techscanning, and structural scanning no longer show incorrect DV values.
  • You can only sell unidentified artifacts for a fraction of their value.
  • Containers now take into account the value of their contents when you trade them.
  • Conveyor belts no longer move holograms, flying creatures, or out-of-phase objects.
  • Conveyor belts are no longer prevented from moving you when you're overburdened, frozen, or paralyzed.
  • You can now disassemble an energy cell from the change cell dialog.
  • You can no longer use Flurry or the Dismember activated ability on out-of-phase creatures or flying creatures (unless you're also flying).
  • Enabling 'open bookshelves while auto-exploring' now works regardless of whether other auto-explore options are enabled.
  • Security doors are now treated as ordinary doors during auto-explore if you have Psychometry or a security interlock.
  • Auto-explore now only seeks out trash if you have Trash Divining or Scavenger and you've enabled 'Pick up items flagged for auto-get while auto-exploring'.
  • Auto-explore now seeks out butcherable meat if you have Butchery toggled on and you've enabled 'Pick up items flagged for auto-get while auto-exploring'.
  • Auto-explore now seeks out harvestable plants if you have Harvestry toggled on and you've enabled 'Pick up items flagged for auto-get while auto-exploring'.
  • NPCs, including your companions after trading, are now smarter about which weapons to equip.
  • Broken or rusted injectors are no longer usable.
  • NPCs applying tonics out of your line of sight no longer identifies the tonic for you.
  • Removed the option to trade from talkable objects with no inventories (like the Grit Gate intercom).
  • Dawnglider tails severed via dismemberment are now identical to tails butchered from dawnglider corpses for the purposes of cooking.
  • When you gain an activitad ability, you no longer get the instructional message to access the abilities screen once you've either visited the abilities screen three times or remapped the key to access it.
  • When you have multiple phasing effects active, you now only change phase once all of them expire.
  • Fork-horned gnu now correctly have their hooves equipped again.
  • Arconaut's are now correctly listed as having Swift Reflexes in character creation.
  • Fixed a bug in text generation that caused numbers above 100 to appear as the letter 'y'.
  • Fixed a typo in the effect description of fear-based meals when choosing an effect for recipe invention.
  • Fixed various typos in dynamic text generated while interacting with walls.
  • [modding] You can now specify the tag or property PlayerWontSell on objects to excludes them from the player's side of trade.
  • [modding] WontSell is now supported as both a property and a tag.
  • [modding] Auto-explore object-seeking for cases dependent on the player's build (like trash being sought out if you have Scavenger or Trash Divining) is now run through a generic event AutoexploreObject. This event is fired on the player and has the parameter "Object". You can have a part return false from AutoexploreObject to indicate that the object in that parameter should be sought.
  • [modding] The Corpse part now has properties CorpseRequiresBodyPart, BurntCorpseRequiresBodyPart, and VaporizedCorpseRequiresBodyPart. If provided, these designate body part types which must exist, undismembered, on the creature at death for the respective corpse type to be generated.
  • [modding] Conversation choices can now have the attribute ClearOwner. When the conversation choice is processed, any objects in the player's current zone which have the value of the ClearOwner attribute as a property or tag will have their Physics parts' Owner fields set to null.
  • [modding] EncounterTables.xml now supports <single /> tag XML elements.
  • [modding] Encounter tables can now have <population Table="PopTableName" /> nodes that generate content from the specified population table. Unlike using @ with <object>, this tag enables multiple objects to be processed from a single roll on a population table if the table is set up to produce such a result.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
November Patch Schedule
October 30 - ptychomancer
Hello,
We'll be traveling some during November, so there'll be some fluctuation in the weekly updates. Here's the anticipated patch schedule for November:

Week of Nov 2 (this week): Early patch on Wed, Oct 31. No patch on Friday.
Week of Nov 9: No patch.
Week of Nov 16: Standard Friday patch.
Week of Nov 23 (Thanksgiving holiday in US): Either an early patch on Wed, Nov 21 or no patch. TBD.
Week of Nov 30: Standard Friday patch.

