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Caves of Qud (ROGUELIKE)

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
REGULAR UPDATE by Caves of Qud
POSTED
Fri, July 3
Tomb of the Eaters Feature Friday - July 3, 2020 ('beta' branch)

200.65

Tomb-related notes:
  • Polished and bugfixed [redacted], [redacted], and [redacted].
  • Changed the Bell of Rest timer from 200 to 300 rounds.
  • Gave the Life and Death Gates descriptions and much more HP.
  • Tweaked the crypt reliquary loot tables.
  • Reduced crypt ferret DV.
  • Added more hagiographs.


General notes:
  • Added a new command to attack the nearest hostile target in melee (Shift-A by default). If there are any hostiles adjacent to you, this command attacks the one that appears easiest to kill. Otherwise, it pathfinds one step toward the easiest-appearing visible hostile.
  • Equipped items and items in your inventory no longer take on your temperature directly.
  • Ashes are now categorized as corpses.
  • Factory arms now respect phase and flight.
  • Pulse field magnets ripping equipment off your body is now messaged via a popup.
  • The menu for entering a local map from the worldmap was reworked for clarity.
  • Hitting escape when you're asked for a character name during character creation now returns you to the character summary screen.
  • Added caves music to trembling dunes underground.
  • Fixed a bug that made reloading multiple magazine-loaded firearms behave strangely.
  • Fixed a bug that set Face as goatfolk's primary attack limb.
  • Fixed some cases where you would attempt to enter an occupied tile when entering a local map from the world map.
  • Fixed music not playing properly after loading a game.
  • Fixed an error when generating linear cannon relics.
  • Fixed some (but not all) issues with world seeds.
  • Fixed the background color of the trash sprite.
  • [modding] Die rolls can now be specified as follows: "1d6[foo]", "2d4[bar]", etc, where 'foo' and 'bar' are arbitrary names of randomizer channels. The die roll will source its pseudorandomness from the channel specified; this produces a consistent series of results for a given channel name and world seed.
  • [modding] Conversation choices now support fields IfHavePart and IfNotHavePart that make the choice conditional on whether the specified part is present on the player.
  • [modding] The tag or string property ForceAnimatable now overrides an object animation's current walls-and-tables-only check.
  • [modding] Bodies.xml now supports a BodyType attribute on anatomy elements that allows override of the body part type to use for the central body (normally "Body").
  • [modding] Added an AfterGameLoaded event.
  • [modding] Added default behavior for when a modded quest doesn't specify a hagiograph.
 

Agesilaus

Antiquity Studio
Patron
Developer
Joined
Aug 24, 2013
Messages
4,456
Grab the Codex by the pussy Codex USB, 2014 Steve gets a Kidney but I don't even get a tag.
I went and got it, any tips/advice? Will play it later tonight or tomorrow.
 

PrettyDeadman

Guest
I went and got it, any tips/advice? Will play it later tonight or tomorrow.
Use ranged weapons even if you are playing melee.
Grenades are good too.
Praetorian with translucent skin (+2 dodge value) can be good for beginner, but you need to max your dv. Good amount of agility, defensive sword stance, +dv items (and avoid -dv), dv talents (advanced defensive stance, acrobatics and etc).
I think at about 10-12 dv you stop getting hit by regular enemies. 18-20 is good enough to avoid pyramid rockets (but splash damage can still hit you).
Getting snake oiler early can make a difference. I usually go for 18 char and wait until level 6? where you get +1 to all attributes. Getting level 1 of tinkerer is also useful, so that you can apply modifications to your weapons.
 
Last edited by a moderator:

Agesilaus

Antiquity Studio
Patron
Developer
Joined
Aug 24, 2013
Messages
4,456
Grab the Codex by the pussy Codex USB, 2014 Steve gets a Kidney but I don't even get a tag.
I went and got it, any tips/advice? Will play it later tonight or tomorrow.
Use ranged weapons even if you are playing melee.
Grenades are good too.
Praetorian with translucent skin (+2 dodge value) can be good for beginner, but you need to max your dv. Good amount of agility, defensive sword stance, +dv items (and avoid -dv), dv talents (advanced defensive stance, acrobatics and etc).
Getting snake oiler early can make a difference. I usually go for 18 char and wait until level 6? where you get +1 to all attributes. Getting level 1 of tinkerer is also useful, so that you can apply modifications to your weapons.


That's all well and good, but I jumped in before you posted. I have 27 intelligence, but I am also a clueless retard. I went and did the water ritual thing with the village elder who is hanging around outside and some other guy. I then went into a building and looted a chest, whereupon all hell broke loose.

There was a person in the building with the chest, but the fog of war made clear that I was not in his line of sight when I looted it. So I have no idea why I was attacked. However, I just fled out the door and then the village elder curb stomped him. Now there's just a pool of blood outside. Clearly whoever that was nobody liked him; it's the guy who can teach you how to make apple pie or whatever.

Aftermath of my peaceful chest-exploration:

bloodonthedancefloor.png


May the record show that I remained 100% peaceful.



EDIT: Just found out why you don't mix two salves at once. ARRRGHHH UUURRGHH

EDIT: I hate the fact that everything is tiny in the display window, so I refunded. Farewell, Caves of Qud. Maybe I will revisit when I have a 40+ inch monitor.
 
Last edited:

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
REGULAR UPDATE by Caves of Qud
POSTED
Sat, July 11
Tomb of the Eaters Feature Friday - July 10, 2020 ('beta' branch)

200.66

Live and drink, friends. If all goes well, you can expect Tomb of the Eaters to launch on the main branch next Friday (July 17th)!

Tomb-related notes:
  • Added two new cooking ingredients: crushed grave moss and compacted bone meal.
  • The mopango now have a signature dish.
  • You can now water ritual with Agyra.
  • Added cybernetic credit wedges to Omonporch and the Tomb.
  • Altered the behavior on the following item mods: colossal and padded.
  • Changed the names of the following item mods:
    • 'colossal' to 'gigantic'
    • 'hardened' to 'with electromagnetic shielding'
    • 'co-processor' to 'with co-processor'
    • 'normalizing' to 'nulling'
  • Changed the ANSI coloring and descriptions for several mods.
  • Added a distinctive tile to squares that are safe from the Bell of Rest.
  • Added particle text for when you acquire the tomb-tethered effect.
  • You may now find mopango pilgrms in the Stiltgrounds.
  • Gave Tam, Sixshrew, and Ezra a new sign tile.
  • The messaging for what industrial fans are blowing around is now less verbose.
  • Removed sultan sarcophagi and reliquaries from dynamic encounters.
  • Fixed a hagiographic typo.
  • Fixed several bugs around the [redacted] from [redacted].

    General notes:
  • Added a new interaction menu command for companions, direct ability use, that allows you to forbid or permit your companions' use of their individual activated abilities.
  • Made high tier item mods more likely to appear on lower tier items.
  • Automove now ignores the hostility of dreadroots, young ivory, and lurking beth.
  • Overdosing on a blaze tonic no longer cools you down, and overdosing on hoarshrooms no longer warms you up.
  • Companions now heal while moving on the worldmap.
  • Chainguns are now heavy weapons.
  • Relics now have extra hit points.
  • The Barathrumites are now more forgiving of friendly fire during A Call to Arms.
  • Item-collecting arconauts and graverobbers no longer collect items when player-led or dominated.
  • The movement penalty from equipping heavy weapons now visibly alters your move speed and the weapon's description, rather than being an invisible modifier to action costs.
  • Pathfinding is now more willing to cross harmless liquids of wading depth (specifically, it'll try to go only one square out of its way to avoid them).
  • Some liquids pools now require you to confirm movement into them.
  • Some liquids now require you to confirm that you wish to drink them.
  • There is now an option that lets you turn off confirmation for both moving into and drinking dangerous liquids.
  • Cultist without bodies are less likely to become cult leaders.
  • Your turrets now allow you to deactivate and reactivate them regardless of your security clearance.
  • Hitting or firing at something with your missile weapon no longer makes it your target if it isn't hostile to you or if you already have a target.
  • Fix-It spray foam can now be applied to nearby objects.
  • Fix-It spray form now restores hit points to inanimate and inorganic objects.
  • Charging Strike now adds 1 to the maximum AV penalty that can be inflicted by Cleave.
  • Campfires, corpses, boulders, and furniture now block doors from closing.
  • Activation and deactivation messages now mention if an item in your possession is what's giving you clearance to perform that action.
  • Lase now gives a failure message when you try to use it and it's exhausted.
  • The priority of the Read action on books now depends on whether you have already read them.
  • Conveyor belts can no longer move force fields.
  • Status summary displays appended to the rules text of some items now appear in more places, too. Examples include "EMP", "unpowered", and "warming up".
  • Inventory actions are now (mostly) consistently alphabetized.
  • Displacer bracelets now only produce visual effects on visible creatures.
  • Equipment that uses multiple slots now prefers to use slots that are near each other.
  • Fixed a bug that made hoarshrooms fail to provide cold resistance.
  • Fixed a bug that broke a mechanism for inventory action hotkey resolution. This fixes a number of issues with duplicate inventory action hotkeys.
  • Fixed a bug that made temporal fugue clones leave ammo behind.
  • Fixed a bug that disabled Proselytize's cooldown and sometimes caused the effect to occur multiple times when using it via a Skillsoft implant.
  • Fixed a bug that made the names of some relics bleed pink.
  • Fixed a bug that prevented breathers from breathing.
  • Fixed an issue that caused some double-slot equipment to use only one slot.
  • Fixed some minor issues in goatfolk hero generation.
  • Fixed a bug that made Fasting Way and Mind Over Body cause different thirst rate modifiers than what appears in their descriptions.
  • Fixed some issues in the messages generated by drinking mixed liquids.
  • Fixed some bugs with phasing.
  • Fixed some issues with doubled-up input on the stage screen when the prerelease input manager is enabled.
  • Fixed some intermittent thread-safety bugs with text processing.
[*][modding] Normalized the parameter name for number of penetrations to "Penetrations" across several combat messages.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
REGULAR UPDATE by Caves of Qud
POSTED
Fri, July 17
The Tomb of the Eaters is here. (changelist 2 of 2)

See Part 1 of this announcement, with the first batch of patch notes, here.

