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Caves of Qud (ROGUELIKE) - coming December 5th

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,655
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/2889585224608061606
Feature Friday - November 27, 2020
201.53/202.11

  • Tonic injectors now have an interaction command available for applying them to others.
  • The fitted with filters mod now protects from critical failures on gas saves, the same as gas masks and vinewood sap masks.
  • You can no longer force-feed creatures luminous hoarshrooms by attacking them while wielding one.
  • Droid scramblers are now more reliable.
  • Several NPCs have returned to Kyakukya.
  • Various stat drain effects now cause the defender to get angry at the attacker.
  • Infiltrate can no longer be used on the world map.
  • The description of mechanical wings now refers to "corroded bronze", not "rusted bronze".
  • Improved a variety of object placement mechanisms to better account for placement hints and object types.
  • Timecubes are now colored so that they look like cubes rather than discs.
  • Added a new skill wish: "skill:name/id", e.g. "skill:Hobble", "skill:strapping shoulders", "skill:Dual_Wield_Fussilade".
  • Aquatic monsters will no longer prefer to spawn on a closed liquid volume like a waterskin.
  • Maps are now more similar when generated in the same world seed (though still not identical in all cases)
  • Fixed some minor map errors in Bey Lah, Barathrum's Study and Tomb.
  • Fixed Stinger tail remaining even were you to lose the mutation.
  • Fixed a bug causing roads and rivers to not properly remove terrain.
  • Fixed some bugs causing relic chests not to be placed.
  • Fixed some issues causing excessive memory use.
  • Fixed "you are stopped by ..." message spam.
  • Fixed some minor typos.
  • [modding] The 'options' node name in options.xml is no longer case sensitive
  • [modding] Updated the default Mods.csproj created from the mod toolkit.
  • [modding] New AddToPopulation function in PopulationManager to merge in new entries adjacent to a sibling.
 

otteaux

Novice
Joined
Jan 15, 2020
Messages
24
It was split into a different thread:

https://rpgcodex.net/forums/threads...ned-ssethtzeentach-from-their-discord.135627/

Example of their discord mods:

ZZua3L8.png


The dev is also a crazy person with similar opinions.

Jesus, imagine getting this asshurt by a little banter. The level of self-importance is mind-boggling. This reads like someone ate a copy of The Little Red Book, washed it down with a thesaurus, and vomited on their keyboard.

"syncretic political inclinations" ahahah the fucking state of this fella.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
REGULAR UPDATE by Caves of Qud
POSTED
Sat, December 5
Feature Friday - December 4, 2020

201.55

  • There is a new autoget option, autoget special items, which currently causes you to autoget relics, extradimensional items, and quest items. It defaults to on.
  • Autoexplore now collects items from tables.
  • Stunning Force's target picker now better matches its area of effect.
  • Stairs now have a high render priority in the alt display.
  • Seekers of the Sightless Way are now rare instead of uncommon encounters.
  • Added an 'abandon' prompt when quitting the game using the quit keybind.
  • Penetrating Radar now reveals its entire radius again, not just the top left.
  • Giving books to Sheba Hagadias no longer makes two XP messages appear in the message log.
  • Fixed a bug that made the nocturnal apex's Prowl effect only provide its agility and move speed benefits if you were cloned during the duration of the effect.
  • Fixed bugs causing some liquid transfers to not affect containers properly or otherwise fail to cause intended effects.
  • Fixed a bug causing the entire second story of villages to immediately plummet to the ground below as soon as the player entered them.
  • Fixed Sheba Hagadias spawning as an uplifted hero creature.
  • Fixed unicomputers from the Crematory being placed in villages.
  • Fixed some grammar in the missing body parts description.
  • Fixed sparking baetyls repeating themselves.


202.13

  • Added a visual indicator for the currently selected take-a-step direction when using prerelease input manager
  • Added a text indicator for the currently selected ability (will be merged into the ability bar in the future)
  • Added zoom in and zoom out bindngs to the prerelease input manager
  • Cancel now properly exits the pick direction screen when prerelease input manager is enabled
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
REGULAR UPDATE by Caves of Qud
POSTED
Sat, December 12
Feature Friday - December 11, 2020