Thanks, all. Live and drink.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
Feature "Friday" - October 31, 2018
OCTOBER 31 - PTYCHOMANCER
  • Added some furniture to Grit Gate and Bethesda Susa.
  • You can now properly equip ape fur gear bought from Svenlainard.
  • The Trip power now more properly respects the anatomy of its target.
  • The following powers and items no longer work when you're out-of-phase or have a different flying status than your targets: Kickback, Shield Slam, and geomagnetic disc.
  • Select Target and Draw a Bead are now smarter about the target they select if there are multiple potential targets in a tile.
  • Equip and autoequip no longer bypass ownership checks. This means you can no longer equip chests from the ground right in front of their owners, haul them someplace out of sight, and then open them safely.
  • NPCs are no longer immune to the exhaustion caused by Adrenal Control, and they now use Adrenal Control more tactically.
  • Drinking medicinal liquids now affects the onset of ironshank as intended.
  • Fixed a bug that prevented glowmoths and agolflies from using their range attacks.
  • Fixed a bug that caused slippery liquids to occasionally cause twice the slippage they were meant to.
  • Fixed a typo in telescopic monocle's partially identified name.
  • Added a new debug option: "Show saving throw debug text". When enabled, the details of saving throw rolls are displayed in the message log.
  • [modding] In ObjectBlueprints.xml, <inventoryobject> elements can now have a CellChance attribute that sets the ChanceSlotted field on the EnergyCellSocket part of generated objects, if they have the part.
  • [modding] There's now a general architecture for altering the results of saving throws. The object making the save has the ModifyDefendingSave fired on it, and if applicable, the attacking object causing the save to take place has ModifyAttackingSave fired on it. The attacker's event is fired first. Each has the following parameters:
    • Defender -- the object making the save
    • Attacker -- an entity intentionally causing the save to take place, if any
    • Stat -- the string name of the statistic whose modifier provides the defender with a bonus to their save. Specify a comma-separated list and the highest value is used.
    • AttackerStat -- like Stat but checked on the attacker and increasing the save's difficulty
    • Vs -- a string characterizing the save. Examples include "Stun", "Stinger Injected Paralysis Poison", "Glotrot Disease Onset". Typically this field is used with .Contains() to scope save modifiers to their desired context.
    • NaturalRoll -- an int, the defender's original 1d20 roll for the save
    • Roll -- an int, the roll after modifications. Changes to this parameter by either event are taken into account by the saving throw check.
    • BaseDifficulty -- an int, the original difficulty of the save
    • Difficulty -- an int, the difficulty after modifications. Changes to this parameter by either event are taken into account by the saving throw check.
  • [modding] Added a new part, SaveModifier, that modifies the defending saving throws of its parent item's equipper. It's an IPoweredPart and has that class's fields, with the following defaults: ChargeUse = 0, IsEMPSensitive = false, and WorksOnEquipper = true. (If WorksOnSelf = true, this part properly modifies the saves of its parent item. Other WorksOn field behaviors may or may not work.) Its own fields are:
    • Vs -- a string with a comma-separated list of strings. If a saving throw's 'Vs' value contains any of them, this part's Amount modifier applies to the saving throw. If null or empty, this part applies to all saves. When one of the list items contains spaces, each space-separated item is matched separately, and all of them must match. Example: If SaveModifier.Vs = "Injected Poison", it will match against a ModifyDefendingSave.Vs of "Stinger Injected Confusion Poison" but not "Contact Damaging Poison".
    • Amount -- an int, the amount the part modifies saves by
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,110
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://steamcommunity.com/games/333640/announcements/detail/2900777097268409485
Feature Friday - November 16, 2018
17 November - AlphaBeard
  • We added furniture to Joppa and Kyakukya.
  • We made Tam, dromad merchant, better able to defend himself.
  • You can now cook with salt, asphalt, and cloning draught.
  • Liquids bought from the alchemist can now be cooked with.
  • Meals cooked from village ovens no longer ever bestow a permanent +1 AV.
  • Cooking recipe names are now more varied (there'll be less names like "Baklava with Smoked Baklava on top of Baklava").
  • Adjusted the way fish and farmers feel about each other.
  • Data disk descriptions now indicate if you already know their blueprint.
  • Once open, the double doors in Grit Gate no longer permanently re-lock if you close them.
  • NPCs now don't want to trade their natural weapons as often.
  • NPCs are now smarter about what equipment they use.
  • NPCs no longer compulsively remove old gear before equipping new gear.
  • Fixed a bug that caused companion NPCs not to consider whether they should equip new gear after you trade with them through via the chat menu.
  • If you recruit Indrix after completing his quest, he no longer immediately equips the amaranthine prism.
  • Wardens Esther now equips her shield.
  • NPCs no longer attempt to fire missile weapons at targets further away than their weapons' maximum range.
  • NPCs are now willing to fire missile weapons and throw thrown weapons at targets that are occluded by other hostile creatures.
  • Fixed a bug that caused NPCs to not fire heavy missile weapons at targets protected by force fields.
  • Recycling suits, portable beehives, and other liquid-generating equipment no longer generate liquid when unequipped or equipped improperly.
  • Pathfinding now prefers not to walk over ironshrooms.
  • Wearing multiple compass bracelets no longer cumulatively reduces your chance of getting lost.
  • Burrowers now more pointedly prefer moving through open space to burrowing. This means villages of burrowers won't demolish their dwellings quite so quickly.
  • The default action when interacting with trash is now (usually) 'rifle' if you have access to it.
  • When you have multiple flight effects active, the reduction to your chance of getting lost is now based on the flight effect that gives you the most beneficial result.
  • Uninstalling the giant hands implant now unequips any two-handed items you're wielding.
  • Two-handed items that prevent themselves from being unequipped are no longer one-hand equippable with the giant hands implant.
  • Fixed a bug in weapon penetration display that caused your strength modifier to be double counted.
  • Added a new debug option: 'Show debug text for chance of getting lost'. When enabled, your chance of getting lost is displayed as you move across the world map.
  • Puffer fungi now only puff if there is something nearby that they are not friendly to.
  • Force fields that overlap with normal walls no longer produce a broken tile image.
  • There is now an interaction menu option to gently wake up a sleeping NPC.
  • [modding] Removed most of the extraneous XPvalue stats on creature blueprints.
  • [modding] The NavigationBonus part is now an IPoweredPart with that class's fields and WorksOnEquipper = true. Its Amount field is now a string PercentBonus die roll that defaults to "10". It has the following new fields:
    • SingleApplicationKey -- a string that, if provided, is used as the name of an event parameter that the part sets on events it is applied to. It won't modify events that already have the event parameter, so that navigation bonuses can be made non-cumulative.
    • TravelClass -- a string used to specify a skill name, like the TravelClass attribute on terrain objects, so that the part only applies to travel in that skill's specified terrain.
    • ShowInShortDescription -- a boolean for whether the part appends its behavior to the item's short description, defaults to tru
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,110
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://steamcommunity.com/games/333640/announcements/detail/1692687668302635551