MISCELLANEOUS AND BUGFIXES
  • Added a water wheel and millstone to Joppa.
  • Added descriptions for the following objects: fulcrete, conveyor drive unit, conveyor belt, bones, metal door, plastic tree, hammock, and brick.
  • Added new tiles for the following objects: stairs, basic toolkit, rubble, and Tam's sign.
  • Gave an ASCII makeover to the following objects: gravestones, unripe banana trees, floor cushion, medium boulder, bookshelf, sign, power line, brick, woven basket, hammock, flux gauge, Asphodel, Asphodelytes, walkways, various vessels, yawning gap, and weathered wood.
  • Graffitied text now appears in the color of the graffiti on the object glyph.
  • Stairs are no longer moved by conveyor belts.
  • Tattooing a companion no longer tattoos you instead of them.
  • Renamed human child to woodsprog.
  • Tables no longer change their tile when you remove and return the same object.
  • Quartzfur hats now message themselves as being made of quartz rather than glass.
  • Solar and radio-powered cells now receive their charge more reliably on the world map and should cause less lag.
  • Temporal fugue clones no longer lose their items before they expire.
  • Sturdy spectacles and mirrorshades no longer incorrectly report that they have broken in melee.
  • Ice frogs no longer sit in immobile confusion until approached.
  • Animating an object with Spray-a-Brain no longer causes every object of that type to be recategorized as a Creature.
  • Items generated as quest items no longer cause every item of that type to be recategorized as a Quest Item.
  • Answering no to using an unpowered advanced toolkit while autoexploring now interrupts the autoexplore, preventing message loops.
  • The water ritual now consumes a dram of liquid only when you initiate it instead of consuming one for every action you take during it.
  • Psychic hunters are no longer incorrectly interdicted on maps without reality stabilization.
  • Cybernetic implants that occupy an equipment slot are no longer shown twice in the implantee's description.
  • Improved the grammar in "you pass by" messages.
  • Spiders no longer attack allied creatures that are stuck.
  • Player-controlled spiders no longer autoattack stuck creatures.
  • Save files now remember which mods are enabled and prompt you to re-enable those mods before loading.
  • Made some improvements to creature pathfinding.
  • The water ritual can no longer be used to obtain unlimited cybernetics credit wedges.
  • Improved Domination's ability to handle problematic cases in its teardown process.
  • [patreon] Sheba Hagadias can no longer spawn as Either/Or. To install this change, you'll need to re-redeem Either/Or's pet code.
  • Fixed a bug that caused the onset of fungal infections to sometimes be 8-10 turns instead of 2-3 days.
  • Fixed a bug that caused symbiotic fireflies to destroy themselves, and turn into "Objects", when equipped.
  • Fixed an improper item ownership warning when you tried to examine or disassemble items in the inventories of certain creatures you were dominating.
  • Fixed a bug that caused Flurry to not work on inanimate objects, which in turn caused NPCs with flurry to stand there inert instead of attacking inanimate objects they were angry at.
  • Fixed some bugs with color rendering and formatting in books.
  • Fixed a bug with liquid-fueled power consumption, such as in gyrocopter backpacks.
  • Fixed some performance issues with normality gas and norm cores.
  • Fixed some issues with Page Up and Page Down failing to scroll correctly on the classic inventory screen with very large inventories.
  • Fixed some item duping exploits with evil twins and prism clones.
  • Fixed an issue with legendary breathers' and miners' names not showing up properly.
  • Fixed a bug that made Berate 10x as likely to take effect if you had an Ego modifier of exactly zero.
  • Fixed some bugs with explosions, other types of forced movement, and the generation of maps with ruined buildings.
  • Fixed a bug that made DV and MA penalties from confusion become permanent if the game was saved and loaded.
  • Fixed some issues with companions re-joining the player after traveling on the worldmap.
  • Fixed a bug that caused an item type's repair cost to permanently depend on whether the first item of that type you repaired was rusted.
  • Fixed some bugs that caused modifiers to secondary statistics like AV, DV, and movespeed to be double-applied when they came from mutations and cybernetic implants selected during character creation.
  • Fixed a bug that sometimes prevented the penalties from the Engulfed status effect from being removed when the effect wore off.
  • Fixed a bug that caused the 'most recently played character' to net initialize properly.
  • Fixed an issue with portable walls.
  • Fixed an issue with nano-neuro animators.
  • Fixed a typo in village monument descriptions.
  • Fixed a bug that caused Rebuke Robot to fail way more often than it should.
  • Fixed a bug that caused take-all to not work in the classic UI looting menu when the cursor was on a category rather than an item.
  • Fixed a bug that caused the 'Tweet this character build' button to not work.
  • Fixed a bug with acid gas that caused the game to hang.
  • Fixed a bug that caused the Golgotha chutes to generate disconnected.
  • Fixed a a bug that caused mouse movement to not work properly on the world map.
  • Fixed a bug that caused missile weapons to hit non-blocking inanimate objects in their paths.
  • Fixed a bug that caused merchants to spawn with double the inventory they're meant to.
  • Fixed a bug that immobilized aquatic creatures.
  • Fixed a bug that caused worn items effects to not go away when you removed the item.
  • Fixed a bug that sometimes caused Barathrum's study to generate with a down staircase.
  • Fixed a bug that caused resource exhaustion and error spam in the output log in some long-running games.
  • Fixed some bugs that caused the decarbonizer beam selection to sometimes error out or create an infinite loop.
  • Fixed a bug that caused some activated abilities to remain on the ability menu after those abilities were lost.
  • Fixed a bug that caused the loss of some equipment benefits when using Temporal Fugue.
  • Fixed a bug that allowed holographic plants to be harvested.
  • Fixed a bug that indicated incorrect directions toward a detected hostile when automove was interrupted and that hostile was in an another zone.
  • Fixed a bug that caused the genome destabilization message from the Mutating effect to be displayed for you even when you weren't the one mutating.
  • Fixed a bug that caused weeped liquid and primordial ooze to fail to mix in the Rainbow Wood.
  • Fixed a bug that made the hidden PhasedWhileStuck effect visible.
  • Fixed a bug that caused certain pronouns to morph into "They" after games had been saved and reloaded.
  • Fixed a typo in items that affect move speed.
  • Fixed a bug that caused some village tinkers to not be members of their village's faction.
  • Fixed a bug that caused companions to take steps in the wrong order when trying to follow their leader.
  • Fixed a bug that caused one-shotting a creature to fail to trigger hostility in the creature's nearby allies.
  • Fixed a bug that caused camel bladders to fail to negate the weight of the liquid in them when worn.
  • Fixed some bugs in water ritual option coloring.
  • Fixed a bug that made snapjaw forts, starapple farms, and pig farms not generate properly in village outskirts.
  • Fixed a bad interaction when the snapjaw who wields Stopsvalinn generates as a villager.
  • Fixed several issues that caused gas-generating creatures to not be immune to their own gas.
  • Fixed some rare situations where the player didn't get a turn immediately following a game load.
  • Fixed a bug that caused illuminated books to not have their display names altered.
  • Fixed a bug in the way graffiti displayed on tombstones.
  • Fixed a bug that caused reloading a linear cannon to always reload the energy cell instead of its slugs.
  • Fixed a rare exception in the Multihorns mutation that prevented saved games from loading.
  • Fixed a typo in soul curd's description.
  • Fixed a bug that caused some non-blood-having creatures to bleed blood.
  • Fixed a bug that caused simply targeting a creature to make it hostile.
  • Fixed some bugs that caused several sensory effects to fail to detect walk-walking creatures.
  • Fixed linear cannon penetration display.
  • Fixed some issues that caused you to retain your marked target after using a special shot.
  • Fixed a bug where pouring into a container you are emptying took the current contents of the container into account even though they were being emptied.
  • Fixed a bug that caused missile weapons to display a damage message even when the damage was prevented.
  • Fixed a bug with phase web animation.
  • Prevented some rare corner cases where objects were destroyed multiple times.
  • Fixed a bug that caused the 'show effects' menu to improperly linger beneath other windows when opened and closed.
  • Fixed a bug that made reloading multiple magazine-loaded firearms behave strangely.
  • Fixed a bug that set Face as goatfolk's primary attack limb.
  • Fixed some cases where you would attempt to enter an occupied tile when entering a local map from the world map.
  • Fixed music not playing properly after loading a game.
  • Fixed an error when generating linear cannon relics.
  • Fixed some (but not all) issues with world seeds.
  • Fixed the background color of the trash sprite.
  • Fixed a bug that made hoarshrooms fail to provide cold resistance.
  • Fixed a bug that broke a mechanism for inventory action hotkey resolution. This fixes a number of issues with duplicate inventory action hotkeys.
  • Fixed a bug that made temporal fugue clones leave ammo behind.
  • Fixed a bug that disabled Proselytize's cooldown and sometimes caused the effect to occur multiple times when using it via a Skillsoft implant.
  • Fixed a bug that prevented breathers from breathing.
  • Fixed an issue that caused some double-slot equipment to use only one slot.
  • Fixed some minor issues in goatfolk hero generation.
  • Fixed a bug that made Fasting Way and Mind Over Body cause different thirst rate modifiers than what appears in their descriptions.
  • Fixed some issues in the messages generated by drinking mixed liquids.
  • Fixed some bugs with phasing.
  • Fixed some intermittent thread-safety bugs with text processing.
  • Fixed a bug that made horns try to use a nonexistent "Horns" skill.
  • Fixed a bug that sometimes caused the End Domination ability to appear multiple times in Dominated creatures' ability lists.
  • Fixed some issues with the classic UI inventory screen and made it more closely resemble the item picker.
  • Fixed many problems that caused NPCs to spawn inside walls, on top of other solid objects, and on top of each other.
  • Fixed a bug that caused dashing with the Flume-Flier of the Sky-Bear to not pass a turn if you ran into a wall.
  • Fixed a bug that caused trading-based recharging of stacked energy cells to cost you water for the entire stack but only recharge one cell.
  • Fixed a bug that made Shank fail to prefer to use the weapon in the primary hand.
  • Fixed a bug that made gases dissipate more slowly and use more system resources than they should have.
  • Fixed a bug that made items and creatures hover over pits.
  • Fixed a bug that caused you to fall through the Bethesda Susa elevator platform instead of onto it.
  • Fixed a bug that made the autosave cycle take longer than normal when creatures fell into pits.
  • Fixed some issues with Grit Gate's main entrance force barrier disappearing.


DEBUG AND MODDING
  • We made several improvements to the map editor.
    • The map editor now loads with an empty map rather than looking like you're editing the main menu.
    • Added x-y coordinates for the mouse position and selected cell.
    • Holding Ctrl while hovering over an item in the blueprints list now displays a portion of the blueprint XML.
    • Added a checkbox on the blueprint filter to only show blueprints in use on the map.
    • Made the sidebar opaque.
    • Alt-clicking on a tile now properly set the brush even when you have no brush selected.
    • Added Transform > Flip Vertical to the map editor.
    • Added File > Reload Blueprints to the map editor. This lets you reload ObjectBlueprints.xml without quitting and reopening the editor.
    • You can now select regions in the map editor by holding shift and dragging the select box over tiles. Ctrl-a selects the entire map.
    • Redesigned the "selected cells" region of the map editor. You can now delete, bulk replace, and set ownership on objects in the selected region.
    • The map editor now supports Ctrl-C to copy a selected region, which turns your brush into a rectangle the size of that region. Ctrl-click pastes the copied region, and right-click deletes the region bounded by the selected rectangle.
    • The map editor now properly renders most walls, water tiles, and fences.
    • The map editor now has tile previews in the blueprint selector.
    • You can now undo the "fill" action in the map editor.

