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Caves of Qud (ROGUELIKE)

Taka-Haradin puolipeikko

Filthy Kalinite
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Messages
19,115
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/2776989525391581585
Mutation Overhaul coming September 28th (this Monday!)
Hi all,
We'll be releasing our Mutation Overhaul patch this Monday, September 28th. It's slated to:
  • be our biggest mutation balance patch ever
  • introduce more elements of our new RPG-style UI
  • include many, many other changes and bugfixes, as our big patches tend to


There won't be an official patch on Friday, but we will be updating the beta branch daily in the run up to the release.

Live and drink, friends.
 

Bara

Arcane
Joined
Apr 2, 2018
Messages
1,320
So I've been waiting on giving this game a go till at least the main quest is completable. How far are they from reaching that goal still?
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,115
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/2776989525405377947
Mutation Overhaul: our biggest mutation rebalance ever
The Mutation Overhaul patch is here! This update includes our biggest mutation rebalance ever, new elements of our RPG-style UI, and hundreds of other changes. Enjoy!

version 2.0.201.44
MUTATIONS

  • We added a new feature for physical mutations: rapid advancement. 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 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 but revealed to you) will have a rider effect: you'll grow a new body part.
      • The body part is chosen randomly from among all organic body parts and their variants.
        • head, blossom, cap, nuclear protrusion
        • face, antennae, feelers, sensory bud, sensory bulb, sensory nodule, sensory frill, sensory ganglion
        • arm, bine, branch, fibrous node, frond, leg, lobe, stalk, stem, taproot
        • bifurcation, fine root, leaf, pincer, pinnule, pseudopod, side hypha, tendril, tentacle, twig
        • feet, front legs, legs, rear legs
        • roots, lower hyphae, mulch
        • fin, dorsal fin, tail fin

      • 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 Irritable Genome restricts your mutation choices. You will however get the augmented selections when Unstable Genome triggers.
  • We overhauled several physical mutations.
    • Adrenal Control
      • We revamped Adrenal Control.
        • Gives you Release Adrenaline, an ability that grants 9+mutationRank Quickness and temporarily increases the ranks of your other physical mutations by (mutationRank/3)+1.
        • Duration: 20.
        • Cooldown: 200.

    • 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).

    • 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 2 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 mutationRank/2 + 1 to mutationRank+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% + mutationRank*2 for 2-3 rounds.

    • Electrical Generation
      • We revamped Electrical Generation.
        • EG now uses the same electrical charge units as energy cells and power systems.
        • Maximum charge is 2000+mutationRank*2000.
        • Charge accrual rate is mutationRank*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.

    • 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).

    • 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 mutationRank*2 + 13.

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

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

    • Multiple Legs
      • Increased cost from 4 MP to 5.
      • Changed move speed bonus from mutationRank * 5 + 3 to mutationRank * 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% + mutationRank * 4 to 20% + mutationRank * 10.
      • Increased the bonus quickness from Basking or cooking with starch from 1 + Ceiling(mutationRank/2) to 13 + mutationRank*2.
      • Generalized the servings of starch and lignen you can store to [(mutationRank-1) * 4] + 1.
      • Generalized the bonus duration of Basking's effect to [(mutationRank-1) * 4] + 1.

    • 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% + (mutationRank*10)
        • mutationRank*10% chance per round to regrow a missing limb. If this chance exceeds 100%, you cannot be decapitated.
        • 1% + mutationRank/3 chance per round to remove a minor physical debuff at random. At mutationRank = 5, this becomes any physical debuff (including glotrot, ironshank, sore throat, and monochrome).

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

    • Sleep Gas Generation
      • Removed mutual exclusion with Corrosive Gas Generation.
      • Increased the number of rounds you release gas for from mutationRank/2 + 1 to mutationRank+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.

    • 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 maxes at 1 penetration.
          • Stinger penetration progression:
            • Level 1: 3
            • Level 2+: (mutationRank-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

          • Stinger is considered a long blade.
          • 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 + mutationRank*2
          • Paralyzation duration:
            • Level 1-2: 2-4 rounds
            • Level 3+: 1d3 + (mutationRank)/3 + 1 rounds (max 1d3 + 7)

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

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

    • 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% + mutationRank * 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% + mutationRank * 4 to 15% + mutationRank * 5.
      • Improved chance to shake off a mental debuff from 5% + mutationRank to 5% + mutationRank * 2.

    • Two-hearted
      • Reduced cost from 4 to 3.
      • Removed Quickness penalty.
      • Removed synchronized heartbeat effect.
      • Added a % bonus to sprint duration: 10% + 20*mutationRank.

    • Wings
      • Increased cost from 3 to 4.
      • Wings no longer take up the Worn on Back slot.
      • (cosmetic) Your Worn on Back slot is renamed to Worn around Wings.
      • +10% + (mutationRank*10) move speed while sprinting.
      • Jump range is increased by (mutationRank/3) + 1.
      • Charge range is increased by (mutationRank/3) + 2.
  • We overhauled several mental mutations.
    • 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 + mutationRank * 2 to 19+mutationRank.
      • 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+mutationRank.
      • Cone length: 4+mutationRank/3.
      • Increased cooldown from 40 to 75.
      • Changed duration to 0.8*((mutationRank/2)+10) to 1.2*((mutationRank/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+(mutationRank * 2) to 20+(mutationRank * 2).
      • Boosting a stat now has an action cost.