Feature Friday - November 30, 2018
1 December - ptychomancer
  • You can now cook with green goo, brown sludge, and black ooze. 'Can' doesn't mean 'should'.
  • Web-spinning creatures are now smart enough to spins webs in combat.
  • Made yondercane much rarer.
  • Reduced the amount of fermented yondercane yielded from preserving yondercane.
  • Reduced the drop chance of voider corpses.
  • Increased the price of urberries.
  • Increased the drop chance of electric snail and snailmother corpses to 100%.
  • Signs now display their messages in their short descriptions.
  • Electrobows now have a firing sound effect.
  • You now heal at the normal rate while sleeping in beds.
  • Quill Fling is no longer usable when frozen, though quills can still be involuntarily discharged.
  • Quills no longer damage creatures who don't share a phase with the quill flinger.
  • Stinger attacks no longer proc when attacking walls.
  • Glowspheres are no longer equippable as body armor.
  • Mimic grab now respects flight and phase status.
  • Inventory weight now properly recalculates when the liquid volumes of your carried liquid containers change.
  • Renamed 'prehensile trunk' to the more appropriate 'bilge sphincter' and updated Slog's description accordingly.
  • Fixed a bug that caused NPCs to sometimes stop taking actions when attempting to use Adrenal Control.
  • Fixed a bug that made it impossible to disassemble carcass kneaders.
  • Fixed some weird behavior with limbs dismembered from the player when they had cybernetic implants installed on them.
  • Fixed an issue that caused some maps to fail to build.
  • [modding] Added a new part, FugueOnStep, that temporally fugues creatures that enter its parent object's cell. It's an IActivePart and has that part's fields with default WorksOnCellContents = true.
  • [modding] The FabricateFromSelf part has new fields: FabricateVerb (the string verb used for the action taken in messaging, defaults to "fabricate") and AIUseForThrowing (bool, if enabled, AIs with no thrown weapon attempt to use fabrication to generate a thrown weapon, defaults to false).
  • [modding] LiquidAmmoLoader and LiquidFueledPowerPlant now use string Liquid fields (e.g. "water", "oil") instead of integer LiquidID fields to specify what they run on.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
Feature Friday - December 7, 2018
DECEMBER 7 - ALPHABEARD
Small update this week as we work on a big upcoming content patch.