201.56

  • Turbows now allow Strength bonuses to apply to arrow penetration.
  • Autoexplore and autowalk now open doors as a separate action before moving into the doorway.
  • Attack-nearest can no longer target adjacent enemies that you cannot see.
  • Auto-attack will now be interrupted if you cannot see your target.
  • Auto-attack and attack-nearest can no longer be used while confused.
  • Auto-attack and attack-nearest now produce movement/attacking in random directions if used while furious.
  • Smart use on an active force projector now deactivates it rather than prompting for a new deployment pattern.
  • Holographic plants no longer produce sap when attacked.
  • Rifle and pistol relics can now be part of sultans' histories.
  • You can no longer sacrifice biotech-based artifacts at the Sacred Well.
  • Lasing with Light Manipulation no longer has infinite range.
  • Mental Mirror will now properly reflect and terminate Sunder Mind on a failed penetration.
  • Sunder Mind damage now ignores phase.
  • Improved the composition of biome zone names in forgotten ruins.
  • Improved the road layout in Bey Lah.
  • Tattooing now uses the names rather than the descriptions of body parts.
  • Tinkers now properly repair certain rusted, broken, or damaged items, such as scrap.
  • Assigned tier values to various tonics, crystals of Eve, and arsplice seeds, fixing several related issues including sparking baetyls asking for them will no longer tend so much provide rewards dramatically out of keeping with their difficulty of obtainment.
  • Fixed a but where it was possible for curing glotrot to not work if you drank the Flaming Ick on the very last turn before you would have transitioned from having a sore throat to having full-on glotrot.
  • Fixed a typo in Herododicus's dialogue.
  • Fixed a typo in Frivolous Lives, Vol. I.
  • Fixed a pronoun in tomb inscriptions.
  • Fixed a bug making puffing Klanq on objects sporadically fail.
  • Fixed a bug that made resupplying clonelings with cloning draught only work if you did not have any cloning draught.
  • Fixed a bug causing color bleeding in some hero names.
  • Fixed a bug where the bonus MA of Mental Mirror was not being applied.
  • Fixed a bug causing Psionic Migraines not to unequip items on your head.
  • Fixed an exception when resisting Sunder Mind damage.
  • Fixed an exception when a creature was attempting to reload while wielding a geomagnetic disc.
  • Added "zonebuilders" wish to display the builders of the current zone & their parameters.
  • [modding] PopulationTables.xml now supports merging. <population> elements with Load="Merge" attributes now support basic merge semantics, and <group> elements now have Name attributes that can be used to either replace or, with Load="Merge", merge with the group of the same name in the base XML file.
  • [modding] The TinkerItem part no longer supports the field CanRepair; repairability is now simply a matter of the object being in a state that can be repaired.


202.14 - 'beta' branch

  • Added a new number-picker popup that supports directional inputs
  • Added prerelase input manager key bindings for journal screen management
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
REGULAR UPDATE by Caves of Qud
POSTED
Sat, December 19
Feature Friday - December 18, 2020

201.57
  • Sparking baetyls now sometimes request items modded in some way; for example, "SIX JEWEL-ENCRUSTED ITEMS" or "THREE ITEMS FITTED WITH SUSPENSORS".
  • Vaporizing pools of water and acid now produce steam and acid gas, respectively, once more.
  • Lase has unlimited range again, and this is now reflected in the UI and by AI behavior.
  • You can no longer trade with creatures who are out of phase with you.
  • Resting and waiting no longer honor the "ignore enemies easier than" option.
  • Resting and multi-turn waiting now check for hostiles before starting, rather than using a turn then checking for hostiles.
  • Autoexplore now only attempts to open doors you are in phase with.
  • Interruption messages are now only displayed for autoget (messages about "gathering") if you have autogotten at least one item.
  • Being shot at with missile weapons now interrupts autoact under more circumstances.
  • Haggabah is now invisible when lit by penetrating radar and visible to psychic observation.
  • Temporal Fugue clones can no longer use Temporal Fugue.
  • There is now a pair of protectors of the Stilt inside it.
  • Improved the visibility of explosions, particularly near walls.
  • Campfires and ovens now heat themselves up.
  • Campfires are now extinguished if they freeze.
  • North-facing and south-facing industrial fans no longer need to be identified separately.
  • Yla Haj no longer generates as hated by the Fellowship of Wardens or the Farmers' Guild.
  • Anomaly extinguishers no longer have a message about compute power in their description.
  • The description of Staunch Wounds no longer mentions the decommissioned defect Hemophilia.
  • When a creature you have performed the water ritual with is cloned, the clone's description no longer incorrectly reports that you have performed the water ritual with it.
  • Wood floor and bridges made of brinestalk no longer render as if they were on top of non-flooring objects.
  • Walltraps no longer trigger on the world map, should they find themselves there in some way, such as by being animated using a nano-neuro animator or Spray-a-Brain, then being dominated by the player.
  • Reputation change messages now correctly report reputation levels influenced by Socially Repugnant and faction attitudes toward mutations.
  • Activating flight while swimming no longer temporarily leaves you in a state of both flying and swimming.
  • Procedural grammar composition now uses the article "an" with the word "heir" rather than "a".
  • Encounter tables for generating random items of armor no longer sometimes redirect to tables for generating non-armor-specific artifacts, meaning among other things that sparking baetyls promising A SPLENDID VESTMENT will no longer occasionally give people a cybernetics credit wedge.
  • Buying skills no longer bypasses the requirements for their basic powers (the 0 SP ones included with the skill).
  • While auto-exploring you will no longer notice hostiles outside your actual vision range, i.e. when myopic.
  • Fungal infections no longer print unequip messages when cured and instead specify what body part they were cured from.
  • Removed legacy torch sconces hidden in the walls of the Stilt ground floor.
  • Creatures and companions should now have a higher preference for using vibro weapons.
  • Puffing Klanq on items and creatures now works on items and creatures that are in the same square as you.
  • Summoning curios will now normally summon a creature of a faction that existed during the Sultanate of Qud.
  • Two-handed weapons no longer fail to be equipped to the thrown weapon slot, and multi-slot armor equipped to the thrown weapon slot or in a hand as a melee weapon no longer additionally occupies body parts related to its armor functionality unless the thrown weapon or hand slot is normally part of the armor's slot usage pattern.
  • Fixed a bug causing Swimming and Wading statuses to sometimes hang around longer than appropriate, especially with high move speed and/or quickness.
  • Fixed a bug causing displacer bracelets to be more common than intended.
  • Fixed a bug that made some forms of being stuck show you, when preventing actions, a failure message of "You are!" or "You are !" rather than "You are stuck!"
  • Fixed a bug causing NPCs to use Slam on themselves in some circumstances.
  • Fixed a bug that generated an inconsequential exception when unmatched piston presses Slammed things.
  • Fixed a typo and exception in the Spread Klanq mural text.
  • Fixed exception when waiting a number of turns.
  • Fixed the hollow tree playing music of the last visited zone.
  • Fixed some bugs causing errors when soup sludges attempted to spit liquid.
  • Fixed a bug causing chromelings affected by the chrome beacon to sometimes have two Overclocked effects active.
  • Fixed a bug that made disassembling an energy cell slotted in an item fail to immediately update carried weight.
  • [modding] Physics.ExplosionDamage() now passes its WhatExploded parameter to GameObject.TakeDamage() as its Source parameter, making it available in the TakeDamage event.
  • [modding] The Source parameter from the TakeDamage event is now available in the AttackerDealtDamage, BeforeTookDamage, TookDamage, and TookEnvironmentalDamage events.
  • [modding] XRL.UI.ConversationUI.HaveConversation() now has a default of null on its Speaker parameter, and an effort has been made to make sure it and its downstream dependencies can handle a conversation without a Speaker.