    • Force Bubble
      • Reduced cost from 5 to 4.

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

    • Mass Mind
      • Changed cooldown to 550-(mutationRank * 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+mutationRank 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.

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

    • 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+(mutationRank/2)
          • even levels: 1d4+(mutationRank-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

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

      • Changed cooldown to 103-(3 * mutationRank).
  • We overhauled several defects and added several new ones.
    • Amnesia
      • Revamped. It now gives 2 points.
      • Whenever you learn a new secret, there's a small chance you forget a secret.
      • Whenever you return to a map you previously visited, there's a small chance you forget the layout.

    • Analgesia
      • Renamed Nerve Poppy.

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

    • Dystechnia (new)
      • Mental defect. 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.

    • Hemophilia: we removed it.
    • Hooks for Feet
      • Removed the -10 move speed penalty.

    • Irritable Genome (new)
      • Physical defect. 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)
      • Mental defect. 4 points.
      • You cannot wear hats or helmets.

    • Quantum Jitters (new)
      • Mental defect. 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)
      • Physical defect. 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.
  • Removed a bunch of mutual mutation exclusions that are no longer relevant.
  • Removed prerelease defects Pack Rat and Unstable Germination from the game.
  • 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.
  • Refreshed and cleaned up all mutation descriptions.
  • Refreshed and added several new message log messages related to mutations.


    GAMEPLAY
  • Added a new item: wrist fan.
  • Added a new item mod: disguise.
  • Added a new item mod: cleated.
  • The resolution of Bey Lah's Kith and Kin quest has been overhauled and enhanced.
  • Added a new Kith and Kin subquest: Love and Fear.
  • 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.
  • 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
  • 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).
  • Due to scattering, creatures now only drop a fraction of their ammo when they die.
  • Trade prices are now somewhat affected by your reputation with the trader's primary faction.
  • Dynamic villages can now generate with resident apothecaries.
  • Elder Irudad now has some apothecary wares.
  • 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.
  • Reduced the potency of Psychometry granted by bananas to +1-2 if you don't already have the mutation.
  • The teleportation effect of eating a yondercane or voider gland is now imprecise, like the mutation.
  • The schematics choices for acquiring Tinker I, Tinker II, and Tinker III are now of the appropriate complexity for that tinker tier.
  • Made seedsprout worm corpse drop at 100%.
  • Confused creatures now have some variety in their actions.
  • Evil twins now reconsider their equipped items when they spawn.
  • Tapping the Mass Mind now refreshes your Light Manipulation charges.
  • Penetrating radar now reveals hidden objects that can be discovered by searching.
  • 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.
  • Drowsing urchin are now immune to sleep.
  • Stopsvalinn now has a better chance of spawning with a high-end energy cell, when it spawns with an energy cell.
  • Mechanical cherubim are now classified as robots.
  • Conveyor belts are now immune to heat and acid.
  • Rhinox charge now respects phase and flight.
  • Catching fire now interrupts autoact, as does a visible or audible companion catching fire.


    PRERELEASE UI
  • We implemented several more pieces of our new RPG-style UI, which we refer to as the "prerelease" UI.
    • Added a new graphical clock to the upper right of the prerelease status bar.
    • Added some utility buttons to the upper right of the prerelease status bar.
    • Added much nicer boxes for popup messages.
    • Added a new conversation UI that includes the tile of whomever you're speaking to.
    • Added a new object interaction UI that includes the tile of whatever you're interacting with.
    • You can enable these features via two different options:
      • To enable the new popups, new conversation UI, and new main screen with status bar: Options > Overlay UI > Prerelease: Use prerelease stage screen.
      • To enable just the popups and conversation UI: Options > Overlay UI > Enable overlay user interface elements.
  • Added a new option for scaling the prerelease UI: Options > Overlay UI > Prerelease Stage Scale.
  • The prerelease message log now has a background transparency toggle.
  • Added a toggle to the prerelease message log that prevents it from automatically switching sides.
  • The prerelease UI now displays your drams of freshwater next to your weight.
  • Tweaked the order that information is hidden on the prerelease status bar.
  • Prerelease UI ability buttons are now clickable.
  • Prerelease UI layouts wider than 1080p now letterbox correctly.
  • More prerelease popup messages can now be dismissed with Esc.


    OTHER UI CHANGES
  • We now display object icons in several new contexts, including the equipment and inventory screens, the trade screen, and object interaction menus. If tiles are enabled, the icon used is the object's tile. Otherwise, it's the object's ASCII glyph.
  • Unidentified artifacts now use different tiles to obscure what they are.
  • 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.
  • 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.
  • Added a resolution picker to the options menu now that the Unity preloader has been removed.
  • There is now a classic UI option to indent body parts on the equipment screen, making their hierarchy more visible.
  • The Hands equipment slot is now Worn on Hands.
  • Yes/No and Yes/No/Cancel dialogs now allow you to click on the [Yes] [No] options in the classic UI.
  • Player and NPC named items now indicate their original names in their descriptions.
  • Mouse movement now paths through non-hostiles if necessary to reach your destination.
  • The look dialog is now only dismissable via Space or Esc.
  • The following abilities are now toggleable: Sprint, Phase, Force Bubble, Fly, and Rifle through Trash (Scavenging and Trash Divining).
  • Fungal infections now appear in their own, prioritized category when using the spray bottle.
  • Sheba's Give Book option now remembers where you were in the list when it re-opens.
  • Messages for spotting hidden objects now include directional information.
  • Updated the default laptop keymappings with new binds for interact, auto-attack, and journal.
  • Non-creature organic items are now described as "damaged" rather than "wounded".
  • The trade UI "don't have enough water containers" message no longer resets the trade window.
  • You can now access the mod manager from the main menu in the classic UI.