  • Added the Cloaca Surprise and a chronology entry for eating it.
  • Made some balance adjustments to Slog, including a move speed buff while moving through liquid.
  • Gave slugs feelers instead of antennae.
  • Photosynths now bleed a mixture of blood and sap.
  • Telemetric data now appears in the descriptions of certain artifacts when you have a techscanning device, such as VISAGE or telemetric visor, equipped.
  • Fixed some more issues causing zone build failures in Bethesda Susa.
  • Fixed zone rebuilds causing excess memory use in Bethesda Susa.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
Feature Friday - December 15, 2018
DECEMBER 15 - ALPHABEARD
Another small update this week as we work on a big upcoming content patch.

2.0.160.0
  • Added two new music tracks for Bey Lah and Barathrum's study.
  • Village music now plays in the outskirts of villages.
  • Quest items preservables are now considered exotic foods.
  • Creatures no longer sell their natural equipment.
  • Reduced Slog's base move speed to balance against their buffed move speed while moving through liquid.
  • Various modded items that didn't stack now stack.
  • Walls render properly again when stacked in a single tile.
  • Added a visual effect for when force fields are stacked in the same tile with other objects.
  • NPCs no longer attempt melee attacks against adjacent opponents who cannot be attacked due to flight.
  • Fixed a bug that caused creatures to become angry at and try to fight themselves.
  • Fixed a bug that made NPCs get stuck behaviorally when a target died while they were using Adrenal Control.
  • Fixed some things making dawngliders and other flyers not behave reasonably.
  • Flying creatures can now perform a swoop attack.
  • Crashing while flying now causes you to go prone.
  • [modding] Fixed an issue that caused some mod file operations to work on lowercase filenames, causing issues on Linux.
  • [modding] ModMasterwork now messages properly if you specify Bonus values other than the default 1.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
Feature Friday and Stratification Patch Update
January 4 - ptychomancer
Hey all,
Today we posted a small weekly patch and an early beta for our Underground Stratification patch, which adds 50+ new monsters and geological strata to the underground cave systems. It's an early beta meant to ferret out technical issues, so the content is fragmentary. The full patch will go live in a week or two, and in the meantime we'll be posting more fleshed out beta updates to the 'beta' branch. If you'd like to help us test, switch to the beta branch and post your technical issues here.

Below are the weekly patch notes. Live and drink, friends.

  • Mines and bombs have some new interaction options.
  • Clones no longer get permanent copies of temporary limbs.
  • You can no longer pour negative drams of liquids.
  • Taking damage from a fire started by an unknown or dead culprit no longer breaks the resulting message text.
  • Fixed some bugs that caused schematics drafters to lose their sale inventory and various merchants to restock gear not meant for sale.
  • [modding] The Capacitor, Circuitry, Clockwork, EnergyCell, and Flywheel parts' TechScanChargeDisplayStyle field has been replaced with AltChargeDisplayStyle, and the string field AltChargeDisplayProperty has been added. This field specifies the intproperty that, if greater than zore on the player, causes the AltChargeDisplayStyle to be used. AltChargeDisplayProperty defaults to "TechScannerEquipped" except for Clockwork, which defaults to "StructureScannerEnabled".
  • [modding] There is a new charge display style, "bio" (for use in fields like ChargeDisplayStyle and AltChargeDisplayStyle).
  • [modding] Added a new part, Biocapacitor. This is a subclass of Capacitor and identical except for different defaults: ChargeRate - 3, MaxCharge - 5000, MinimumChargeToExplode - 2500, Description - "biocapacitor", ChargeDisplayStyle - "bio", AltChargeDisplayProperty - "BioScannerEnabled", and ChargeLossDisable - false.
  • [modding] Added a new field to charge-storing parts, ConsiderLive. It's a bool that controls whether the part is considered to contain "live" charge that can be manipulated by effects restricted to live charge. It's set to false by default for LiquidFueledEnergyCell, LiquidFueledPowerPlant, Clockwork, and Flywheel, and true by default for Capacitor, Circuitry, and EnergyCell.
  • [modding] The object specification syntax used in various contexts, most notably the default value of EnergyCellSocket.SlottedType, now uses @ to designate a population table specification instead of :. This change was made for consistency with other contexts.
  • [modding] The ModifyAttackingSave and ModifyDefendingSave events now have a new int parameter, Actual, that's set to 1 if a save is actually being carried out and 0 if the system is prospectively retrieving save modifiers to estimate a save's chances. In the latter case, Roll and NaturalRoll both start at 0, though they may be modified by event handlers.
  • [modding] The GenericInventoryRestocker part now restocks based on the population table in the tag GenericInventoryRestockerPopulationTable, not InventoryPopulationTable.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
Feature Friday - January 18, 2019 - Stratification
January 18 - AlphaBeard
2.0.162.0