  • Die rolls can now be specified as follows: "1d6[foo]", "2d4[bar]", etc, where 'foo' and 'bar' are arbitrary names of randomizer channels. The die roll will source its pseudorandomness from the channel specified; this produces a consistent series of results for a given channel name and world seed.
  • Conversation choices now support fields IfHavePart and IfNotHavePart that make the choice conditional on whether the specified part is present on the player.
  • The tag or string property ForceAnimatable now overrides an object animation's current walls-and-tables-only check.
  • Bodies.xml now supports a BodyType attribute on anatomy elements that allows override of the body part type to use for the central body (normally "Body").
  • Added an AfterGameLoaded event.
  • Added default behavior for when a modded quest doesn't specify a hagiograph.
  • Enabled anonymous access to workshop content.
  • The starting location selector is no longer shown if a genotype or subtype has a defined starting location.
  • Added a new Modding option: 'Select enabled mods on new game'.
  • Space no longer accepts the 'Would you like to die?' prompt.
  • We added a markup layer to our text coloring system. Example: {{red|this text will be red}}. This lets us treat color specification as a stack, so that text's color can be reset to the previously specified color at the end of a block. (Previously, we would try to emulate this behavior by resetting color to default grey [&y], but grey wasn't always the last specified color.) The markup layer also supports shaders that apply color patterns to text blocks. Color names and shaders are defined in a new moddable file, Colors.xml.
  • We changed the implementation for how MinEvents are dispatched. Modders who are handling a MinEvent in one of their IParts (e.g. bool HandleEvent( EnteringCellEvent ev ) need to update each HandleEvent declaration to include 'public override' (e.g. public override bool HandleEvent( EnteringCellEvent ev )) in order for that event to be dispatched properly to the part.
  • In character generation, whether a genotype is considered a mutant is now controlled explicitly by the new attribute IsMutant="true" in the genotype entry rather than by whether its name contains the substring "True". Mods affecting genotypes may need to add this attribute.
  • The ability of NPCs to repair, recharge, and identify artifacts in the trade screen is no longer controlled by the CanRepair, CanRecharge, and CanIdentify properties. Instead, it's determined by the relevant tinkering skills. (Repair enables the repair action, Tinker I enables recharge, and Gadget Inspector enables identify, with Tinker II, Tinker III, Intelligence modifier, and any relevant equipment contributing to identification performance.)
  • Added support for the ZoneFactory property on a world node, which contains the name of a class deriving from IZoneFactory in the XRL.World.ZoneFactories namespace.
  • Added support for the ZoneFactoryRegex property on a world node, which optionally contains a regex that describes all worlds for which this world's zone factory should handle fabrication. Used when one world node handles several worlds.
  • Added WorldFactory::addAdditionalWorld, which allows the addition of new worlds at runtime.
  • Implemented Myopia as an AdjustVisibilityRadiusEvent, allowing equipment and parts to adjust the visibility radius.
  • Restructured the loading of ObjectBlueprints.xml, solving many inheritance problems, most notably with Load="Merge" from mods.
  • Deprecated the GameManager.Instance.ViewData interface.
  • UI Views are now defined with the [XRL.UI.UIView] attribute on a class.
  • Increased the warning level output for the mod compiler, allowing modders to see previously hidden compiler warnings.
  • Updated the Modding Utilities link to the modding wiki: https://cavesofqud.gamepedia.com/Modding:Overview.
  • The Blueprint Browser now shows all properties on blueprints, in XML.
  • You can now select and copy in the Blueprint Browser.
  • Exposed a method to add a Wish handler. See https://cavesofqud.gamepedia.com/Modding:Wishes.
  • Added a "beguile" wish that forces the target into your party.
  • Med names may now be extended by applying the [MedNamesExtension] attribute and implementing the IMedNamesExtension { int Priority(); void OnInitializeMedNames( List<string> medNames ); } interface.
  • Added a wish, "clearstatshifts", to remove temporary stat shifts, even including shifts from items you have equipped or active status effects. To regain those stat shifts, you'll have to re-equip those items or re-up the effects.
  • Added a new wish, "reveal settlements", that reveals all dynamically generated settlements on the world map.
  • Added a new wish, "factionencounter:<faction>", that generates a special faction encounter in your current zone. For example, wishing for "factionencounter:Templar" generates a Templar faction encounter. You can override the tier and level values for the zone, both of which affect the creatures generated for the faction encounter, like so: "factionencounter:<faction>:<tier>" and "factionencounter:<faction>:<tier>:<level>".
  • Added a new API, StatShifter, to Parts and Effects that helps track stat shifts. See https://cavesofqud.gamepedia.com/Modding:StatShifter.
  • Added a new debug option: "Show debug text for stat shifts".
  • Added a new wish, "showstatshifts", that displays a list of items and effects shifting your stats.
  • Added a new wish: "bits" adds 20 of each type of bit to your bit locker. "bits:100" adds 100 of each bit.
  • The ConversationScript part now supports a Color field that's used to specify a color or shader to be applied to the creature's conversation text.
  • Self-closing <mutation /> tags in the XML no longer skip the next mutation when they're loaded.
  • The new blueprints loader no longer crashes when given an <intproperty> with no Value (it assumes 0 instead).
  • Made wish string matching more accurate.
  • The "Do you really want to die?" promp no longer accepts space or enter as input.
  • An object can now set the ReplacementObject member of an ObjectCreatedEvent to return a replacement object instead of itself during object creation.
  • Effects may now whitelist themselves for most deep copy operations by overriding allowCopyOnNoEffectDeepCopy and returning true.
  • Normalized the parameter name for number of penetrations to "Penetrations" across several combat messages.
  • Negative/debuff effects for purposes of Shank and Domination are now designated by an [IsNegativeEffect] attribute on the effect class or an override of the method IsDebuff() for dynamic determination.
  • Fixed a bug that caused GlobalConfig.json to be unmoddable.
  • Fixed a bug that caused the JoppaWorldBuilderExtension and WorldBuilderExtension attributes to be ignored.
  • Fixed a bug that caused modded versions of Options.xml to fail to be initialized.
 
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Location
Illinois
Since Tomb of the Eaters is finally out, might be time for me to load this up again after a long-ass time. Even though it's probably kind of a moot point because I've never had a character advance far enough where I'd be reaching that point regardless. I consider a successful character one that reaches and dies in Golgotha.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
REGULAR UPDATEby Caves of Qud
POSTED
Sat, July 25
Feature Friday - July 25, 2020

200.80

  • Swarmers now only contribute their swarmer bonus if they are hostile to the target.
  • The swarmer bonuses of swarmers in the same tile no longer stack.
  • Swarmers can now only receive one Swarm Alpha bonus. If multiple swarm alphas are adjacent, the highest bonus applies.
  • Warmup chirps from visible turrets no longer interrupt autoact if your options are set to ignore the turret.
  • Autoget (independently of autoexplore) now retrieves items from adjacent squares (no longer just liquids).
  • The Spindle negotiation no longer occasionally produce strange, unusable shields.
  • Fixed a bug that gave Swarmers +1 to hit all the time regardless of other swarmers instead of their described to hit bonus.
  • When the tile at the bottom of a pit is occupied, things that fall down the pit now land in nearby tiles rather than failing to fall.
  • When something falls down a shaft, a message is now generated.
  • Fixed a bug that caused the Thick Fur mutation to give 8 heat and cold resist instead of 4.
  • Fixed a bug that caused Graftek grafts to behave oddly.
  • Fixed some occasional issues with the location you arrive at when entering a zone from the world map.
  • Fixed a bug that made tonics not show their behavior in their descriptions for mutants.
  • Fixed a bug that broke becoming unlost by returning to a familiar area.
  • Fixed several issues with input in the overlay UI

    201.2 - beta branch
  • Conveyor belts are now immune to heat and acid.
  • Added some utility buttons to the upper-right corner of the prerelease UI.
  • Tweaked the order that information is hidden on the prerelease status bar (top).
  • Prerelease UI ability buttons should now be clickable.
  • Player and NPC named items now indicate their original names in their descriptions.
  • Penetrating radar now reveals hidden objects that can be discovered by searching.
  • Messages for spotting hidden objects now include directional information.
  • Non-creature organic items are now described as "damaged" rather than "wounded".
  • Fixed a bug that caused burgeoned young ivory and lurking beth to notify the burgeoner of their deaths.
  • Fixed a bug that caused astral tabbies to spawn in the wrong phase.
  • Fixed a bug that caused primordial soup sludge display names to go wild.
  • Fixed a typo with the Flaming Hands mutation when it was gained through a cooking effect.
  • Fixed a typo in the Kyakukya recoiler.
  • [modding] Extended the Genotypes.xml IsMutant attribute to more contexts where the mutant / true kin distinction is relevant.
  • [debug] Added a new wish to remove a mutation: "mutationbgone:mutationid". Thank you to discord mod helado for the contribution!
[*][debug] Added new wish to view data disks: "datadisk" (with a menu of all possible data disks) or "datadisk:Blueprint" or "datadisk
mod
ModName".
 

Jinn

Arcane
Joined
Nov 8, 2007
Messages
4,930
That is a huge improvement on the UI. I wonder when the developer is going to implement it in full?
 