    MISCELLANEOUS & BUGFIXES
  • Villages and chef ovens should no longer let you cook game-breaking meals.
  • Village immigrants' pronouns are now more consistent.
  • Added recipe name entries for canned Have-It-All.
  • Changed clump of bone meal to just bone meal.
  • Updated the horn type for fork-horned gnus, horned chameleon, Warden Ualraig, and hindren.
  • Spiral borers are now able to dig in reloaded zones.
  • Metal folding chairs are now moddable.
  • 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.
  • Alchemist tables no longer contain floating glowspheres.
  • 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.
  • Gas mutations now always pump gas immediately on activation.
  • Carbide and fullerite hand bones now use the same tile for their fist objects as the implant objects.
  • Above-ground structures in villages are now properly lit by daylight.
  • Made the description of certain "no effect" cooking effects clearer, such as when you cook with slime while already having Slime Glands.
  • Fixed the mutation description for Chimera and Esper not appearing on the overlay character creation screens.
  • 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 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 cookbooks showing the new recipe popup twice.
  • Fixed a bug that caused some wait commands to improperly remove wait-based effects, like tightened carapace.
  • You no longer receive a popup about discovering your starting village.
  • The Astral monster mutation can no longer be leveled.
  • Nonexistent journal entries can no longer be deleted.
  • Popups from zoomed-out views no longer cause the background to zoom in to gameplay level.
  • Dazed is now properly displayed in effect lists.
  • Fixed the "restore defaults" button on the prerelease control mapping screen improperly clearing all keybinds.
  • Several issues with the return from [redacted] should now be fixed: saves not loading, unintended player clones, and action queue inconsistencies.
  • Important objects are no longer improperly cleared during zone generation. These include stairs, relic containers, quest objects, quest NPCs, and more.
  • Empty alchemist tables now appear correctly as alchemist tables.
  • Chimeras now get a relevant message when [redacted] attempts to alter the structure of their minds.
  • 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 a bug that caused flickering while using the Looker with the prerelease UI was enabled.
  • 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 a bug with villager dialog color.
  • Fixed a bug with Metamorphosis.
  • Fixed a typo with the Flaming Hands mutation when it was gained through a cooking effect.
  • Fixed a typo in the Kyakukya recoiler.
  • Fixed a typo in waveform worm's description.
  • Reduced the memory load for several types of zone generation.
  • Fixed deprecated commands sticking around when a default keymap was loaded.


    MODDING & DEBUG
  • 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.
  • We added a new in-progress prerelease UI for the Mod Manager.
  • Most internal classes are now public.
  • Extended the Genotypes.xml IsMutant attribute to more contexts where the mutant / true kin distinction is relevant.
  • 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
  • Colors, anatomies, options, conversations, and pronouns now reload properly when mod configuration changes.
  • The Armor part now supports modifying MA via the MA field.
  • Members on the WorldBuilder class are now public.
  • The cell Inherits property in Worlds.xml now functions properly when merging into existing worlds.
  • Errors and warnings generated by the mod compiler now include the associated filename and line number.
  • Added [XRL.HasCallAfterGameLoaded] and [XRL.CallAfterGameLoaded] attributes for registering static methods to be called after game loads.
  • Added a new test Debug option, "Show Error Popup", that should be useful for modders.
  • The "playerwho" wish now properly allows turns to tick.
  • Fixed a bug that caused the detail color of subtypes to be merged onto the tile.
  • Upgraded the C# compiler to Roslyn.
  • Added a new wish to remove a mutation: "mutationbgone:mutationid".
  • Added new wish to view data disks: "datadisk" (with a menu of all possible data disks) or "datadisk : Blueprint" or "datadisk : mod : ModName".
  • The clearstatshifts wish no longer returns spent mutation, skill, and attribute points.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
https://store.steampowered.com/newshub/app/333640/view/2776989525405377947
Mutation Overhaul: our biggest mutation rebalance ever
The Mutation Overhaul patch is here! This update includes our biggest mutation rebalance ever, new elements of our RPG-style UI, and hundreds of other changes. Enjoy!

version 2.0.201.44
MUTATIONS

  • We added a new feature for physical mutations: rapid advancement. 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 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 but revealed to you) will have a rider effect: you'll grow a new body part.
      • The body part is chosen randomly from among all organic body parts and their variants.
        • head, blossom, cap, nuclear protrusion
        • face, antennae, feelers, sensory bud, sensory bulb, sensory nodule, sensory frill, sensory ganglion
        • arm, bine, branch, fibrous node, frond, leg, lobe, stalk, stem, taproot
        • bifurcation, fine root, leaf, pincer, pinnule, pseudopod, side hypha, tendril, tentacle, twig
        • feet, front legs, legs, rear legs
        • roots, lower hyphae, mulch
        • fin, dorsal fin, tail fin

      • 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 Irritable Genome restricts your mutation choices. You will however get the augmented selections when Unstable Genome triggers.
  • We overhauled several physical mutations.
    • Adrenal Control
      • We revamped Adrenal Control.
        • Gives you Release Adrenaline, an ability that grants 9+mutationRank Quickness and temporarily increases the ranks of your other physical mutations by (mutationRank/3)+1.
        • Duration: 20.
        • Cooldown: 200.