  • We refreshed the underground cave systems, adding new geological strata and several new creatures.
    • Added over 70 new creatures.
    • Added several new related harvestable and butcherable items: equipment, consumables, cooking ingredients, etc.
    • Added several new rock types.
    • Redesigned the geological strata of natural cave systems by adding new rock types, creatures, plants, and terrain appropriate for the region and depth.
    • Redesigned the last three tiers of metals and added over a dozen new pieces of late-game armor.
  • We added a whole host of other changes, some in support of the underground redesign.
    • Recolored some cragmensch tiles.
    • Renamed gelatinous frustum and gelatinous ovoid to humor and gyrohumor, respectively.
    • Added a new tile for molting basilisk.
    • Added a new tile for broken snail egg.
    • Gave drowsing urchin a new color and description.
    • Changed the default wall type for the hills region.
    • Reigned in the very far out-of-depth creatures encountered during certain faction encounters.
    • Cragmensch now leave behind large boulders when they die.
    • Urshiib now leave behind urshiib corpses when they die.
    • Swoop attacks now take two turns to execute.
    • Item modifications are more precise now, which means fewer irrelevant modifications such as lacquered leather armor.
    • Cleave, both from the cleave skill and from critical hits with axes, now properly affects the player (previously a bug caused the cleave effect to disappear after a single turn). The repair skill can be used to fix the cracked equipment.
    • Unskilled axe cleaves from critical hits now have a maximum imposable AV penalty of 1. A creature with the Cleave skill making a critical hit has their Cleave-imposed AV penalty maximum increased by 1.
    • Campfires can no longer catch fire and burn away, and campfire remains now become campfires rather than catching fire.
    • Long Blades skill descriptions now note the cases where they apply to attacks with short blades as well.
    • Companions of the player now get colored according to their HP statuses if the option "Color player's @ based on HP level" is enabled.
    • Dominated creatures are no longer permanently recolored bright white.
    • Attempting to pour temporary liquid puddles can no longer be used to destroy certain types of traps.
    • Equimax kicks are now described as kicks, not bites.
    • Rimewyks are now proficient in the skill their bite uses instead of a different skill.
    • Rimewyk freeze breath now properly extends for the 30-square range that its targeting mechanics always thought it had.
    • Reputation-modifying mods now work properly on shields.
    • Fixed a bug that made it impossible to pick up cybernetics butchered from limbs dismembered from your own body, unless you equipped and unequipped them first.
    • Fixed a bug that prevented people from shooting through their own force walls.
    • Attempting theft or murder in front of sleeping creatures who would object to the crime now wakes them up but doesn't make them hostile.
    • Fixed various bugs involving liquid containers (notably liquid-fueled energy cells) being invisibly "contaminated" by liquids they formerly held and spuriously winding up with mixed liquids as a result.
    • Fixed a bug in autopickup water where you would up cycling between water puddle locations if you had a liquid container with mixed liquids in it.
    • [modding] Eligibility for deciding to sleep on beds as an idle behavior now runs on the tag or property SleepOnBed rather than inheritance of the NPC blueprint (and is still disabled by the NoSleep tag or property).
    • [modding] In IActivePart, WorksOnWearer, and WorksOnEquipper now handle shield equippage in the same way as armor equippage.
    • It's a big patch, so several other changes got in, too. Let us know if you see something unexpected.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
Feature Friday - January 25, 2019
JAN 25 @ 9:49PM - PTYCHOMANCER
  • Added a new music track to Bethesda Susa.
  • Added tiles for red death dacca, gelatinous palm, arcwyk, skittering sentry, Rodanis Y, the Alchemist, and Saad Amus.
  • Updated Burgeoning to choose from a much more diverse selection of plants that scales in power with the level of the mutation.
  • Reworked Burgeoning so that each time you cast it, a primary plant is chosen from among the viable plants of the appropriate tier. About half the plants you summon will be the primary plant and the other half are chosen randomly from among the other plants of that tier.
  • Added some glowing mushrooms to subterranean caves. More variety to come.
  • Added the new high-tier armor to some additional armor tables.
  • Re-classified all saps as winged mammals.
  • Changed the corpse-drop chance for the various bearded lizards.
  • Juke can no longer be used on the world map.
  • Creatures that spawn from nests now inherit the attitudes of those nests. This means village-dwelling nests no longer produce feral offspring.
  • Village-dwelling snailmothers no longer spawn feral ickslugs.
  • There's now a maximum number of ickslugs that can spawn on a given map.
  • Objects being moved by magnetic attraction no longer ignore intervening obstacles.
  • Slumberlings are no longer woken up by nearby combat or theft.
  • Cooking with the gland paste of various bearded lizards no longer forcibly removes your beak if you have one.
  • Fixed a bug that prevented mazebeards from dropping corpses.
  • Fixed a few text bugs with stasis grenades and mines.
  • Fixed a bug with freshwater autoget.
 