202.15 - 'beta' branch
  • Added prerelease keybind for toggling the message log visibility
  • Fixed an issue causing the keybinding screen to be unescapeable if prerelase input was turned on but modern ui was disabled
  • Fixed an issue causing a few non-alternate adventure keybinds to fire even when the alternate key was pressed
 

Blackmill

Scholar
Joined
Dec 25, 2014
Messages
326
Haven't played Qud in a while after finding a "stable" strategy that pretty much any character can pull off. It made things kind of boring after level 16 or so.

1. Complete Golgotha at low enough level to be rewarded with the mastercrafted carbine.
2. Make / buy some freeze grenades.
3. Go deep until you find a Dromad caravan. Kill the caravan and loot the riches.
4. You now have end-game armor and weapons in the early mid-game. Loot progression stagnates.

Has any of this changed? Obviously I could simply choose not to follow this strategy. But I don't like imposing gameplay handicaps that aren't motivated by some character theme.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,559
The devs were apparently busy banning everyone sane and making pointless changes, and rewriting the Templars to be evil inbreds, than doing proper content.
 

Jigby

Augur
Joined
May 9, 2009
Messages
395
Haven't played Qud in a while after finding a "stable" strategy that pretty much any character can pull off. It made things kind of boring after level 16 or so.

1. Complete Golgotha at low enough level to be rewarded with the mastercrafted carbine.
2. Make / buy some freeze grenades.
3. Go deep until you find a Dromad caravan. Kill the caravan and loot the riches.
4. You now have end-game armor and weapons in the early mid-game. Loot progression stagnates.

Has any of this changed? Obviously I could simply choose not to follow this strategy. But I don't like imposing gameplay handicaps that aren't motivated by some character theme.
Not really, dromad caravans are still easy to farm. Despite it I still enjoy the game though.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
REGULAR UPDATE by Caves of Qud
POSTED
Sat, December 26
Feature Friday - December 25, 2020