Unwanted

Sweeper

Unwanted
Zionist Agent
Joined
Jul 28, 2018
Messages
2,394
That is a huge improvement on the UI. I wonder when the developer is going to implement it in full?
That's gay as fuck. The more autistic something is, the better it is. That's just a fact.
Also
>Roguelike
>General RPG Discussion
come on bruh
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
REGULAR UPDATE by Caves of Qud
POSTED
Sat, August 1
Feature Friday - July 31, 2020

200.81

  • Trolls now know how to swim.
  • Clicking a tile with a hostile creature now attacks the creature instead of attempting to speak with it.
  • Gave rainboweave cloaks lower DV but a chance to refract light-based attacks.
  • Added a new status effect, Wakeful, that gets applied for 3-5 rounds after you wake up from involuntary sleep. While wakeful, you can't fall asleep.
  • Item naming now allows apostrophes.
  • Baetyls no longer request the Billowing Conch of the Aji.
  • Long blade stances now respect your restrictions on companion ability use.
  • En garde! now takes Lunge and Swipe off cooldown when it activates.
  • You no longer have the option to decline being moved by a factory arm into a deep shaft.
  • Penetrating radar now reveals hidden objects that can be discovered by searching.
  • Messages for spotting hidden objects now include directional information.
  • Missing skill prereqs now cause entries on the Skills screen to be grayed out, like they are for unmet attribute requirements.
  • Pathfinding now goes to much less effort to avoid many types of liquids and some types of gases.
  • Skills that require a weapon of a given type to be wielded in the primary hand now accept weapons wielded in the first hand if your primary limb is not a hand, such as for animals whose primary limb is often their face or foot.
  • Fixed a bug that caused hyper-elastic ankle tendons' behavior to be excluded from their description.
  • Fixed a bug with stacking that resulted in permanent MA / DV loss.
  • Fixed a bug that caused suspensors to not work properly on equipped items.
  • Fixed a bug that caused ceremonial vibrokhopeshes to repeatedly reboot while you travelled on the world map.
  • Fixed a bug that sometimes made it impossible to interact with companions.
  • Fixed some bugs that caused various types of cloned creatures to not be hostile when they should have been.
  • Fixed some bugs that disabled the escape teleportation used by some relics, extradimensional items, and chaotic cherubim.
  • Fixed a bug that caused books to be unreadable from the prerelease equipment screen.
  • Fixed a misattribution in Lase messaging.
  • Fixed a typo in sultan history.
  • Fixed a bug that made Saad Amus very lazy.
  • [modding] Liquids' ObjectEnteredCell method now receives the relevant ObjectEnteredCellEvent as its second argument. The version that receives the GameObject moving as its second argument is still called for compatibility.
  • [modding] WishCommands should now properly be loaded/unloaded with mod changes.


201.6 - beta

  • Creatures that try to keep their distance from you now may now decide to take other actions, such as defend themselves directly, when they fall below 50% HP.
  • Evil twins now reconsider their equipped items when they spawn.
  • Stage layouts wider than 1080p now letterbox correctly.
  • The look dialog is now only dismissble via Space or Esc.
  • Mouse movement now paths through non-hostiles if necessary to reach your destination.
  • Rhinox charge now respects phase and flight.
  • Fixed a bug that caused books to be unreadable from the prerelease equipment screen.
  • Fixed a bug that caused books to continue to render in the background even after you exited out of the read book screen.
  • Fixed a bug where hitting Esc from the Save Build prompt would save the build with no name rather than backing out of the menu.
  • Fixed the "restore defaults" button on the prerelease control mapping screen improperly clearing all keybinds.
  • [modding] Added native support for Harmony 2.0.2 patches in mods (https://github.com/pardeike/Harmony). harmony.PatchAll() is called after mod assembly compilation, applying all mod-defined harmony patches.
  • [modding] Upgraded the C# compiler to Roslyn.
  • [modding] Errors and warnings generated by the mod compiler now include the associated filename and line number.
  • [modding] The "playerwho" wish now properly allows turns to tick.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
REGULAR UPDATE by Caves of Qud
POSTED
Sat, August 8
Feature Friday - August 7th, 2020

200.82
  • Examining artifacts now requires being able to move your extremities.
  • Eating snacks now requires being able to move your extremities.
  • The "HP warning threshold" option now defaults to on at 40%.
  • Various powered items, such as VISAGEs and ninefold boots, now correctly drain the last dram of their slotted liquid-fueled energy cells rather than leaving behind one unusable dram. If you find more items that do this, please report them on the public bug tracker: https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues.
  • NPCs attempting to use broken and rusted tonics no longer cause messages popups for the player. NPCs also attempt to use broken and rusted tonics less often.
  • Creatures are more willing to enter gas clouds, especially if they are immune to the gas.
  • Stunning Force can no longer be used on the world map.
  • Slumberlings are no longer Wakeful when they emerge from their natural hibernation.
  • Item naming opportunities triggered by leveling up now occur after the level up message.
  • Nullbeards are now permanently astrally tethered rather than immune to astral tethering or burdening.
  • Puffer fungi once again take damage from damaging gases at the rate inanimate objects do.
  • Frozen energy cells slotted into equipment no longer stay frozen forever.
  • Implanting a cybernetic implant now makes it permanently understood. If it was only understood due to a techscanning ability, losing that ability no longer converts it to an implanted "weird artifact".
  • Strip flies now respect phase and flight.
  • Psionic weapons can no longer be disassembled.
  • Items are now automatically weightless when equipped in a Floating Nearby slot.
  • Autogetting from adjacent squares is now controlled by an option: "Autopickup from adjacent squares". It defaults to off and only covers non-autoexplore movement.
  • You're now interrupted in the middle of autogetting multiple items when a hostile creature nears you (rather than being slammed by multiple enemy actions afterward).
  • Whether you immediately pick up items butchered from corpses is now determined by your autoget settings, not by whether you were autoexploring.
  • Pathfinding now avoids mines laid and bombs set by non-hostile creatures, to varying degrees by munition type.
  • Added a new option, "Prerelease Stage Scale", in the Overlay UI section.
  • Fixed a bug that broke mod tinkering when certain items had high-powered magnets applied to them.
  • Fixed a bug caused the Wakeful effect to not work sometimes.
  • Fixed a bug that disabled measures to prevent inappropriate objects from spawning on top of each other.
  • Fixed a bug that made Flexiweaved sometimes give positive DV.
  • Fixed some bugs that caused equipping certain items to fail to trigger their state changes, such as quest completion and DV updates for defensive stance.
  • Fixed a bug that caused save modifiers provided by cybernetic implants to not work.
  • Fixed a bug that caused the liquid-cooled item mod to be unapplyable in some cases where it should have been applyable.
  • Fixed a bug that destroyed cybernetics when another implant was implanted directly in its slot.
  • Fixed a bug that caused the value of cybernetics credit wedges to not show up in the short version of their display names.
  • Fixed a color pattern typo in Ereshkigal's interface.
  • Fixed a typo in a journal accomplishment.
  • Fixed a stray color markup tag in save modifier rules text.
  • Fixed some grammar bugs in the descriptions of hostile clones.
  • [modding] Specifications for DefaultBehavior attributes in Bodies.xml part elements are now correctly respected.
  • [modding] Fixed a bug that made less information available in some movement-related events than should have been.


201.8 - beta
  • Mechanical cherubim are now classified as robots.
  • Villages and chef ovens should no longer let you cook game-breaking meals.
  • The schematics choices for acquiring Tinker I, Tinker II, and Tinker III are now of the appropriate complexity for that tinker tier.
  • Village immigrants' pronouns are now more consistent.
  • Added a new option, "Prerelease Stage Scale", in the Overlay UI section.
  • Fixed a typo in waveform worm's description.
  • Fixed a bug with villager dialog color.
  • [modding] We added a new in-progress overlay UI for the Mod Manager.
  • [modding] Added a new "manifest.json" file to populate the extra fields shown in the Mod Manager. This file now subsumes config.json (you should convert any config.json files into manifest.json files). See https://cavesofqud.gamepedia.com/Modding:Manifest.json.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
REGULAR UPDATE by Caves of Qud
POSTED
Fri, August 14
Feature Friday - August 14, 2020

200.86

  • You can once again acquire fungal infections.
  • On the character screen, attributes that are modified above or below their base values now display as green or red, respectively. You can also now select an attribute on this screen to display its base level, which is used for meeting skill requirements.
  • You can now disassemble without the Tinkering skill as long as you have the Disassemble skill power.
  • Confusion now affects artifact examination.
  • The following objects are now tagged as being made of metal: HE missile, becoming nook, cybernetic rack, leering stalker's pneumatic piston, scrap shoveler's scrap saw, crypt sitter's chrome stilt, strip fly's mechanical pincers, Rodanis Y's tungsten carbide hammer-fist and axe-fist, and boosterbot's helping hand.
  • Tinkered items can no longer generate fitted with suspensors or liquid-cooled.
  • Baetyls can no longer be psychically attacked and are now subject to EMP.
  • Industrial fans now respect phase.
  • Steam no longer burns things to ash.
  • Steam now tracks who is responsible for creating it.
  • The Gas Generation mutations now produce gas in the same phase as the mutant producing it.
  • Quest item torches no longer lose their unique display names.
  • Using psychometry on a stack of items now results in better messaging.
  • Reading passcodes using psychometry is now subject to reality stabilization.
  • Loading a medassist module from the implant's interaction menu no longer loads an entire stack of tonics.
  • The Mutating effect is now considered negative.
  • Greater voider teleportation now respects normality but is powerful enough to contest it.
  • Thrown weapon reequipping now reequips a similar item from your inventory if an identical one is not available.
  • Autoexploring while wearing ninefold boots no longer teleports you between zones.
  • Disassemble all is no longer usable with hostile creatures nearby.
  • When you disessemble multiple items or use disessemble after performing another activity that has an action cost, you're now forced out of the interaction menu as you approach an action cost deficit that would place you in danger if hostile creatures arrived.
  • Mechanimist snailmother converts now spawn ickslugs with the same faction attitudes as their mothers.
  • Made item naming more reliably relevant to events that just occurred.
  • Relics and relic-like items are now consistently unmoddable.
  • Messages are no longer generated when creatures out of your line of sight use Shield Wall.
  • Being asleep now generates a message only if the last message you received was about something other than being asleep.
  • Popups are now used for messaging stat saps' permanent attribute drain.
  • Being blocked by an object no longer displays any weapon performance characteristics it may have.
  • Dominating someone you have performed the water ritual with and then looking at yourself no longer displays "You are water-bonded with you" in your description.
  • Fixed the conjugation of the verb "get" in the companion thirst notification message for companions of pseudo-plural gender.
  • Fixed a bug that disabled autoact rate limiting.
  • Fixed some bugs around tracking body parts added by equipment.
  • Fixed a bug that caused some liquid coverings, particularly acid-based ones, to not generate a clean action.
  • Fixed a bug that sometimes caused fire-based abilities to end early when they encountered mixed liquids.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
REGULAR UPDATE by Caves of Qud
POSTED
Sat, August 22
Feature Friday - August 21, 2020