    • 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).

    • 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 2 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 mutationRank/2 + 1 to mutationRank+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% + mutationRank*2 for 2-3 rounds.

    • Electrical Generation
      • We revamped Electrical Generation.
        • EG now uses the same electrical charge units as energy cells and power systems.
        • Maximum charge is 2000+mutationRank*2000.
        • Charge accrual rate is mutationRank*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.

    • 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).

    • 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 mutationRank*2 + 13.

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

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

    • Multiple Legs
      • Increased cost from 4 MP to 5.
      • Changed move speed bonus from mutationRank * 5 + 3 to mutationRank * 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% + mutationRank * 4 to 20% + mutationRank * 10.
      • Increased the bonus quickness from Basking or cooking with starch from 1 + Ceiling(mutationRank/2) to 13 + mutationRank*2.
      • Generalized the servings of starch and lignen you can store to [(mutationRank-1) * 4] + 1.
      • Generalized the bonus duration of Basking's effect to [(mutationRank-1) * 4] + 1.

    • 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% + (mutationRank*10)
        • mutationRank*10% chance per round to regrow a missing limb. If this chance exceeds 100%, you cannot be decapitated.
        • 1% + mutationRank/3 chance per round to remove a minor physical debuff at random. At mutationRank = 5, this becomes any physical debuff (including glotrot, ironshank, sore throat, and monochrome).

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

    • Sleep Gas Generation
      • Removed mutual exclusion with Corrosive Gas Generation.
      • Increased the number of rounds you release gas for from mutationRank/2 + 1 to mutationRank+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.

    • 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 maxes at 1 penetration.
          • Stinger penetration progression:
            • Level 1: 3
            • Level 2+: (mutationRank-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

          • Stinger is considered a long blade.
          • 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 + mutationRank*2
          • Paralyzation duration:
            • Level 1-2: 2-4 rounds
            • Level 3+: 1d3 + (mutationRank)/3 + 1 rounds (max 1d3 + 7)

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

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

    • 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% + mutationRank * 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% + mutationRank * 4 to 15% + mutationRank * 5.
      • Improved chance to shake off a mental debuff from 5% + mutationRank to 5% + mutationRank * 2.

    • Two-hearted
      • Reduced cost from 4 to 3.
      • Removed Quickness penalty.
      • Removed synchronized heartbeat effect.
      • Added a % bonus to sprint duration: 10% + 20*mutationRank.

    • Wings
      • Increased cost from 3 to 4.
      • Wings no longer take up the Worn on Back slot.
      • (cosmetic) Your Worn on Back slot is renamed to Worn around Wings.
      • +10% + (mutationRank*10) move speed while sprinting.
      • Jump range is increased by (mutationRank/3) + 1.
      • Charge range is increased by (mutationRank/3) + 2.
  • We overhauled several mental mutations.
    • 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 + mutationRank * 2 to 19+mutationRank.
      • 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+mutationRank.
      • Cone length: 4+mutationRank/3.
      • Increased cooldown from 40 to 75.
      • Changed duration to 0.8*((mutationRank/2)+10) to 1.2*((mutationRank/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+(mutationRank * 2) to 20+(mutationRank * 2).
      • Boosting a stat now has an action cost.

    • Force Bubble
      • Reduced cost from 5 to 4.

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

    • Mass Mind
      • Changed cooldown to 550-(mutationRank * 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+mutationRank 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.

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

    • 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+(mutationRank/2)
          • even levels: 1d4+(mutationRank-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

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

      • Changed cooldown to 103-(3 * mutationRank).
  • We overhauled several defects and added several new ones.
    • Amnesia
      • Revamped. It now gives 2 points.
      • Whenever you learn a new secret, there's a small chance you forget a secret.
      • Whenever you return to a map you previously visited, there's a small chance you forget the layout.

    • Analgesia
      • Renamed Nerve Poppy.

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

    • Dystechnia (new)
      • Mental defect. 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.

    • Hemophilia: we removed it.
    • Hooks for Feet
      • Removed the -10 move speed penalty.

    • Irritable Genome (new)
      • Physical defect. 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)
      • Mental defect. 4 points.
      • You cannot wear hats or helmets.

    • Quantum Jitters (new)
      • Mental defect. 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)
      • Physical defect. 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.
  • Removed a bunch of mutual mutation exclusions that are no longer relevant.
  • Removed prerelease defects Pack Rat and Unstable Germination from the game.
  • 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.
  • Refreshed and cleaned up all mutation descriptions.
  • Refreshed and added several new message log messages related to mutations.