201.58
  • Burrowing Claws, nanopneumatic jackhammers, and pickaxes now enable an activated ability Dig. This is a form of autoact that allows you to automatically move in a straight line from your current location to somewhere else on the map, attacking walls as necessary. All events that normally interrupt autoact will interrupt autodig, as will being displaced from your planned path and failing too many times in a row to damage what you are attacking. Hazards that would be avoided by autoexplore are NOT avoided by autodig.
  • When naming an item based on its qualities and choosing to name it after a creature (most relevantly, the player naming after themself), item naming now preserves the capitalization pattern of the creature's name rather than converting it to standard title case.
  • Manual equip now reports properly on some process failures which previously failed silently, and on items unequipped in the equip process.
  • Heat resistance and cold resistance now affect the absorption of ambient temperature when absorption does not appear to be desirable (for instance, if you are on fire, it would not be desirable for your cold resistance to interfere with ambient temperature cooling you down).
  • Poisoning and asphyxiation now have specific death messages.
  • Pathfinding now avoids revealed yonderbrush.
  • The gemstone transmutation power of some relics now only works on creatures that are hostile to the relic's wielder.
  • Sparking baetyls no longer ask for items with the Sharp mod.
  • Joppa's zone is no longer treated as having a proper name, and has the display name "an abandoned village", when Joppa is abandoned.
  • The sultan gospel learned from the shrine in Joppa is no longer annotated as having been learned from the villagers of Joppa when the villagers of Joppa are not a visible faction.
  • Warden 1-FF no longer generates as hated by the Farmers' Guild.
  • The Jacked mod's description now reflects its interaction with mutants with Electrical Generation.
  • Liquids being poured out onto the ground now retain the phase characteristics of their pourers briefly, and some internal mechanics of neutron flux explosion have been adjusted, such that neutron flux explosions will generally have the phase characteristics of the individual causing them.
  • Move speed now has a floor at 1, disabling exploits involving slowing move speed down to 0 to achieve a mathematically undefined rate of motion.
  • If you are dominating a temporary or existence-supported creature at the time when it ceases to exist, this now breaks the domination rather than ending your game.
  • Being in the target area of a fulcrete catapult, or seeing that your companion is, now interrupts autoact.
  • Twinning lamprey generated twins now take on the party leader and target of the current lamprey.
  • The names of village building materials made from creature parts now preserve the case pattern of the names of the creatures they are made from.
  • Attempting to charge while overburdened now fails early and shows a relevant error message, rather than attempting to charge and failing in a fashion that costs action points and puts Charge on cooldown.
  • Disguises are no longer generated for breathbeards and elder breathbeards.
  • Sheba Hagadias no longer generates as a breathbeard or elder breathbeard.
  • Fixed a bug causing the deathlands and the Spindle's parasang to have the wrong difficulty tiering.
  • Fixed a bug causing explosions to terminate early on an exception.
  • Fixed a bug causing single leather bracers to still be treated as plural.
  • Fixed a bug that made maghammers and leather whips ignore their wielders' relevant attribute bonuses when calculating the difficulty of saves to escape from being latched onto by them.
  • Fixed a bug that caused player companions to lose their faction memberships and other attitudinal tracking when left behind in a zone which was then returned to, with this then carrying on down the leadership chain where applicable.
  • Fixed a bug that disabled the action cost benefits of plastifer chem vests and medassist modules.
  • Fixed a bug causing wraith-knights to be friendly to more phylactery users than they should have been.
  • Fixed a bug that caused flamethrowers and swarm racks equipped on the back slot provided by an equipment rack implant fail to fire.
  • Fixed a bug that could cause exceptions interacting with chests using the trade screen.
  • Fixed a bug in tomb inscriptions describing sultans' forging of relics.
  • Fixed a typo in Agyra's dialogue.
  • [modding] GetEnergyCostEvent now has its Type field set properly.
  • [modding] added support for 'populaton' zone tags in worlds.xml


202.16
  • Fixed an issue with some dynamically typed NPCs appearing as generic "breathbeards"
  • Fixed an issue with overall message log toggling via legacy keybinds
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
REGULAR UPDATE by Caves of Qud
POSTED
Sat, January 2
Feature Friday - January 1, 2021

201.59

  • Added several new movement-related commands:
    • Move To Square (default mapping: ctrl-enter), which prompts you for a target square and attempts to pathfind to there.
    • Move To Zone Edge (default mapping: shift-enter), which prompts you for a NSEW direction and attempts to pathfind to that edge of the screen, or as close to it as you can manage.
    • Force Attack Direction (default mapping: backslash), which prompts you for a direction and attacks in that direction.
    • Force Attack Square (default mapping: shift-backslash), which prompts you for a target square adjacent to you and attacks there.

  • Creatures becoming dazed now appears in the message log and produces floating text.
  • Creatures who are interested in occasionally going on shopping sprees at the Six Day Stilt no longer engage in this behavior when they have a party leader.
  • Ironshank can now only infect creatures with a Feet body part that is made of live tissue and provides mobility.
  • Identified force bracelets now provide an activated ability that activates and deactivates them.
  • Dig no longer works on the world map.
  • Slam will now prefer your primary cudgel.
  • Owned Schrodinger pages now warn you when you attempt to activate them.
  • If you are dominating a temporary or existence-supported creature at the time when it ceases to exist, this now ends your game once more, but now with case-specific messaging.
  • Young ivory, lurking beth, holographic ivory, and holographic beth now self-destruct if they enter a square with another object of any of these types, preventing stacks of multiple instances of these from forming. (The only exception is if the object is, due to extraordinary circumstances, a fully self-mobile creature, as for example in the case of an extradimensional psychic assassin lurking beth.)
  • Shield Slam now has an action cost of one turn.
  • Syphon Vim now does a better job of targeting the creature in its target cell that you would want it to target, when there is more than one.
  • Syphon Vim now appears in the message log any time it is initiated between creatures you can see, and produces floating text when initiated.
  • Syphon Vim now provides better failure messaging.
  • Mouse-based movement no longer knows how to pathfind through areas you have not explored.
  • The display names and descriptions of leather bracer Kith and Kin clue items is now coherent with leather bracers being single items.
  • Narcoleptics' original body no longer falls asleep outside of combat while they are Dominating another creature.
  • The ExploreZone debug command will now expand the player's sight radius.
  • The 'wait a specified number of turns' dialog now uses the last number of turns waited as the default.
  • The modern message log is now hidden when using the alt overlay.
  • Humanoid creatures no longer default to having the Night Vision mutation.
  • True Kin NPCs now have Rebuke Robot.
  • When Joppa is abandoned, the zones surrounding it are now given names as per ordinary salt marsh.
  • Fixed a bug that turned the Barathrumites against you when friendly fire hit chain laser emplacements during A Call to Arms.
  • Fixed a bug that made move speed of 100 display as move speed of 99 in the modern UI.
  • Fixed a bug causing engulfment-capable creatures to potentially freeze up when hostile to non-combat-capable objects like young ivory and dreadroots.
  • Fixed a bug that resulted in zone names of the form "some slimyorgotten ruins".
  • Fixed an issue causing machine press tiles to become nonfunctional.
  • Fixed excessive event usage during legacy explosions.
  • Fixed color bleeds in cooking messages from congealed skulk, congealed love, and dried lah petals.
  • Fixed a bug that made zero move speed exploits still possible when dominating sapient plants and fungi.
  • [modding] Erroneous population tables should no longer prevent loading of tables from other mods.