200.89

  • It's now possible to use a shield unskilled at a 25% block chance.
  • The section in the manual on the combat sequence now includes a description of shield blocking.
  • Attempting to move past the edge of the world now gives a message instead of failing silently.
  • When you fire a missile weapon without a target and your aim snaps to the nearest hostile creature, that creature is no longer set as your target.
  • NPCs are now able to attack inanimate objects they want to destroy.
  • Mutants with temporal fugue are now referred to as temporal fugitives in village histories.
  • Lase now ignores targets it cannot hit when selecting a target.
  • Dehydration notifications are no longer provided for companions who wouldn't generate a death notification.
  • You can no longer swap position with neutral or friendly puffer fungi.
  • Being involuntarily moved into a wall with burrowing claws or a drill equipped no longer forces you to attack the wall.
  • Being involuntarily moved can no longer swap you with a hostile creature.
  • Autoexplore can no longer swap you with an ignored hostile creature.
  • Engulfed creatures now have the lowest priority for purposes of determining which creature is hit when a tile is attacked. The purpose of this change is to make it so that companions can reasonably attack creatures that are engulfing you.
  • Village zones no longer fight with themselves over what music to play.
  • Grenades, mines, and bombs can now be detonated as an inventory action.
  • The classic UI key mapping screen now indicates that you can press delete to clear a command's bindings.
  • The selection hotkeys for donating a book to Sheba Hagadias no longer goes into non-alphabetic characters when you have a lot of books.
  • Projectile animations now become faster the longer the projectile's flight path is.
  • Lase's animation is now faster in general, and becomes faster the longer its path is.
  • Added variant death messages for being killed by electrical, acid, and disintegration damage.
  • Fixed a bug that made delete in the classic UI key mapping screen fail to trigger the bindings being saved.
  • Fixed a bug that caused temporary liquids (for example, acid pools produced by acid walltraps to become permanent through fluid dynamics processes.
  • Myopia's effect on visibility distance now works in more contexts.
  • Fixed a bug that degraded performance when creatures swam.
  • Fixed a bug that caused NPCs with Flaming Hands, Freezing Hands, Freeze Breath, and other breath attacks to stand still when targeting an enemy in the same cell as a wall.
  • Fixed a two-character grammatical redundancy in torches' description.
  • Fixed the message given when you lay a mine or set a bomb.
  • Fixed various instances of situation-specific death messages being overwritten by the generic, "You were killed by so-and-so".
  • Fixed a bug that made agility contribute less to throwing accuracy than it was meant to.
  • Fixed a bug that broke telepathy.
  • [debug] Fixed a bug that caused the "Give 250000 XP" keybind to give the XP without leveling you.
  • [modding] Creatures now respect their NoTrade tag in conversations.
  • [modding] The Mods directory is now created on startup if it doesn't already exist.
  • [modding] The ID attribute of your quests can now be used in QuestsByID. If an ID doesn't exist, Name is used.
  • Proselytes and rebuked robots can now be dismissed from your service as an interaction command.
  • Party members now more consistently behave in a fashion consistent with their leader's attitudes.


201.15 - beta

This patch includes the first batch of changes for a wide-scale mutation balance. More to come!

  • When you level up to level 5, and every 10 levels afterward, your genome enters an excited state and you can rapidly advance one of your physical mutations.
  • Rapid advancement increases the mutation's rank by 3.
  • These three ranks don't count toward the rank 10 limit.
  • Rapidly advanced mutations are still subject to the mutation rank cap that's based on character level.
  • If you have 4 mutation points after gaining a level, you'll have a chance to buy a new mutation before you choose a mutation to rapidly advance.
  • If you have no physical mutations at this point, nothing happens.

  • We revamped several physical mutations.
    • Adrenal Control.
      • Reduced cost from 4 MP to 3.
      • We revamped this mutation.
        • You now gain an activated ability, Release Adrenaline, that increases your quickness by mutationLevel*2+38 for mutationLevel+19 rounds.
        • Cooldown: 100.

    • Burrowing Claws
      • Increased cost from 2 MP to 3.
      • Claws no longer occupy hand slot.
      • Your base fists are now replaced with claws that function as short blades and deal increased damage with mutation level.
        • levels 1-3: 1d2
        • levels 4-6: 1d3
        • levels 7-9: 1d4
        • levels 10-12: 1d6
        • levels 13-15: 1d8
        • levels 16-18: 1d10
        • levels 19+: 1d12

    • Carapace
      • Reduced cost from 4 MP to 3.
      • DV penalty is now a flat -2 across all mutation levels.
      • You no longer have trouble getting up when knocked prone.
      • Reduced the DV penalty for tightening your carapace from -10 to -2.

    • Carnivorous
      • Changed this into a defect that gives 1 MP.
      • Removed the tasty bonuses from eating meat.

    • Corrosive Gas Generation
      • Removed mutual exclusion with Sleep Gas Generation.
      • Increased the number of rounds you release gas for from mutationLevel/2 + 1 to mutationLevel+2.
      • Increased the cooldown from 35 to 40.
      • Corrosive gas no longer deals damage to items.
      • (cosmetic) Renamed the activated ability name to "Release Corrosive Gas".

    • Double-muscled
      • Reduced cost from 4 MP to 3.
      • Removed the movespeed penalty.
      • Changed the chance to daze on a successful melee attack to 13% + mutationLevel*2 for 2-3 rounds.

    • Electromagnetic Pulse
      • (cosmetic) Renamed the activated ability to "Emit Pulse".

    • Flaming Hands and Freezing Hands
      • Renamed to Flaming Ray and Freezing Ray. You now have the option to customize these mutations and choose a limb for the ghostly flames/icy vapor to appear on (Hands, Feet, or Face).
      • Now neither mutation occupies the Hands or any other body slot.
      • If you get the limb you chose severed, you lose access to the mutation's powers.
      • The temperature increase/decrease on melee attacks now applies to attacks made with any limb. We also added this behavior to the mutation description (it was previously undocumented).
      • Added a temporary exclusion with Beak.

    • Flaming Ray
      • Reduced cost from 5 MP to 4.

    • Freezing Ray
      • Increased cooldown from 10 to 20.

    • Heightened Quickness
      • Reduced cost from 4 MP to 3.
      • Removed the toughness penalty.
      • Increased quickness buff to mutationLevel*2 + 13.

    • Horns
      • You can now choose a cosmetic option for horns (horns, horn, antlers, casque).
      • Increased the chance for a horns attack from 20% to 25%.
      • Increased AV progression to (mutationLevel-1)/3 + 1.
      • Generalized damage to 2d[(mutationLevel/2)+3].
      • Improved bleeding damage to the following.
        • levels 1-3: 1
        • level 4+: 1d2 + (mutationLevel-4)/3

      • If you aren't wielding anything in your primary hand, you now attack with your horns as if they were your primary attack.

    • Multiple Arms
      • Increased the chance for extra attacks from 6% + mutationLevel * 2 to 7% + mutationLevel * 3.

    • Multiple Legs
      • Increased cost from 4 MP to 5.
      • Changed move speed bonus from mutationLevel * 5 + 3 to mutationLevel * 20.

    • Night Vision
      • You can now see [redacted].

    • Phasing
      • You can now phase back in on demand.

    • Photosynthetic Skin
      • Increased the bonus regeneration rate from Basking or cooking with lignin from 20% + mutationLevel * 4 to 20% + mutationLevel * 10.
      • Increased the bonus quickness from Basking or cooking with starch from 1 + Ceiling(mutationLevel/2) to 13 + mutationLevel*2.
      • Generalized the servings of starch and lignen you can store to [(mutationLevel-1) * 4] + 1.
      • Generalized the bonus duration of Basking's effect to [(mutationLevel-1) * 4] + 1.

    • Sleep Gas Generation
      • Increased cost from 3 MP to 4.
      • Removed mutual exclusion with Corrosive Gas Generation.
      • Increased the number of rounds you release gas for from mutationLevel/2 + 1 to mutationLevel+2.
      • Increased the cooldown from 35 to 40.
      • (cosmetic) Renamed the activated ability name to "Release Sleep Gas".

    • Slime Glands
      • You can walk now over slime without slipping.

    • Spinnerets
      • Activating Spin Webs no longer takes an action.
      • Made web save difficulty scale at 2X mutation level instead of 1X.
      • Increased arachnid reputation bonus from +200 to +300.

    • Thick Fur
      • Increased heat and cold resist bonus to +5
      • +100 reputation with all of the following: apes, baboons, bears, and grazing hedonists

    • Triple-jointed
      • Reduced cost from 4 MP to 3.
      • Removed the strength penalty.
      • Removed the bonus chance to dodge.
      • Added a 7% + mutationLevel * 3 chance that Agility-based skill powers don't go on cooldown after use

    • Two-headed
      • Increased cost from 2 MP to 3.
      • Improved mental action cost reduction from 16% + mutationLevel * 4 to 15% + mutationLevel * 5.
      • Improved chance to shake off a mental debuff from 5% + mutationLevel to 5% + mutationLevel * 2

    • Wings
      • Wings no longer take up the Worn on Back slot.
      • (cosmetic) Your Worn on Back slot is renamed to Worn around Wings.
      • +10% + (mutationLevel*10) move speed while sprinting.
      • Jump range is increased by (mutationLevel/3) + 1.
      • Charge range is increased by (mutationLevel/3) + 2.
  • We nerfed the carbine and the sparbine.
    • Reduced carbine's accuracy.
    • The masterwork carbine quest reward now uses the same ammo as the standard carbine (lower damage).
  • We made burning damage scale with temperature.
    • 1-100 above flame point: 1 damage per round
    • 101 - 300 above flame point: 1-2 damage per round
    • 301 - 500 above flame point: 2-3 damage per round
    • 501 - 700 above flame point: 3-4 damage per round
    • 701 - 900 above flame point: 4-5 damage per round
    • 901+ above flame point: 5-6 per turn
  • Added a new clock to the main screen in the overlay UI.
  • Added a new item: wrist fan.
  • Added a new item mod: disguise.
  • Dynamic villages can now generate with resident apothecaries.
  • Elder Irudad now has some apothecary wares.
  • Added a nice new overlay UI element for popup messages.
  • The overlay UI now displays your drams of freshwater next to your weight.
  • You can now access the mod manager from the main menu in the classic UI.
  • You can now use Page Up, Page Down, +, and - to navigate the classic options & key mapping menus.
  • You can now use Page Up and Page Down to navigate the tinker menu.
  • The trade UI "don't have enough water containers" message no longer resets the trade window.
  • Sprint now has a single active ability, "Sprint", which can be toggled.
  • Stopsvalinn now has a better chance of spawning with a high-end energy cell, when it spawns with an energy cell.
  • Spiral borers are now able to dig in reloaded zones.
  • The Astral monster mutation can no longer be leveled
  • Nonexistent journal entries can no longer be deleted.
  • Fixed the switched cooking effect behavior on starch and lignin.
  • Fixed a bug that caused the wrong XP value to be displayed in the Sheba Hagadias book turn-in dialog for stacks of books.
  • [debug] The clearstatshifts wish no longer returns spent mutation, skill and attribute points.
  • [modding] Most internal classes are now public.
  • [modding] Colors, anatomies, options, conversations, and pronouns now reload properly when mod configuration changes.
  • [modding] Fixed a bug that caused the detail color of subtypes to be merged onto the tile.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,118
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/newshub/app/333640/view/2851296383034628902
Feature Friday - August 28, 2020
200.90
  • Fixed a bug that caused certain worldmap graphics to be improperly hidden.
  • [modding] The mutation lists in character generation are now sorted by display name rather than displaying in order of their loading.
  • [modding] Beak and Carnivorous are now public.