Merlkir

Arcane
Developer
Joined
Oct 12, 2008
Messages
1,216
I'll never play this game. They just keep releasing updates that break save games. -___-
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
Feature Friday - February 1, 2019
FEB 1 @ 9:40PM - ALPHABEARD
2.0.164.0

  • Added a new book: Council at Gamma Rock.
  • Sapient plants are now considered to have minds and can be interacted with in all the ways mental interaction is supported (e.g., domination, beguiling, etc).
  • You can now throw things through your own force fields.
  • Haggabah can now be detected by Heightened Hearing and Sense Psychic.
  • Feral lah pods now inherit the attitudes of their parent feral lah plant.
  • Lurking beth clusters spawned by Burgeoning are now friendly to the spawner.
  • Visiting a town of NPCs with amnesia no longer causes you to get amnesia.
  • Waydroids are once again hostile by default.
  • Dominating creatures now causes less sudden hostility to develop between your companions and nearby creatures.
  • Brightshrooms no longer get locked onto in autolook mode.
  • Urchin belchers now belch urchins less continuously.
  • Engulfing attacks now respect phase and flight.
  • Thrown weapons now respect phase.
  • Various abilities that respected phase at some point but then regressed now do so again.
  • Sturdy items are now properly protected from becoming cracked.
  • Life and stat saps properly drain stats again.
  • Resistance bonuses gained from cooking with the gland paste of various bearded lizards are no longer permanent.
  • Turrets set up by turret tinkers now have the correct appearance.
  • Turret tinkers and miners no longer hijack control of their input when you dominate them.
  • Girshlings, scorpiocks, and agolzvuvs equip their natural weapons again.
  • Clones spawned by clonelings now spawn with their natural equipment.
  • Thrown weapons are now stopped by physical solidity instead of visual occlusion.
  • Thrown weapons can now pass through force fields that you can fire missile weapons through.
  • Tweaked the stats of a bunch of plants.
  • Fixed a couple of bugs that caused magnetic attraction to destroy the attracted objects.
  • Fixed a bunch of errors that occurred when nest-type objects spawned as Mechanimist converts or the Stilt librarian.
  • Fixed an issue that caused corrosive gas breathed from a mouth to not survive save/load cycles.
  • Fixed an occasional error in randomized character generation.
  • Fixed a bug that caused spurious mutations to sometimes appear on the character review screen for true kin when no cybernetic implant was chosen.
  • [modding] Fixed an issue that caused worlds.xml to not properly hotload when a scripting mod that included it was approved. Previously, you had to restart the game to load the changes.
 

Kruno

Arcane
Patron
Village Idiot Zionist Agent Shitposter
Joined
Jan 2, 2012
Messages
11,478
When will this be safe to play?

FYI: I have been playing this with a Steam controller and it plays insanely well.
 

Palikka

Arcane
Joined
Nov 12, 2006
Messages
750
Location
SubSpace
I'll never play this game. They just keep releasing updates that break save games. -___-
If a new update breaks your save game, you can still play the older version of the game in steam by opting into a beta. They have several months worth of old versions in the beta branches you can choose from.