202.18 - 'beta' branch

  • The Wait N Turns dialog is now a number picker
  • The default number of items to drop is now the size of the stack instead of 1
  • Modern windows are now responsive to the player position in ASCII mode
  • Added prerelease input manager keybindings for load game, save game and auto-attack-nearest
  • Fixed an issue with liquid selection when modern ui elements were enabled
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
REGULAR UPDATE by Caves of Qud
POSTED
Sat, January 9
Feature Friday - January 8, 2021

201.60/202.19

  • Creatures can now pathfind through force bubbles they are emitting.
  • Creatures now care when you damage their force bubbles.
  • Gamma moth's mutating gazes no longer have non-functional energy cell sockets.
  • Historic sites now reward a more appropriately tiered amount of cybernetic credits.
  • Legendary pilgrims no longer up and leave their lairs.
  • While socializing at the Six Day Stilt, burrowing creatures no longer burrow and restless creatures are now less restless.
  • Passing the turn to put yourself out while on fire no longer loosens your carapace or interrupts Heal or Meditate.
  • If you successfully fence a stolen object, it's no longer considered owned by someone else.
  • Attempting to cure glotrot before your tongue has completely rotted away no longer cements the disease in its first bleeding stage.
  • Changed some properties for clockwork beetles to make them more fully automaton-like.
  • Meditate is now smarter about what status effects it reduces the duration of and can now include effects added by mods.
  • The interior of the Tomb of the Eaters is now correctly treated as indoors for the purposes of Albino.
  • Once you've discovered the Mark of Death, the mark itself is now displayed in your journal.
  • The Mutating effect can now bestow multiple defects and properly mutates you after a save/load.
  • Entourages of fort snapjaws are now excluded from dynamic encounters.
  • Whipping up a meal in [redacted] now properly uses local ingredients.
  • Ovens no longer generate in liquid volumes.
  • Signs now appear on the alt overlay.
  • Mushroom walls now paint together nicely.
  • Removed some wall tiles with broken descriptions from the town square of Ezra.
  • Identified hologram bracelets now provide an activated ability that activates and deactivates them.
  • [redacted]
  • Fixed some cases where companions of companions incorrectly got angry at you.
  • Fixed some figurine grammar.
  • Fixed a bug that turned the Barathrumites against you when you damaged Barathrumite-owned furniture or equipment during A Call to Arms.
  • Fixed a bug that showed the player failure popups from NPCs' Syphon Vim usage.
  • Fixed a bug that caused NPCs with Syphon Vim to lock up when they became hostile to non-creature targets.
  • Fixed a bug that made ape pilgrims path to the Six Day Stilt instead of to [redacted].
  • Fixed the particle text color of dazed, stunned and bonded.
  • Fixed a text color bug in Blood and Fear: On the Life Cycle of Lah.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
REGULAR UPDATE by Caves of Qud
POSTED
Sat, January 23
Feature Friday - January 22, 2021