    GAMEPLAY
  • Added a new item: wrist fan.
  • Added a new item mod: disguise.
  • Added a new item mod: cleated.
  • The resolution of Bey Lah's Kith and Kin quest has been overhauled and enhanced.
  • Added a new Kith and Kin subquest: Love and Fear.
  • 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.
  • 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
  • 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).
  • Due to scattering, creatures now only drop a fraction of their ammo when they die.
  • Trade prices are now somewhat affected by your reputation with the trader's primary faction.
  • Dynamic villages can now generate with resident apothecaries.
  • Elder Irudad now has some apothecary wares.
  • 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.
  • Reduced the potency of Psychometry granted by bananas to +1-2 if you don't already have the mutation.
  • The teleportation effect of eating a yondercane or voider gland is now imprecise, like the mutation.
  • The schematics choices for acquiring Tinker I, Tinker II, and Tinker III are now of the appropriate complexity for that tinker tier.
  • Made seedsprout worm corpse drop at 100%.
  • Confused creatures now have some variety in their actions.
  • Evil twins now reconsider their equipped items when they spawn.
  • Tapping the Mass Mind now refreshes your Light Manipulation charges.
  • Penetrating radar now reveals hidden objects that can be discovered by searching.
  • 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.
  • Drowsing urchin are now immune to sleep.
  • Stopsvalinn now has a better chance of spawning with a high-end energy cell, when it spawns with an energy cell.
  • Mechanical cherubim are now classified as robots.
  • Conveyor belts are now immune to heat and acid.
  • Rhinox charge now respects phase and flight.
  • Catching fire now interrupts autoact, as does a visible or audible companion catching fire.


    PRERELEASE UI
  • We implemented several more pieces of our new RPG-style UI, which we refer to as the "prerelease" UI.
    • Added a new graphical clock to the upper right of the prerelease status bar.
    • Added some utility buttons to the upper right of the prerelease status bar.
    • Added much nicer boxes for popup messages.
    • Added a new conversation UI that includes the tile of whomever you're speaking to.
    • Added a new object interaction UI that includes the tile of whatever you're interacting with.
    • You can enable these features via two different options:
      • To enable the new popups, new conversation UI, and new main screen with status bar: Options > Overlay UI > Prerelease: Use prerelease stage screen.
      • To enable just the popups and conversation UI: Options > Overlay UI > Enable overlay user interface elements.
  • Added a new option for scaling the prerelease UI: Options > Overlay UI > Prerelease Stage Scale.
  • The prerelease message log now has a background transparency toggle.
  • Added a toggle to the prerelease message log that prevents it from automatically switching sides.
  • The prerelease UI now displays your drams of freshwater next to your weight.
  • Tweaked the order that information is hidden on the prerelease status bar.
  • Prerelease UI ability buttons are now clickable.
  • Prerelease UI layouts wider than 1080p now letterbox correctly.
  • More prerelease popup messages can now be dismissed with Esc.


    OTHER UI CHANGES
  • We now display object icons in several new contexts, including the equipment and inventory screens, the trade screen, and object interaction menus. If tiles are enabled, the icon used is the object's tile. Otherwise, it's the object's ASCII glyph.
  • Unidentified artifacts now use different tiles to obscure what they are.
  • 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.
  • 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.
  • Added a resolution picker to the options menu now that the Unity preloader has been removed.
  • There is now a classic UI option to indent body parts on the equipment screen, making their hierarchy more visible.
  • The Hands equipment slot is now Worn on Hands.
  • Yes/No and Yes/No/Cancel dialogs now allow you to click on the [Yes] [No] options in the classic UI.
  • Player and NPC named items now indicate their original names in their descriptions.
  • Mouse movement now paths through non-hostiles if necessary to reach your destination.
  • The look dialog is now only dismissable via Space or Esc.
  • The following abilities are now toggleable: Sprint, Phase, Force Bubble, Fly, and Rifle through Trash (Scavenging and Trash Divining).
  • Fungal infections now appear in their own, prioritized category when using the spray bottle.
  • Sheba's Give Book option now remembers where you were in the list when it re-opens.
  • Messages for spotting hidden objects now include directional information.
  • Updated the default laptop keymappings with new binds for interact, auto-attack, and journal.
  • Non-creature organic items are now described as "damaged" rather than "wounded".
  • The trade UI "don't have enough water containers" message no longer resets the trade window.
  • You can now access the mod manager from the main menu in the classic UI.