201.18 - 'beta' branch


  • [modding] Several new attributes have been added to Bodies.xml elements. bodyparttype and bodyparttypevariant now have:
    • Appendage, a boolean flag for whether the body part type is an actual appendage (in addition to all previously existing requirements, this flag must be true for a body part to be dismemberable)
    • UsuallyOn, which is used with appendages to designate the typical parent body part of this body part (for example, the UsuallyOn value for Face is Head, the UsuallyOn value for Hand is Arm)
    • UsuallyOnVariant, which is used for body part type variants to designate a specific variant they're typically attached to (for example, the UsuallyOnVariant value for Sensor Array is Control Unit)
    • ImpliedBy, which is used by body parts like Hands to designate that some number of another body part (in this case, Hand) implies their existence
    • ImpliedPer, which works with ImpliedBy to specify how many of the implying parts are "satisfied" by the existence of this part
  • Catching fire now interrupts autoact, as does a visible or audible companion catching fire.
  • We revamped several more mutations.
    • Adrenal Control
      • We revamped it, again.
        • Increased cost from 3 to 4.
        • Reduced Quickness bonus from 38+(mutationLevel * 2) to 9+mutationLevel.
        • Increased cooldown to 200.
        • Made duration a flat 20.
        • While active, other physical mutations get +(mutationLevel/3)+1 rank.

    • Beak
      • Beak is now a 1-point mutation instead of a defect.
      • No longer occupies face slot.
      • Added a +1 Ego bonus. (sightly beak)
      • Updated description to reflect the correct amount of bonus bird reputation (+200).

    • Beguiling
      • Increased cost from 3 to 5.
      • Simplified success roll to 1d8 + characterLevel + mutation Level (or Ego mod, whichever is higher) VS target's characterLevel + MA.

    • Burgeoning
      • Tumbling pods spawned by burgeoned feral lah no longer (dangerously) follow you around.

    • Clairvoyance
      • Increased the cooldown from 75 to 100.
      • Reduced the visibility duration from 16 + mutationLevel * 2 to 19+mutationLevel.
      • Upped the level at which the whole map is revealed to 15.

    • Confusion
      • Increased cost from 3 to 4.
      • Confusion AOE is now a cone originating from the caster.
      • Cone angle: 29+mutationLevel
      • Cone length: 4+mutationLevel/3
      • Increased cooldown from 40 to 75.
      • Changed duration to 0.8*((mutationLevel/2)+10) to 1.2*((mutationLevel/2)+10).
      • Fixed a bug that prevented Confusion's penalty to mental stats form being applied.

    • Domination
      • Increased cost from 4 to 5.

    • Ego Projection
      • Increased cost from 2 to 4.
      • If this ability comes off cooldown before the duration has expired, you can no longer boost the same stat multiple times.
      • Changed duration (which was broken) to: 16+(mutationLevel * 2) to 20+(mutationLevel * 2).
      • Boosting a stat now has an action cost.

    • Force Bubble
      • Reduced cost from 5 to 4.

    • Force Wall
      • Changed cool from 108-(mutationLevel * 8) to a flat 100.
      • Changed duration from 25 to 14+(mutationLevel * 2).

    • Mass Mind
      • Changed cooldown to 550-(mutationLevel * 50), minimum 100.
      • Willpower no longer affects Mass Mind's cooldown.
      • Each use attracts slightly more attention from psychic interlopers.

    • Mental Mirror
      • We revamped this mutation.
        • We did away with the charges.
        • If this mutation is off cooldown when you suffer a mental attack, you gain +3+mutationLevel MA against that attack (and the mirror goes on cooldown). If the attack then fails to penetrate your mental armor, it's reflected back at your attacker.
        • Cooldown: 50.

    • Regeneration
      • Reduced cost from 5 to 4.
      • We revamped this mutation.
        • You regenerate hitpoints at your full rate in combat. (This was true previously but wasn't documented.)
        • Regeneration bonus is now a percentage instead of a flat bonus: +10% + (mutationLevel*10)
        • mutationLevel*10% chance per round to regrow a missing limb. If this chance exceeds 100%, you cannot be decapitated.
        • 1% + mutationLevel/3 chance per round to remove a minor physical debuff at random. At mutationLevel = 5, this becomes any physical debuff (including glotrot, ironshank, sore thorat, and monochrome).

    • Quills
      • Changed AV progression.
        • Level 1-2: 2
        • Level 3+: mutationLevel/3 + 2

      • Quill penetration now caps at 6.
      • Changed the damage reflection for unarmed attacks.
        • Now, when a creature uses an unarmed attack against you, roughly 1% of your quills break and you reflect 3% * numQuills damage back at your attacker.

      • Quill regeneration is now affected by Willpower.

    • Stingers (partial implementation)
      • Stingers now give you a tail and are equipped on the tail instead of your back.
      • More changes to come.

    • Stunning Force
      • Normalized damage increment to 1d3 + (mutationLevel-1) / 2.

    • Teleportation
      • We revamped this mutation.
        • Teleportation is now imprecise. You teleport to a random square in the picker's area of effect (radius = 13-mutationLevel, minimum 2).
        • If an occupied square is chosen, you're shunted to another, unoccupied square (th new square can be outside the AoE).

      • Changed cooldown to 103-(3 * mutationLevel).

    • Two-hearted
      • Reduced cost from 4 to 3.
      • Removed Quickness penalty.
      • Removed synchronized heartbeat effect.
      • Added a % bonus to sprint duration: 10% + 20*mutationLevel.
  • We updated some of our revamps from last week.
    • Increased Wings cost from 3 to 4.
    • Reduced Sleep Gas Generation cost from 4 to 3.
    • Changed Carnivorous cost from -1 to -3.
    • Reduced Triple-jointed cost to 3 as stated.
    • Actually implemented Photosynthetic Skin's changes.
    • Fixed Horns bleed damage.
    • Passing the turn while burning with a tightened carapace prefers to remain tightened now rather than beat out the flames.
  • The resolution to Kith and Kin has been repaired and revamped.
  • Added a new quest: Love and Fear.
  • Fixed a bug that reverted the carbine/sparbine nerfs.
  • Reduced the potency of Psychometry granted by bananas to +1-2 if you don't already have the mutation.
  • Confused creatures now have some variety in their actions.
  • Made seedsprout worm corpse drop at 100%.
  • Changed clump of bone meal to just bone meal.
  • The prerelease stage screen message log now has a background transparency toggle.
  • Added new overlay/prelease conversation dialog boxes.
  • Fungal infections now appear in their own, prioritized category when using the spray bottle.
  • More prerelease stage popup can now be dismissed with Esc.
  • Sheba's Give Book option now remembers where you were in the list when it re-opens.
  • [modding] Added a new test Debug option, "Show Error Popup", that should be useful for modders.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,118
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/newshub/app/333640/view/2880570414312454403
Feature Friday - September 5th, 2020
200.91
  • Dying from a lithofex gaze now gives a better death message than "You die! (good job)".
  • Phasing in now triggers any appropriate gravitational effects.
  • Deep liquids no longer stop autowalk if the "Confirm before going swimming" option is off, and dangerous liquids no longer stop autowalk if the "Confirm before drinking and movement into certain dangerous liquids." option is off.
  • Pathfinding now considers hostile creatures to be navigation obstacles and avoids the squares next to non-ignored ones depending on their difficulty.
  • Precognition reversion now interrupts autoact.
  • Being lost now carries through Domination, and removes itself from NPCs should it somehow wind up on them.
  • NPCs now intermittently display more interest in moving away from campfires they are standing on top of.
  • Fixed some bugs in the logic of when you can put out fires.
  • Fixed a bug that made grenades thrown by temporal fugue clones disappear before they could explode because they were grenades.
  • Fixed a bug that made some forms of electrical damage not be acknowledged by rubbergum tonic and cooking effects.
  • Fixed a bug that caused bleeding damage to fail to apply when out of phase.
  • Fixed a bug that made the overlay UI autoexplore button flicker.
  • Fixed a display bug in agate figurines.
  • Fixed a typo in the message when trying to automove through a hostile creature.
  • Fixed a bug that made Nocturnal Apex often usable during the day.


201.19 - beta branch
  • We revamped more mutations.
    • Electrical Generation
      • We revamped Electrical Generation.
        • EG now uses the same electrical charge units as energy cells and power systems.
        • Maximum charge is 2000+mutationLevel*2000.
        • Charge accrual rate is mutationLevel*100 per round, modulated by Willpower via a similar formula as cooldown modulation.
        • You can discharge at a minimum of 1000 charge. Deals 1d4 damage per 1000 charge, with the possibility of arcing to adjacent targets at reduced damage (maximum 1 target per 1000 charge).
        • Exposure to electromagnetic pulses always caused involuntary discharge; this is now documented and is now subject to a difficulty 18 Willpower save.
        • Energy cells and capacitors now have a "drink charge" option that lets you drain their charge.
        • You recharge 100 charge for each point of electrical damage taken.
        • You can provide charge to equipped devices that have integrated power systems, such as Jacked equipment.

    • Stinger
      • Reduced Confusing Stinger cost from 4 to 3.
      • We revamped the three Stinger mutations.
        • You now get a tail with the stinger attached.
        • Stinger penetration progression:
          • Level 1: 3
          • Level 2+: (mutationLevel-2)/3 + 4 (max 9)

        • Stinger damage progression:
          • Level 1: 1d6
          • Level 4: 1d8
          • Level 7: 1d10
          • Level 10: 1d12
          • Level 13: 2d6
          • Level 16: 2d6+1
          • Level 19+: 2d8

        • You always sting when you charge or lunge.
        • You can use the Sting activated ability (cooldown 25) to sting with autohit and autopen.
        • Venom save: 14 + mutationLevel*2
        • Paralyzation duration:
          • Level 1-2: 2-4 rounds
          • Level 3+: 1d3 + (mutationLevel)/3 + 1 rounds (max 1d3 + 7)

        • Confusion duration:
          • Level 1-2: 2d3 + 2 rounds
          • Level 3+: 2d3 + (mutationLevel*2)/3 + 2 rounds (max 2d3 + 14)

        • Poison duration: 8-12 rounds
        • Poison increment: (mutationLevel)d2, stackable

    • Sunder Mind
      • We revamped Sunder Mind.
        • For up to 10 rounds, you engage in psychic combat with an opponent, dealing damage each round.
        • Taking any action other than passing the turn will break the connection.
        • Each round, mental attack vs. MA. Damage increment:
          • odd levels: 1d3+(mutationLevel/2)
          • even levels: 1d4+(mutationLevel-1/2)

        • On the tenth round, you deal damage equal to the total amount of damage you've done so far.
        • Range: sight
        • Cooldown: 80 rounds


  • We revamped several defects.
    • Removed Brittle Bones and Hemophilia.
    • Amnesia
      • Revamped. It now gives 2 points.
      • Whenever you learn a new secret, there's a small chance you forget one.
      • Whenever you return to a map you previously visited, there's a small chance you forget the layout.