201.62/202.22
  • Warden Ualraig no longer carries glowspheres.
  • Glowspheres are now more expensive.
  • Lase now acts as a projectile for the purposes of passing through forcefields, fences, and low walls.
  • The location secret for Mamon Souldrinker's village lair is now logged in your journal when you find the village.
  • Birds now have the Beak and Wings mutations by default.
  • Acid humors are now immune to acid.
  • Canned mystery meat is now properly considered meat.
  • Ink weeps now properly weep ink.
  • Tactful no longer gives bonus reputation with hidden factions.
  • Made brooding jadepuff's spores a darker shade of green.
  • Made parts of Otho's dialog slightly less repetitive.
  • Made poison-tipped spears a little more expensive.
  • Quantum ripplers must now be identified.
  • Urn duster villagers no longer leave to look for urns in the Tomb of the Eaters.
  • Urn dusters are now able to dust urns outside the Tomb of the Eaters, should they find some.
  • Village colonists no longer have a chance to spawn as previously named legendary creatures.
  • Sheba Hagadias no longer has a chance to spawn as a named Knight Commander of the Holy Temple.
  • Troll foals can no longer spawn on the world map.
  • You can no longer compliment Q Girl's hair if you have monochrome.
  • Dynamic quests to find items now respect item plurality in their quest text.
  • You can no longer roll on the ground to put out a fire if you're out of phase with the ground.
  • Temperature changes performed by firefighting are now phase insensitive.
  • The option "Take corpses when using Tab to take all" now defaults to off.
  • XP gained by companions of companions is now shared up the leadership chain.
  • There's now a specific death message for bleeding to death.
  • Scans of local environments do a better job of checking the visibility of individual creatures and items, rather than merely that of the squares they are in. This means that Attack Nearest no longer moves you toward hidden young ivories and lurking beths.
  • Flaming Ray and Freezing Ray now more consistently message the names of the limbs they're on.
  • Molting basilisk husk no longer includes its thrown weapon stats in its display name.
  • Psychometry can no longer be used to switch off turrets created by turret tinkers.
  • Empty waterskins you are selling no longer count toward your liquid carrying capacity, while empty waterskins you are buying do.
  • Certain indirect forms of damage, such as gases, mines, and fires, no longer incorrectly set your target.
  • If a dialog option results in you getting in a fight with one of your companions, they now become hostile to you after you exit the conversation.
  • Added a more descriptive message for trying to move through movement-blocking terrain on the worldmap.
  • Made the hyphenation of Two-Headed, Two-Hearted, and Cold-Blooded consistent.
  • The word "apex" is now procedurally pluralized to "apices".
  • Attack Nearby and autoattack will no longer attack creatures who are not hostile to you.
  • Cooking effects on NPCs no longer go on forever.
  • Fixed a generative text error in some sultan tomb inscriptions.
  • Fixed a character creation display bug with Ibul cybernetic implants.
  • Fixed a bug that caused the game to occasionally freeze when you were targeted by a lithofex's gaze.
  • Fixed a typo in barkbiter jerky.
  • Fixed a typo in damage reflection cooking effect text.
  • Fixed plurality issues in some dynamic quest text.
  • [Patreon] Fixed a bug in E-Ros's speech patterns.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
REGULAR UPDATE
POSTED
Sat, January 30
Feature Friday - January 29, 2021

201.67/202.26
  • Fear is now implemented as a status effect called Terrified. This means it now appears in creatures' descriptions, can be removed by phenomena that remove status effects, counts as a debuff for Shank's purposes, and interrupts Sunder Mind.
  • The energy cost of a move action now uses the move speed you had at the start of the action. This fixes a bug where if you went prone while wading through water, enemies would get dozens of free attacks on you.
  • Move speed now has a minimum value of 5.
  • Missile combat messages now give more information about the direction of projectiles and missile attacks and less information about creatures you cannot see.
  • You no longer have a chance to use random ingredients from your equipment or inventory when you whip up a meal.
  • Baetyls and baetyl cherubim now gently repel gases.
  • Reduced the speed of projectiles to make their directions more legible.
  • Engraved and Painted no longer increase the tinker cost of adding additional item mods to the items they are on.
  • Mines laid by miner robots are now hidden.
  • Miner robots are now better at avoiding their enemies.
  • Sower's seeds can no longer be used as mines or bombs.
  • Miner robots can no longer generate as sower's seed miners.
  • Klanq no longer asks you to puff on [Object]s.
  • Changed the text of Corpus Choliys to no longer imply that the Flaming Ick has to be quaffed from a particular type of container.
  • Gorged growths now belong to the root faction.
  • When Camp looks for existing campfires or campfire remains, it no longer counts campfires in unexplored areas.
  • Camp now better indicates where the existing campfire is if there is one.
  • You can no longer use Sting if you cannot move your extremities.
  • Nests are no longer hidden under light sources when they generate in the same tile.
  • Tortoise cherubim now correctly belong to the tortoise faction.
  • Removed the possibility of faction encounters in the middle of the stilt cathedral.
  • Recoilers now give a clearer message when they drain the last charge in their energy cells while failing to recoil.
  • Named snapjaws in villages now have snapjaw-like names. We also expanded the snapjaw name generator.
  • Added better messaging for young ivory and lurking beth attacks.
  • Young ivory and lurking beth are no longer revealed when they attacked victims you cannot see.
  • You can no longer autowalk to stairs while confused.
  • Falling asleep now interrupts autoact.
  • Explosions produced by mines now better inherit the phase characteristics of the mines themselves.
  • Added a death message for metabolic collapse due to hulk honey abuse.
  • Dynamic quest item names no longer occasionally have punctuation in them.
  • Made the duration in Paralyzing Stinger's level text more consistent across levels.
  • These abilities now snap to hostile targets: Lase, Sunder Mind, Flaming Ray, Freezing Ray, Berate, Menacing Stare, Mark Target, and Charge.
  • Fixed some cases where message log entries would begin with a lower-case letter.
  • Fixed a bug that occasionally caused Syzygyriors to start the game without any weapons.
  • Fixed a bug that occurred when you spoke to Neelahind or Eskhind while carrying Kindrish after completing Kith and Kin.
  • Fixed a typo in Elder Irudad's conversation.
  • Fixed unprocessed dynamic text from appearing in cookbooks generated during world generation.
  • Fixed an XP bug with companions.
  • Fixed a typo in square cap.
  • Fixed some grammar errors with relic boots.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
REGULAR UPDATE
POSTED
Sat, February 6
Feature Friday - February 5, 2021

201.68/202.27
  • Cans of Spray-a-Brain and nano-neuro animators now let you animate more types of inanimate objects (anything with the animatable tag) instead of just walls, doors, and tables.
  • Added more variety to relic names.
  • Added makers' marks to item names.
  • Added new descriptions for the following objects: sacred well, marble dais, and fungal spores.
  • Changed the cleated mod name to "fitted with cleats".
  • Changed the name of exit teleporter to "stairwell teleporter".
  • Fixed some issues with The Earl of Omonporch quest.
    • The Council is no longer convened if you don't have the required reputation with four factions.
    • The delegates that show up now better match the factions they're supposed to represent.
    • Faction delegates now disperse once you complete the quest.