    MISCELLANEOUS & BUGFIXES
  • Villages and chef ovens should no longer let you cook game-breaking meals.
  • Village immigrants' pronouns are now more consistent.
  • Added recipe name entries for canned Have-It-All.
  • Changed clump of bone meal to just bone meal.
  • Updated the horn type for fork-horned gnus, horned chameleon, Warden Ualraig, and hindren.
  • Spiral borers are now able to dig in reloaded zones.
  • Metal folding chairs are now moddable.
  • 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.
  • Alchemist tables no longer contain floating glowspheres.
  • 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.
  • Gas mutations now always pump gas immediately on activation.
  • Carbide and fullerite hand bones now use the same tile for their fist objects as the implant objects.
  • Above-ground structures in villages are now properly lit by daylight.
  • Made the description of certain "no effect" cooking effects clearer, such as when you cook with slime while already having Slime Glands.
  • Fixed the mutation description for Chimera and Esper not appearing on the overlay character creation screens.
  • 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 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 cookbooks showing the new recipe popup twice.
  • Fixed a bug that caused some wait commands to improperly remove wait-based effects, like tightened carapace.
  • You no longer receive a popup about discovering your starting village.
  • The Astral monster mutation can no longer be leveled.
  • Nonexistent journal entries can no longer be deleted.
  • Popups from zoomed-out views no longer cause the background to zoom in to gameplay level.
  • Dazed is now properly displayed in effect lists.
  • Fixed the "restore defaults" button on the prerelease control mapping screen improperly clearing all keybinds.
  • Several issues with the return from [redacted] should now be fixed: saves not loading, unintended player clones, and action queue inconsistencies.
  • Important objects are no longer improperly cleared during zone generation. These include stairs, relic containers, quest objects, quest NPCs, and more.
  • Empty alchemist tables now appear correctly as alchemist tables.
  • Chimeras now get a relevant message when [redacted] attempts to alter the structure of their minds.
  • 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 a bug that caused flickering while using the Looker with the prerelease UI was enabled.
  • 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 a bug with villager dialog color.
  • Fixed a bug with Metamorphosis.
  • Fixed a typo with the Flaming Hands mutation when it was gained through a cooking effect.
  • Fixed a typo in the Kyakukya recoiler.
  • Fixed a typo in waveform worm's description.
  • Reduced the memory load for several types of zone generation.
  • Fixed deprecated commands sticking around when a default keymap was loaded.


    MODDING & DEBUG
  • 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.
  • We added a new in-progress prerelease UI for the Mod Manager.
  • Most internal classes are now public.
  • Extended the Genotypes.xml IsMutant attribute to more contexts where the mutant / true kin distinction is relevant.
  • 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
  • Colors, anatomies, options, conversations, and pronouns now reload properly when mod configuration changes.
  • The Armor part now supports modifying MA via the MA field.
  • Members on the WorldBuilder class are now public.
  • The cell Inherits property in Worlds.xml now functions properly when merging into existing worlds.
  • Errors and warnings generated by the mod compiler now include the associated filename and line number.
  • Added [XRL.HasCallAfterGameLoaded] and [XRL.CallAfterGameLoaded] attributes for registering static methods to be called after game loads.
  • Added a new test Debug option, "Show Error Popup", that should be useful for modders.
  • The "playerwho" wish now properly allows turns to tick.
  • Fixed a bug that caused the detail color of subtypes to be merged onto the tile.
  • Upgraded the C# compiler to Roslyn.
  • Added a new wish to remove a mutation: "mutationbgone:mutationid".
  • Added new wish to view data disks: "datadisk" (with a menu of all possible data disks) or "datadisk : Blueprint" or "datadisk : mod : ModName".
  • The clearstatshifts wish no longer returns spent mutation, skill, and attribute points.
my bad, double post
 

Ent

Savant
Joined
Nov 20, 2015
Messages
540
The chimera changes are so cool. I have extra hands sprouting off my extra arms and now I have 7 carbide daggers equipped.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
REGULAR UPDATE by Caves of Qud
POSTED
Sat, October 3
Feature Friday - October 2nd, 2020

201.45

  • Village quests no longer have the chance to ask you to find a location "with a parasang" of another location. Instead, they may ask you to find a location "next to" another location, in which case the two locations will be in adjacent maps.
  • Two-Headed no longer wakes you up from voluntary sleep.
  • You no longer see troll budding messages when you cannot see the troll.
  • Nerve Poppy is no longer called Numb on the character sheet.
  • Creatures without faces no longer get bloody noses.
  • Relic and extradimensional books now provide skill training on read.
  • While performing the water ritual, you're no longer offered to learn a skill's introductory power without being offered to learn the skill itself.
  • We made some changes to clonelings and clones.
    • Clonelings now have a cap on how many creatures they can clone. If you're friendly with a cloneling, you can refresh their cloning capability by supplying a dram of cloning draught.
    • Clonelings can now clone you.
    • If a cloneling is in your party, you can now direct them to clone creatures.
    • Clonelings in your party no longer wander around randomly.
    • Clones created by clonelings are now worth half the base creature's XP rather than no XP.
    • Clonelings now rarely cloning draught on death.
    • Freshly grown clones are now uninjured.

  • We added new support to the prerelease input manager and fixed some bugs.
    • Added a wait command.
    • Accept now interacts with the selected object in the looker.
    • Fixed interact nearby not working.
    • Vendor actions in trade now work properly.
    • Accept now interacts with the selected object in the looker
    • Added Take All and Store Items keybinds for containers