-opt in for a beta choosing the latest version your save games worked
-finish your game
-opt out of the beat
-update your game to the latest version again
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
Feature Friday - February 8, 2019
Feb 8 @ 6:58pm - ptychomancer
2.0.165.0

  • Most static quests now award reputation when completed.
  • The maps "behind" the Spindle are no longer empty.
  • Slam now costs a turn and goes on cooldown when used on inanimate objects.
  • Quests with level-based rewards, like More Than a Willing Spirit, now indicate that their rewards are level-based in the quest accept dialog and on the quest screen.
  • The asphodelytes now get along a *little* better with the other inhabitants of Omonporch.
  • Red death dacca are now trees.
  • Changed the tile for banana tree.
  • Added new worldmap tiles for the banana grove.
  • The attack indicators of lithofex and decarbonizer are now visible even if you can't see the creatures, and they now indicate the full path of the attack.
  • Astral tethering now inhibits the cloning effects of gelatinous prisms and antiprisms. Cloning can still occur but it's less likely.
  • Ontological anchors now have their effectiveness reduced in proportion to their wearer's psychic glimmer (even if it's below 20).
  • Gave the Putus Templar long blade expertise.
  • Tweaked the Putus Templar tiles.
  • Player melee hits now display their penetration numbers again.
  • Clonelings no longer clone your original body while you're dominating another creature.
  • During liquid pouring, containers are no longer emptied until you confirm the number of drams you want to pour into them.
  • Fixed some issues with item stacks and auto-disassemble where scrap occasionally stuck around even after it was disassembled for bits.
  • Fixed a rare bug that occurred when the phased effect ended.
  • Fixed a crash caused by interdictor effect rendering.
  • Fixed a bug that occasionally broke the recoiler UI on use.
    [Modding] Added support for a new zone template tag, <single>, that places the contents of the tag in a single random region on the map.
    [Modding] Added a new part, Uplift, that uplifts the parent creature object to a named unique.
    [Modding] Added a new part, Followers, that generates followers for the parent creature object. It has one field: Table (a population table that specifies the followers to generate).
    [Modding] Added a new quest field, BonusAtLevel, where you can specify if the quest has bonus rewards if completed by certain levels. If you do, those quests indicate that their rewards are level-based on the appropriate screens.

    Below are some additional patch notes from last week that were left out.

  • Preserving an exotic food now only takes you back one menu step if you have other exotic foods to preserve.
  • Added a UI option to change the take all binding to F1.
  • Added F2 as an additional store items bind.
  • Fixed some lockups caused by attempting to gain another mutation when you already have all the available mutation.
  • Added a UI option that lets you map shift + direction to pagination keys (defaults to no, currently doesn't work for numpad direction input).
  • [Modding] Having a player body without a Stomach no longer causes the game to crash.
  • [Modding] Added new fields to the XML quest specification, Factions and Reputation, that allow quests to grant reputation rewards (ex: Factions="Joppa,Farmers" Reputation="100").
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
Feature Friday - February 15, 2019
FEB 15 @ 7:25PM - ALPHABEARD
2.0.166.0