  • The Spiked item mod can now be applied to gauntlets.
  • The old item "spiked gauntlets" is now a pair of steel gauntlets with the Spiked mod added. Spiked gauntlets already generated in existing saved games are unaffected.
  • You no longer get messages about nosebleed for creatures you can't see.
  • Dynamic villages no longer have the chance to teach you the intro power of a skill rather than the skill itself that was advertised.
  • Witchwood bark now gives some clue as to its eat effect in its description.
  • Added a death message for dying via Syphon Vim.
  • Added some more missing death messages.
  • Ongoing damage from poison and Syphon Vim no longer sets your target.
  • Autoact is now interrupted when an enemy initiates Syphon Vim on you on a visible or audible.
  • You can now cancel the life drain effect of Syphon Vim via the interaction menu on its target, including at a distance via look + interact.
  • Dynamic quest items names no longer include qualifiers like [empty].
  • Refined some of the edge case uses of domination.
  • Fixed a bug with biological clones inheriting their progenitor's cybernetic implants.
  • Fixed a bug that made some cybernetic implantees immortal.
  • Fixed a bug that caused Albino's regeneration penalty to be applied while inside rather than outside.
  • Fixed an exception when there was no space for air wells and solar stills to deploy their catch basins.
  • Fixed the cone picker occasionally being unresponsive to keyboard input.
  • Fixed a bug with cone-shaped breath weapons.
  • Fixed an exception when using very high level breath weapons.
  • Fixed a bug that caused some templated text, such as "*it*", not to be dynamically replaced.
  • Fixed some empty text in some sultan histories.
  • Fixed some empty text in recipes and cooked meal descriptions.
  • Fixed a typo in the error log.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
REGULAR UPDATE
POSTED
Sat, February 13
Feature Friday - February 12, 2021

201.69/202.28
  • Gave agolflies wings.
  • Euclid now wanders around Barathrum's study but no longer attacks the mushrooms there.
  • Dynamic quests that instruct you to find a location 3-7 parasangs in a direction from a landmark no longer use underground landmarks.
  • Yuckwheat is no longer destroyed when harvested.
  • Quartziferous mirrors now refract light.
  • The following actions now have energy costs and exit menu interfaces: eating, drinking, and opening & closing doors you aren't moving through.
  • We moved some Autoget options around.
    • Moved "Maximum auto-move squares/sec and auto-attack actions/sec" from Autoget to Automation.
    • Moved "Ignore enemies less than <difficulty>" from Autoget to Automation.
    • Moved "Ignore enemies farther away than <tile number>" from Autoget to Automation.
    • Moved "Take corpses when using Tab to take all" from Autoget to User Interface.

  • Removed Q Girl's plastifer jerkin.
  • Jump no longer snaps to your current target.
  • Items that use a particular liquid can now be set to autocollect that liquid when they're empty.
  • Ogre ape pelts are no longer considered food.
  • Arch dervishes no longer spawn with weak psionic weapons.
  • Creatures on walls can be looked at again.
  • Mines are now triggered only by creatures hostile to the minelayer.
  • Mines now function as hidden in pathfinding only to creatures hostile to the minelayer.
  • Creatures now do at least a little work to avoid mines they can detect, even if they aren't a threat.
  • Spray bottles can no longer be used to spray themselves.
  • Most objects in your tile or adjacent tiles now have an "attack" action available from the interaction menu, enabling you to be more specific in your attacks when there are multiple targets.
  • NPCs no longer irrationally prefer armor that is a light source over armor that is not.
  • You are no longer asked to spread Pax Klanq in Joppa in games where you did not start in Joppa.
  • Hitting escape when asked for a target for Spray-a-Brain or nano-neuro animator no longer generates an error.
  • Temporary and existence-support objects are now never animatable; the same is true of objects whose phase of matter is something other than solid.
  • Hoarshrooms sprouted from luminous fungal infections no longer bond to body parts they are equipped in once they are separated from the body part they initially sprout on.
  • Multiple applications of hulk honey, when not causing overdose, now refresh the duration of the effect rather than stacking.
  • Lunge now respects phase and flight with regard to whether objects between you and your target obstruct you.
  • Tattooed detail color no longer persists across player characters and save games.
  • You no longer receive popups when other creatures' irritable genomes act up.
  • Removed the blank Garden of Geth tile from the worldmap.
  • Fixed a bug that made pools of water strangely resistant to being evaporated once somebody walked through them. This change may introduce new liquid temperature behavior, some of which is unintended.
  • Fixed a bug that caused the Reputation screen to display the text for a faction hating you when they merely just dislike you.
  • Fixed a bug that caused freshly animated objects not to become active until odd conditions were met.
  • Fixed an exception when blast cannons were disarmed, e.g. from leering stalkers.
  • Fixed some bugs with the interaction between snap-to-hostile-target behavior and wall-dwelling creatures in corners.
  • Fixed the tile color of zetachrome warhammer.
  • Fixed elastyne skin suit appearing in certain encounter tables twice.
  • [modding] Several messages pertaining to curable fungal infections now emit & conjugate properly for NPCs.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
REGULAR UPDATE
POSTED
Sat, February 20
Feature Friday - February 19, 2021