  • Armor AV/DV averaging across body parts now rounds down.
  • Leather bracers have been singularized into a 1 AV single-arm slot "leather bracer".
  • Autoexplore now interacts with interesting objects before taking them. Example: you'll now read engraved items before taking them.
  • The attack nearest enemy command now counts enemies that are currently engulfing you.
  • The item picker dialog for spray bottles now shows any context for the listed items, like the body part they're equipped on, for example.
  • Lit torch tiles now display color variation in their flame part instead of their wood part.
  • Kindled flames and luminous motes now have tiles.
  • Reduced the number of novices of the sightless way that appear in various regions.
  • Panhumors now use their own correct tile instead of using the gelatinous frustrum tile.
  • Changed the appearance of putrescence to be distinguishable from slime.
  • Made some improvements to the behavior of pathfinding around potentially damaging gases.
  • Pathfinding now strenuously avoids aloe pyra and aloe volta.
  • You can no longer get unlimited data disks by repeatedly installing and uninstalling SkillSoft Tinker implants.
  • Made plurally gendered players correctly addressed in the second person in a number of contexts.
  • Made the popup to confirm switching a hotkey to a new ability show the old ability's display name, not its internal command name.
  • Improved ganglionic teleprojector's messaging when used on a square with no robots in it.
  • Fixed a bug that prevented Two-Headed's chance to remove negative mental status effects from working.
  • Fixed a bug where evil twins arrived without a popup message.
  • Fixed a bug that caused unpowered items with boot sequences to have their operational status treated as "booting" rather than unpowered.
  • Fixed a bug that disabled the floating text that appears when an item rusts.
  • Fixed some color formatting errors.
  • Fixed a formatting issue in the level descriptions of Sleep Gas Generation and Corrosive Gas Generation.
  • Fixed some typos in Sleep Gas Generation and Spontaneous Combustion.
  • Fixed a rare exception during world generation.
 

coldcrow

Prophet
Patron
Joined
Mar 6, 2009
Messages
1,650
The chimera changes are so cool. I have extra hands sprouting off my extra arms and now I have 7 carbide daggers equipped.
Indeed. It get's silly when the augmented picks are the normal limb/head adding mutations: My current lvl 7 Marauder exploring Rustwell is actually an Eldritch Horror: 4 Heads (one sprouting of an arm), 4 arms - one with extra hand, and one extra pair of feet sitting on top of one head....
Rolled Multiple Arms/Two-Headed as augmented + Claws + Photosynthetic (which is pretty OP).

Though it will only shine once I get my hands on stat-boosting gear.
 
Last edited:

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
REGULAR UPDATEbby Caves of Qud
POSTED
Sat, October 10
Feature Friday - October 9, 2020

201.46

  • Clonelings' cloning ability now respects phase and flight.
  • Magnetized items are now disabled by EMP.
  • Magnetized containers can now carry a maximum of 25 lbs before they are too heavy to float.
  • When you miss or fail to penetrate with a weapon, the weapon name now appears in the message log message.
  • Glowcrust now causes you to grow an icy outcrop instead of a fungal outcrop.
  • Fungal infections now prefer to colonize fungal outcrops grown on your body (such as via chimera limb growth).
  • NPCs no longer automatically use Eater's nectar injectors. (This change won't apply to injectors in current saved games.)
  • Removed the rubber tree.
  • Excluded a base sultan wall object from dynamic encounters.
  • Updated the credits.
  • Fixed a bug where talking to NPCs who had glotrot altered your conversation options as if you had glotrot.
  • Fixed some bugs that caused inconsistent faction attitudes when your reputation was exactly at an attitude boundary.
  • Fixed an issue that made uniquely named stat saps lose their names.
  • Fixed some cases where duplicate messages appeared in the message log for XP awarded via quest steps.
  • Fixed a bug that caused odd behavior and occasional game freezes on the Skills and Powers screen.
  • Fixed a bug that caused you to _always_ be left-handed.
  • Fixed a bug that caused signature dish names to not have certain text variables replaced with real text.
  • Fixed a bug with the prerelease input manager not accepting enter in text-entry fields.
  • Made some memory use improvements in the renderer.


202.1 - 'beta' branch

  • We made some enhancements to the prerelease input manager and fixed some of its bugs.
    • Actions that are performed when the 'Alternate' button is pressed are now bindable here: Options > Control Mapping > Categories > AltAdventure
    • Fixed a bug that prevented the cancel button from being rebound.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,004
REGULAR UPDATE by Caves of Qud
POSTED
Sat, October 17
Feature Friday - October 16, 2020