  • We refreshed the banana grove.
    • Changed the stats, behaviors, and descriptions of the following creatures and plants: cyclopean gibbon, red death dacca, gelatinous palms (now called irritable palms), and fruit flies (now called adiyys).
    • Added new tiles for banana trees and bananas.
    • Added a new plant to the banana grove: dicalyptus tree.
    • Added a new disease: ???
    • Added instructions for the new disease's cure to the Corpus Choliys.
    • Added a new cooking ingredient: sun-dried bananas.
    • Bananas can now be preserved into sun-dried bananas.
    • There are now occasionally villages in the banana grove.
  • Many liquid containers can now be sealed and unsealed.
  • You now get the appropriate reputation bonuses and penalties when your companions kill a reputation-awarding creature.
  • Except for in the starting village, you can no longer perform the water ritual with the wardens of dynamic villages.
  • Pathfinding and autoexplore now avoid aloes.
  • Dynamic item retrieval quests now properly complete if the item is in your inventory when you receive the quest.
  • Wardens are less likely to be hostile to the villagers they protect, and vice versa.
  • Plants summoned by Burgeoning are now friendly to the caster's party leader (and their leader, all the way up the chain). This means your companions can use Burgeoning without causing havoc in the party.
  • The descriptions of reputation-awarding creatures now more accurately reports the correct factions those creatures are loved by.
  • Dominating creatures with Heightened Hearing or Sense Psychic no longer continues to give you hypersensory information after the domination ends or the mutation is removed.
  • Baetyls now take only the number of objects they requested, not the entire stack.
  • When you empty a container to fill it with another liquid, the emptied liquid now appears in your tile rather than disappearing.
  • Carrying a ceremonial vibrokhopesh in a container no longer prevents you from moving to the world map.
  • Fidget cells no longer slow the game down as drastically when you're moving on the world map.
  • Unreal objects are no longer auto picked up.
  • Fixed a bug with engulfing creatures.
  • Prone creatures will now have to stand up before they attack or otherwise act, not after.
  • Companions will no longer join you in new zones while asleep, stunned, or immobilized.
  • Fixed a bug that made paralysis not work.
  • Paralysis now sets DV to 0 if over 0, like stun.
  • [modding] The GivesRep part now acknowledges the properties or tags NoHateFactions and NoFriendFactions, where you can specify comma-separated lists of factions that the NPC is never disliked by or admired by, respectively. If a relationship to a faction specified in NoHateFactions is generated, it defaults to a friendly relationship. Likewise, if a friendly relationship to a faction specified in NoFriendFactions is generated, it defaults to a dislike relationship. If a faction is specified in both lists, the final relationship is dislike.
  • [modding] The LiquidVolume part now has the fields Sealed (a boolean which, if true, makes the liquid inaccessible), ManualSeal (a boolean that enables seal and unseal inventory actions on the item), and LiquidVisibleWHenSealed (a boolean which, when true, means the liquid can be seen while the volume is sealed; if false it cannot).
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
Feature Friday - February 22, 2019
FEB 22 @ 11:49PM - PTYCHOMANCER
  • We refreshed the Putus Templar.
    • Tweaked the stats and gear of Knights Templar. Among other changes, this included lowering their level and HP but giving them fullerite armor and weapons.
    • New creature: Gunner-Knight Templar
    • New creature: Banner-Knight Templar
    • New creature: Knight Commander of the Holy Temple
    • New creature: Wraith-Knight Templar of the Binary Honorum
    • New creature: Templar squire
    • New creature: phylactery squire
    • New creature: infiltrator
    • New item: banner of the Holy Rhombus
    • New item: Templar phylactery
    • New status effect: war trance
    • Added a templar scout to Grit Gate.
    • Tweaked the logic for party selection in Templar faction encounters.
  • You can no longer throw things while burrowed.
  • You once again reap the rewards and suffer the consequences of kills made by your Burgeoned plants.
  • Multiple lurking beth can no longer populate the same tile.
  • Spinnerets now properly grant resistance to forced movement.
  • The Spinnerets description now includes the fact that the bearer can walk on webs.
  • Fixed a bug that caused Slam not to work on walls and doors.
  • There should be fewer game-breaking problems when you dominate a creature and a spacetime vortex consumes your dormant body.
  • Fixed a bug that caused only baetyls to climb through spacetime vortices and rifts instead of all kinds of creatures.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
Feature Friday - March 1, 2019
Mar 1 @ 10:48pm - AlphaBeard
2.0.168.0

  • Tinkering messages are now cleared about which bits you need and which you have, and the list of bits you have is now presented in a consistent order.
  • The game version is now displayed in relevant UI messages such as when a game fails to load.
  • You can now order allies to stay put or follow you (via the Look UI). Staying put only stops them from following you around; they still move to defend you, themselves, or other allies.
  • You can now order companions to move to a location (via the Look UI). They prioritize this command over combat.
  • You can now give orders (via the Look UI) to your companions' companions.
  • You must now be adjacent to companions to give them items via the Look UI.
  • NPCs are now more willing to engage adjacent targets when they can't find a way to move toward their preferred target. They will attempt to hack their way back toward the preferred target if possible.
  • You can now exchange water containers with your companions.
  • Leather whips now latch onto opponents when they hit.
  • Madpoles now use a different mechanism for latching onto their opponents.
  • Thirsty NPCs now sip water if they have it.
  • Autodrink now treats equipped water containers the same as containers in your inventory.
  • Autodrink now shows you the source of the water you are drinking and its remaining volume.
  • Autodrinking with glotrot can once again contaminate water containers.
  • Tinkering messages are now clearer about which bits you need and which you already have, and the list of bits you have is now presented in a consistent order.
  • Slugsnouts are now willing to attack at point-blank range.
  • Fixed a bug that caused legendary companions to sometimes not attack after you commanded them to.
  • Fixed an issue that occasionally prevented valid saved games from loading.
  • Fixed some typos in the Templar squire description.
  • Scrap no longer rusts an entire stack at a time.
  • In most cases, like items with status effects like bloody or rusted now stack with each other.
  • Being frozen or stuck in a web no longer interferes with your equipment becoming unequipped due to effects like rusting or the contraction of a fungal infection.
  • [modding] GamestateSingletons used in mods are now properly called.
 

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