    • Analgesia
      • Renamed Numb.

    • Blinking Tic
      • Tweaked occurrence chance.
      • Changed so it only triggers during combat.

    • Dystechnia (new)
      • 2 points.
      • You're much worse at examining artifacts.
      • You can't have artifacts identified for you because you don't understand their explanations.
      • When you break an artifact during examination failure, it explodes.

    • Electromagnetic Impulse
      • Tweaked occurrence chance.
      • Changed so it only triggers during combat.

    • Hooks for Feet
      • Removed the -10 move speed penalty.

    • Irritable Genome (new)
      • 4 points.
      • Whenever you spend a mutation point, the next mutation point you gain will be spent randomly.
      • Whenever you buy a new mutation, you get a random one instead of a choice of three.

    • Myopia
      • Increased point value from 2 to 3.
      • Made radius 10.
      • Renamed Myopic.

    • Narcolepsy
      • Reduced point value from 4 to 3.
      • Tweaked occurrence chance.
      • Changed so it only triggers during combat.

    • Psionic Migraines (new)
      • 4 points.
      • You cannot wear hats or helmets.

    • Quantum Jitters (new)
      • 3 points.
      • Whenever you use an activated ability, there's a small chance your focus slips and you dent spacetime in the local region, causing 1-2 spacetime vortices to appear. This chance increases the longer you go without using an activated ability.

    • Socially Repugnant
      • Revamped. It now gives -50 reputation with every faction.

    • Spontaneous Combustion
      • Tweaked occurrence chance.
      • Changed so it only triggers during combat.

    • Tonic Allergy (new)
      • 4 points.
      • The chance your mutant physiology reacts adversely to a tonic is increased to 33%.
      • If you react adversely this way to a salve or ubernostrum tonic, the adverse reaction effect is chosen randomly from among other tonic effects. You will still heal.

  • We fixed some issues with mutation changes from last week.
    • Teleportation - we kept the uncertainty radius but changed the target back from line of sight to any explored location (this was always the intention).
    • Adrenal control no longer increases its own rank.
    • Adrenal control no longer increases the ranks of mental mutations.
    • Attributes gained via adrenal control no longer count toward skill prerequisites.
    • Removed the Stinger / Wings exclusions.
    • Fixed a bug that prevented Slime Glands from letting you walk over slime.

  • You can now select a limb in the equipment menu to make it your primary limb. If you do so, your Right Hand (old primary) inherits the offhand attack percentage that the new primary limb had.
  • Disguising items no longer change your tile when equipped in the thrown weapon slot.
  • Rifling through trash with Scavenging and Trash Divining is now toggleable.
  • There is now a classic UI option to indent body parts on the equipment screen, making their hierarchy more visible.
  • Sleep Gas Generation and sleep gas breathing no longer prevent you from voluntarily going to sleep.
  • NPCs immune to sleep gas no longer avoid it while pathfinding.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,118
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/newshub/app/333640/view/5261849601516262958
Feature Friday - September 11, 2020
200.95

  • Spindle negotiation reward relics are no longer easily scummable with Precognition.
  • Millstones can now grind grave moss, compacted bone matter, and voider glands.
  • The language sparking baetyls use to request items now specifically indicates that the items should be placed on the ground before them.
  • You can no longer jump while flying.
  • Improved the death messages for dying via explosion.
  • Faction lists are now alphabetized in more contexts.
  • Obliteration relics now more precisely describe their scope.
  • You are now considered responsible for the deaths of creatures killed by obliteration relics you activate.
  • Critically failing at artifact examination now interrupts autoact.
  • You can no longer name zones from the world map.
  • Triggering a sound effect multiple times in quick succession is now volume-limited.
  • When receiving tinkering bits, the summary of your current bit locker is no longer shown.
  • Made fewer UI-based popups add their text to the message log.
  • In the trade and chest interaction UIs, the item info line at the bottom now appears for items on both sides of the menu instead of just the right side.
  • The item info line in the trade UI now includes the weight of the item.
  • Falling under lithofex gaze now interrupts autoact and motivates NPCs to flee.
  • Artifact examination now has an action cost.
  • Fixed a bug that caused maps generated in the ruins to be filled in with ground tiles.
  • Desert canyons and ruined waterways are now appropriately windy in the north/south direction in addition to east/west.
  • The various stages of diseases are now considered negative status effects.
  • You no longer receive weight limit warnings when performing a take-all from a container you are carrying.
  • Fixed a bug that caused using Intimidate to spend an action for each creature intimidated.
  • Fixed a bug that caused players to get messages when NPCs acquired Ironshank.
  • Fixed a bug that disabled hostility between NPCs without leaders.
  • Fixed a bug causing music from previously visited zones to play when a saved game was loaded.
  • Fixed some issues with the names of lair zones (mostly repetitions of "surface").
  • Fixed some bugs that would break Spindle negotiation rewards.
  • Fixed some grammar issues with list composition in various contexts.
  • Fixed some display issues in the water ritual dialog.
  • Fixed a bug that made it possible to be wading while flying.
  • Fixed some issues with the names of lair zones (mostly repetitions of "surface").
  • Fixed a bug that granted the Starry Demise achievement whenever the player exploded regardless of whether it was a neutron explosion.
  • Fixed an extra space in the display names of freeze rays.
  • [modding] The liquid used in the water ritual with a given NPC is now primarily determined by the property or tag WaterRitualLiquid on the NPC. The faction record can still override this, but the GivesRep part no longer has the giftType field.
  • [modding] Hero generation now supports the tag HeroFactionHeirloomChance, which can be used to specify a percentage chance that the hero will spawn with a randomly generated faction heirloom.


201.25 - beta branch
  • We revamped Chimera.
    • Chimera still restricts the mutations you can acquire to physical only.
    • Whenever you buy a new mutation or mutate with Unstable Genome, one of the mutation options (chosen randomly) indicates that you if you pick it, you'll also grow a new body part.
      • The body part is chosen randomly from among all organic body parts.
      • The body part grows out of one of your existing body parts, weighted toward your body but any non-abstract body part is possible.

    • If you have Irritable Genome and Chimera, when you buy a mutation, there's a 1/3rd chance you'll grow the new body part. This is in place of the augmented selection, since you don't choose the mutation when buying one with Irritable Genome. You will get the augmented selections when Unstable Genome triggers, however.

  • Icons for objects are now displayed in a bunch of different menus.
  • Most natural equipment and mutation-based physical features now appear in a "Physical features" postfix at the end of a creature's description rather than in the "Equipped" postfix.
  • Wings and Stingers are no longer mutually exclusive.
  • Several issues with the return from [redacted] should now be fixed: saves not loading, unintended player clones, and action queue inconsistencies.
  • The Love and Fear quest can now be completed.
  • Alchemist tables no longer contain floating glowspheres.
  • Due to scattering, creatures now only drop a fraction of their ammo when they die.
  • The teleportation effect of eating a yondercane or voider gland is now imprecise, like the mutation.
  • The "locked in psychic battle" status from Sunder Mind now properly ends once the battle is over.
  • Carbide and fullerite hand bones now use the same tile for their fist objects as the implant objects.
  • When choosing a mutation to rapidly advance, the base mutation ranks of your choices are now be displayed.
  • Corrosive Gas Generation and Sleep Gas Generation now make you immune to acid gas and sleep gas, respectively. They do not make you immune to all forms of acid or involuntary sleep, however.
  • Replaying your most recent character now recalls custom mutation variants.
  • Quantum Jitters no longer trigger on the world map.
  • Kills made via Sunder Mind head explosions and nose bleeds now award experience.
  • Updated the default laptop keymappings with new binds for interact, auto-attack, and journal.
  • Dystechnia and Quantum Jitters no longer share the same character build code.
  • Fixed some bugs with the interactions between body-occupying mutations, rapid mutations, and the mutation level cap that occasionally caused those mutations to not refresh on time.
  • Fixed a bug that caused your name to be displayed as the sunderer when you were targeted with Sunder Mind.
  • Fixed Regeneration not applying its improved healing rate.
  • Fixed a bug that caused the charging visual effect to display your non-disguised tile while you were disguised.
  • Fixed deprecated commands sticking around when a default keymap was loaded.
  • Fixed cookbooks showing the new recipe popup twice.
  • Fixed a bug where some defects would display a rank.
  • [modding] The Armor part now supports modifying MA via the MA field.
  • [modding] Members on the WorldBuilder class are now public.
  • [modding] The cell Inherits property in Worlds.xml now functions properly when merging into existing worlds.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
REGULAR UPDATE by Caves of Qud
POSTED
Fri, September 11
Feature Friday - September 11, 2020

200.95

  • Spindle negotiation reward relics are no longer easily scummable with Precognition.
  • Millstones can now grind grave moss, compacted bone matter, and voider glands.
  • The language sparking baetyls use to request items now specifically indicates that the items should be placed on the ground before them.
  • You can no longer jump while flying.
  • Improved the death messages for dying via explosion.
  • Faction lists are now alphabetized in more contexts.
  • Obliteration relics now more precisely describe their scope.
  • You are now considered responsible for the deaths of creatures killed by obliteration relics you activate.
  • Critically failing at artifact examination now interrupts autoact.
  • You can no longer name zones from the world map.
  • Triggering a sound effect multiple times in quick succession is now volume-limited.
  • When receiving tinkering bits, the summary of your current bit locker is no longer shown.
  • Made fewer UI-based popups add their text to the message log.
  • In the trade and chest interaction UIs, the item info line at the bottom now appears for items on both sides of the menu instead of just the right side.
  • The item info line in the trade UI now includes the weight of the item.
  • Falling under lithofex gaze now interrupts autoact and motivates NPCs to flee.
  • Artifact examination now has an action cost.
  • Fixed a bug that caused maps generated in the ruins to be filled in with ground tiles.
  • Desert canyons and ruined waterways are now appropriately windy in the north/south direction in addition to east/west.
  • The various stages of diseases are now considered negative status effects.
  • You no longer receive weight limit warnings when performing a take-all from a container you are carrying.
  • Fixed a bug that caused using Intimidate to spend an action for each creature intimidated.
  • Fixed a bug that caused players to get messages when NPCs acquired Ironshank.
  • Fixed a bug that disabled hostility between NPCs without leaders.
  • Fixed a bug causing music from previously visited zones to play when a saved game was loaded.
  • Fixed some issues with the names of lair zones (mostly repetitions of "surface").
  • Fixed some bugs that would break Spindle negotiation rewards.
  • Fixed some grammar issues with list composition in various contexts.
  • Fixed some display issues in the water ritual dialog.
  • Fixed a bug that made it possible to be wading while flying.
  • Fixed some issues with the names of lair zones (mostly repetitions of "surface").
  • Fixed a bug that granted the Starry Demise achievement whenever the player exploded regardless of whether it was a neutron explosion.
  • Fixed an extra space in the display names of freeze rays.
  • [modding] The liquid used in the water ritual with a given NPC is now primarily determined by the property or tag WaterRitualLiquid on the NPC. The faction record can still override this, but the GivesRep part no longer has the giftType field.
  • [modding] Hero generation now supports the tag HeroFactionHeirloomChance, which can be used to specify a percentage chance that the hero will spawn with a randomly generated faction heirloom.