201.47

  • Rejoinder is now toggleable.
  • Fixed some cases where stack counts could appear in item repair messages.
  • Made chest inventory generation, and village generation that depends on it, more resilient.
  • Improved the composition of possessive markers onto nouns when those nouns have color formatting attached.
  • Your perception of madpoles becoming frenzied by the scent of blood now depends on those madpoles' visibility.
  • Point-defense lasers can no longer be salvaged from normality bots.
  • Madpole detection of the scent of blood is now more reliable; for example, it will not be triggered by an item that merely has the word "blood" in its name, nor will it fail to detect blood covering a historical relic.
  • The Spread Klanq quest will no longer ever ask you to puff Klanq onto an abstract concept of a projectile.
  • Fixed a bug that prevented chimerae from performing the water ritual with Seeker heroes.
  • Fixed an issue that caused companions' cause of death to be misidentified.
  • Made some improvements to the identification of companions' cause of death when the player is responsible.
  • Teleportation and being moved by an external force no longer loosen your carapace.
  • Sunder Mind now prefers to target hostile creatures when there are multiple possible targets in a square.
  • Creatures without faces now are not described as having nosebleeds in more circumstances.
    *Fixed an issue causing the last serving of canned-have-it-all to not be properly consumed when cooking from a recipe
  • Sprinting now directly modifies your movespeed. For example, with 100 movespeed and the default 2X sprint effect, your movespeed is 200 and will be displayed as such.
  • Combat animations and floating text are now properly cancelled when you move to a different zone.
  • Gas masks and vinewood sap masks now protect you from critical failures on your gas saves.
  • Being confused now makes you immune to confusion.
  • Arconauts now refrain from picking up items that would overburden them.
  • Autoact is now interrupted when your night-vision goggles cease to operate.
  • When your autoact is interrupted, certain actions that were incorrectly described as "gathering" are no longer described that way.
  • There's now a limit to how many troll foals will bud from a troll in a single zone.
  • Pits in the ground no longer spawn in the same tile as stairs.
  • The rainboweave cloak description now mentions its light refraction behavior. This won't apply to cloaks generated before this patch.
  • Aquatic creatures can no longer cross bridges.
  • Rhinoxen now have a face on each of their heads.
  • Urchin belchers are now immune to sleep gas and confusion gas.
  • Addling urchins are now only immune to confusion gas rather than all sources of confusion.
  • Drowing urchins are now immune to sleep gas rather than being unable to sleep.
  • Added detail colors for the following: smoldering mushroom, lover's blossom, portable beehive and taco suprema.
  • Energy cell selection now sorts in descending order by available charge.
  • Energy cell selection no longer assigns hotkeys outside the alphabet.
  • Fixed a bug that caused you to fail to disarm your target when your duelist swipe attack killed them.
  • Fixed a rare bug where the underground entrance to the Tomb of the Eaters wasn't fully connected to the rest of the Tomb.
  • Fixed a bug with the crematory level builder that caused multiple machine arms and pits to generate in a single tile.
  • Fixed a bug that caused the cybernetics terminal to sometimes lock up during implant installation.
  • Fixed a bug that turned some descriptions into System.String[s.
  • Fixed a bug that caused the first mouse input to be ignored on Linux.
  • Fixed a bug that caused a CPU core to run in an unbounded way when background music was disabled on Linux.


202.2 - 'beta' branch

202.2

  • Added a directional indicator for click-to-step direction in the bottom-left corner of the prerelease stage screen (used for controllers).
  • We made some more enhancements to the prerelease input manager.
    • Added a 'Highlight Important Objects' binding to the Adventure/AltAdventure categories that functions as the "Alt overlay". Defaults to left + right triggers.
    • Added 'Take All' and 'Store Items' bindings to a new Container category. Defaults to right trigger and right shoulder, respectively.
    • Added a 'Set Primary Limb' binding to the Character Sheet category. Defaults to right trigger.
 

PrettyDeadman

Guest
First victory:
ShUF67i.png
 

bec de corbin

Educated
Joined
Sep 21, 2020
Messages
207
game looks uglier than the last time i played it more than a year ago, could have sworn it was all ascii and didn't have those ugly character sprites as in that video
you can use ascii if you want but the sprites option has been around for years
 

BlackGoat

Arbiter
Joined
Sep 15, 2014
Messages
505
Sseth was using an outdated and ugly mod for the first half of the video for some reason. I mentioned this already but Infinitron in his infinite wisdom moved my comment to the drama thread.
 

Jenkem

その目、だれの目?
Patron
Vatnik
Joined
Nov 30, 2016
Messages
8,846
Location
An oasis of love and friendship.
Make the Codex Great Again! Steve gets a Kidney but I don't even get a tag. I helped put crap in Monomyth
Sseth was using an outdated and ugly mod for the first half of the video for some reason. I mentioned this already but Infinitron in his infinite wisdom moved my comment to the drama thread.

yes, and he kept my post referencing 'the video' which he removed and mentioned the tile set used, makes my post look like a complete non-sequitur which caused some faggot to rate it w/ participation award

Infinitron always scheming
 

Atomboy

Atom Team
Developer
Joined
Oct 1, 2016
Messages
713
Sseth was using an outdated and ugly mod for the first half of the video for some reason. I mentioned this already but Infinitron in his infinite wisdom moved my comment to the drama thread.
So that's why it looked like this in his video...
------------------------

So anyway I saw this thread and had nothing better to do so came here to give some love to this cool game! When I got the corona in the end of September I spend days playing it. Don't know why it has to look like this for me
upload_2020-10-29_0-16-9.png
the text is actually so large it can't show enemy names properly if they're wet or bloody, and if I use the alternative overlay UI it's so small I have to keep my tiny laptop literally on my lap to be able to read, but I guess I'm just bad at understanding the settings menu or something. I also don't understand why it overloads my computer so much, it's like running Dwarf Fortress without any dwarves. Still, the Dune references and the bizarre prose style work for me so well I'm actually surprised that something this close to my tastes exists for a change. The world is very mysterious and cool, and I was so damn surprised the first time I found the horse people quest! A detective story with clue gathering and multiple solutions in a roguelike??? What is this??? Very cool. There is however a fear of updates dwelling deep in my psyche. One time I accepted the update to the game and it made all my favorite mutant powers weaker and with bullshit cons like the triple jointed mutation had -1 to str. But then I updated it again recently and the mutants became OP again. Now I will play a praetorian before I go to sleep. Is the author on the Codex? If so I salute you! Very cool!
 

Jinn

Arcane
Joined
Nov 8, 2007
Messages
4,930
Now I will play a praetorian before I go to sleep. Is the author on the Codex? If so I salute you! Very cool!

Hahaha! Something tells me the developers won't be coming around these parts EVER.
 

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