201.25 - beta branch
  • We revamped Chimera.
    • Chimera still restricts the mutations you can acquire to physical only.
    • Whenever you buy a new mutation or mutate with Unstable Genome, one of the mutation options (chosen randomly) indicates that you if you pick it, you'll also grow a new body part.
      • The body part is chosen randomly from among all organic body parts.
      • The body part grows out of one of your existing body parts, weighted toward your body but any non-abstract body part is possible.

    • If you have Irritable Genome and Chimera, when you buy a mutation, there's a 1/3rd chance you'll grow the new body part. This is in place of the augmented selection, since you don't choose the mutation when buying one with Irritable Genome. You will get the augmented selections when Unstable Genome triggers, however.

  • Icons for objects are now displayed in a bunch of different menus.
  • Most natural equipment and mutation-based physical features now appear in a "Physical features" postfix at the end of a creature's description rather than in the "Equipped" postfix.
  • Wings and Stingers are no longer mutually exclusive.
  • Several issues with the return from [redacted] should now be fixed: saves not loading, unintended player clones, and action queue inconsistencies.
  • The Love and Fear quest can now be completed.
  • Alchemist tables no longer contain floating glowspheres.
  • Due to scattering, creatures now only drop a fraction of their ammo when they die.
  • The teleportation effect of eating a yondercane or voider gland is now imprecise, like the mutation.
  • The "locked in psychic battle" status from Sunder Mind now properly ends once the battle is over.
  • Carbide and fullerite hand bones now use the same tile for their fist objects as the implant objects.
  • When choosing a mutation to rapidly advance, the base mutation ranks of your choices are now be displayed.
  • Corrosive Gas Generation and Sleep Gas Generation now make you immune to acid gas and sleep gas, respectively. They do not make you immune to all forms of acid or involuntary sleep, however.
  • Replaying your most recent character now recalls custom mutation variants.
  • Quantum Jitters no longer trigger on the world map.
  • Kills made via Sunder Mind head explosions and nose bleeds now award experience.
  • Updated the default laptop keymappings with new binds for interact, auto-attack, and journal.
  • Dystechnia and Quantum Jitters no longer share the same character build code.
  • Fixed some bugs with the interactions between body-occupying mutations, rapid mutations, and the mutation level cap that occasionally caused those mutations to not refresh on time.
  • Fixed a bug that caused your name to be displayed as the sunderer when you were targeted with Sunder Mind.
  • Fixed Regeneration not applying its improved healing rate.
  • Fixed a bug that caused the charging visual effect to display your non-disguised tile while you were disguised.
  • Fixed deprecated commands sticking around when a default keymap was loaded.
  • Fixed cookbooks showing the new recipe popup twice.
  • Fixed a bug where some defects would display a rank.
  • [modding] The Armor part now supports modifying MA via the MA field.
  • [modding] Members on the WorldBuilder class are now public.
  • [modding] The cell Inherits property in Worlds.xml now functions properly when merging into existing worlds.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
17,949
Pathfinder: Wrath
Btw, I was recommending CoQ to someone (you have no idea how funny this is to me, especially concerning this person) and I saw on their site that the full release is going to be in 2021. Is that the actual plan or do they update that every year, lol?
 

Tse Tse Fly

Savant
Joined
Dec 26, 2017
Messages
622
Btw, I was recommending CoQ to someone (you have no idea how funny this is to me, especially concerning this person) and I saw on their site that the full release is going to be in 2021. Is that the actual plan or do they update that every year, lol?
They have been promising the full version to come out next year since maybe 2017. But it's no big surprise it gets delayed again and again, considering how much of the promised stuff is not there yet.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
17,949
Pathfinder: Wrath
If I were them, I'd focus on completing the main quest first and then on all the other features they are planning, especially content like 3-4 more towns or special locations to explore. I don't think the main quest should be ridiculously long in a rogue-like, ToME's one is too long with a noticeable dip in quality and character building when you get to the East, so it's not like there's no precedent.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,118
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/newshub/app/333640/view/2880571683978513801
Feature Friday - September 18, 2020
200.97

  • You can no longer be flying and wading at the same time.
  • Lasers are no longer considered heat/fire damage or resisted by heat resistance.
  • Boxes of crayons now have their own tile.
  • The "clean" action on liquid-covered objects now yields hotkey assignment priority to other actions, such as the "direct to attack target" action on companions.
  • Fixed a bug that made armor that occupies more than one body part unable to receive the Jacked mod.
  • Corpses left by temporal fugue clones now disappear at the expiration of Temporal Fugue.
  • Cybernetics from temporal fugue clones can no longer be implanted.
  • Unlit torches no longer set things on fire.
  • Autoexplore no longer attempts to open chests or bookshelves that are on imperceptible alternate vibrational planes of existence.
  • Robots no longer go prone when entering sleep mode.
  • The Billowing Conch of the Aji no longer produces non-functional blinding gas and stinking gas.
  • The player's torch burning out now interrupts autoact.
  • Baetyls now habitually reality-stabilize themselves.
  • Baetyls now get angry at 20% of their HP, not 80%.
  • Fixed a bug that made NPCs with Cleaved effects active repairable.
  • Fixed some color formatting in village quest giver referral messages.
  • Fixed a bug that made reality-stabilized objects coming into contact with a space-time vortex get sucked through the vortex after it was destroyed by the reality stabilization.


201.30 - 'beta' branch

  • Reduced the offhand attack chance for horns from 25% to 20%.
  • Reduced the value of the Carnivorous defect from 3 points to 2 points.
  • The Hands equipment slot is now Worn on Hands.
  • Phase is now a toggleable ability.
  • Sunder Mind is now correctly reflected by mental mirror.
  • Reduced the memory load for several types of zone generation.
  • The augmentation-based coloring of mutation ranks on the character screen is now more accurate.
  • Mutations now show more information about their rank calculation when you select them on the character screen.
  • With Chimera, you're now a little less likely to grow body parts that have few or no equippable items.
  • Trade prices are now somewhat affected by your reputation with the trader's primary faction.
  • Removed Pack Rat and Unstable Germination from the game.
  • Tapping the Mass Mind now refreshes your Light Manipulation charges.
  • Added a toggle to the prerelease stage message log that prevents it from automatically switching sides.
  • Above-ground structures in village are now properly lit by daylight.
  • You no longer receive a popup about discovering your starting village.
  • You no longer bypass the random mutation-buy choice from Irritable Genome when buying a mutation due to a rapid mutation prompt.
  • Irritable Genome can no longer level mutations above a base rank of 10.
  • Gas mutaitons now always pump gas immediately on activation.
  • The Force Bubble mutation now displays as a toggle and can be disabled before the duration runs out.
  • Sunder Mind's mental connection now only reveals vision at radius 0 instead of 1.
  • You can now escape from the mutation variant selection menu without making a selection.
  • Popups from zoomed-out views no longer cause the background to zoom in to gameplay level.
  • While confused the overlay UI no longer shows item icons.
  • Dazed is now properly displayed in effect lists.
  • Important objects are no longer improperly cleared during zone generation. These include stairs, relic containers, quest objects, quest NPCs, and more.
  • When a temporary boosts to your Quills rank expires, the extra quills you gained are now properly removed.
  • The Horns mutation no longer says "You unequip the horns" when you advance its rank.
  • Removed the "Land" abilities from Wings and made "Fly" a toggle.
  • The intermediary brain brine status effect is now invisible.
  • Empty alchemist tables now appear correctly as alchemist tables.
  • Added recipe name entries for canned Have-It-All.
  • Yes/No and Yes/No/Cancel dialogs now allow you to click on the [Yes] [No] options in console UI.
  • Updated the horn type for fork-horned gnus, horned chameleon, Warden Ualraig and hindren.
  • Made the description of certain "no effect" cooking effects clearer, such as when you cook with slime while already having Slime Glands.
  • Fixed several issues in stat-boosting mutations where the boosts would be improperly applied.
  • Fixed a bug that caused prerelease UI elements to improperly display on top of cybernetics terminal windows.
  • Fixed new UI elements not displaying properly when the option to remove full-screen effects from the UI was enabled.
  • Fixed a bug with tooltip looker locations when the option to remove full-screen effects from the UI was enabled.
  • Fixed the mutation description for Chimera and Esper not appearing on the overlay character creation screens.
  • Fixed a bug that caused Beak to alter stats incorrectly during character generation.
  • Fixed a bug that caused the Sunder Mind effect to stick around after it was supposed to have expired.
  • Fixed a bug that caused Stinger equipment to not grow back properly after regeneration.
  • Fixed a bug that caused Carapace equipment to not grow back properly after regeneration.
  • Fixed a bug that caused flickering using the Looker while the prerelease UI was enabled.
  • [modding] Added [XRL.HasCallAfterGameLoaded] and [XRL.CallAfterGameLoaded] attributes for registering static methods to be called after game loads.
  • Fixed Lunge, Charge and Sting not appropriately applying poison 100% of the time when stinger was set as your primary.
  • Fixed several issues with the selection of mutation variants when you mutate after character creation.
  • Fixed some bugs where mutation ranks would not fully update when you advanced character level.
  • Fixed an issue that prevented some natural equipment from not working as your primary weapon when the body part it was equipped on was selected as your preferred default.
  • Fixed a bug with Metamorphosis.
  • Fixed an issue that caused Blinking Tic to trigger outside of combat.
  • Fixed a bug that caused some wait commands to improprely remove wait-based effects, like tightened carapace.
  • [debug] Rapid mutation popups no longer occur when popups are suppressed.
 

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