201.70/202.29
  • Added all new tiles for melee weapons, over 50 in total.
  • Added basic mouse support to field placement for force wall, force projectors, and portable walls.
  • The activated abilities menu now supports page up and page down.
  • You no longer attack yourself if you slip while charging, but you are sent careening in a random direction and may charge a different target than intended.
  • NPCs no longer charge when there's a wall or non-hostile creature between them and their target.
  • NPCs are now less willing to charge through hazards between them and their target, especially where hazards are in the tile they would wind up in.
  • Critical hits are now noted in the message log.
  • Reworked and rephrased the critical hit bonus from the masterwork item mod and the Weak Spotter skill.
  • Trees that are rooted in place can no longer be knocked prone.
  • Disassemble is now only the default interaction for scrap and empty injectors.
  • Reordered the pour options: the first option is now to pour into another container and the third option is now to pour on yourself.
  • The lighting status of torches no longer appear in the short versions of their display names.
  • Drastically reduced the chance to spawn vantabuds and vantablooms with high-level Burgeoning.
  • Made reload messaging with a single projectile have better grammar.
  • Made pulse field magnet's Pulse cooldown 5x as long.
  • Made the description of the Sturdy item mod clearer.
  • Sturdy objects now have their hit points increased by 25%.
  • Inanimate objects that are reduced to 25% of their hit points now become broken if they are not sturdy.
  • Clarified in the description of Strapping Shoulders that it only affects heavy weapons.
  • Village colonists can now properly engage in dialog.
  • Removed some unnecessary error condition reports from sultan relics.
  • Fixed a bug that made NPCs sometimes wind up inside walls when teleporting.
  • Fixed a bug preventing some goatfolk shamans from having the mutations appropriate to their epithets.
  • Fixed a bug that disabled long blades' critical bonus.
  • Fixed a bug that made strength-based penetration on arrows from compound bows and turbows not work properly.
  • Fixed a bug that caused some equipment effects to persist after the equipment was unequipped.
  • Fixed a bug that caused the village intro message to display multiple times at the start of the game if you spawned on top of aloe fugues.
  • Fixed a bug that caused a slight misreporting of bits received in large Disassemble All batches.
  • Fixed a bug with pack-spawning creatures (like segmented mirthworm) when they were generated as hired guard, psychic thralls, or domesticants: their packs would not be properly affiliated with them.
  • Fixed a bug that caused extradimensional psychic hunters to often fail to materialize.
  • Fixed some cases where the energy pulses from blast cannons could become interactable objects.
  • Fixed a bug that broke an intervention to prevent young ivories and lurking beths from stacking.
  • Fixed a zone generation error in the banana grove worldmap tile directly above the Spindle.
  • Fixed an unintentionally incongruous mismatch between the historical record and tomb inscriptions for certain historical events.
  • Fixed a bug that added extra caste descriptions to the ornately filigreed walls in the Tomb of the Eaters crypts.
  • Fixed verb conjugation in the description of phylactery squire.
  • [debug] Added a new wish, "allskills", that gives you every skill.
 
Joined
May 6, 2009
Messages
1,876,733
Location
Glass Fields, Ruins of Old Iran
Not all, some are merely adopting the fascist position of being in favor of free speech. :M

-

just so this isn't only a shitpost, the latest patch notes:

Feature Friday - February 26, 2021

201.71/202.30
  • Renamed miasmatic ash to osseous ash.
  • Added a new gas type: miasma.
  • Black ooze now vaporizes into miasma.
  • Green goo now vaporize into poison gas.
  • Brain brine now vaporizes (at very high temperatures) into confusion gas.
  • When your Toughness changes while you are wounded, your HP now maintains the same proportion to your max HP.
  • NPCs are now more urgent about extinguishing themselves when on fire.
  • Grenades no longer display their thrown weapon penetration and damage stats.
  • Ubernostrum tonics now properly cure both major and minor biological debuffs.
  • Hyperbiotic beds and regeneration tanks now cure minor biological debuffs.
  • The Broken status effect no longer applies to things that cannot reasonably break.
  • Penetrating radar no longer recolors your non-radar field of vision.
  • Ice humors now correctly lower your temperature on hit instead of raising it.
  • BaseSludges no longer appear in dynamic encounters.
  • Made the description of long blades' critical hit effect more accurate.
  • Passing by a walkway no longer generates a message in the message log.
  • Creatures and plants expected to inhabit water are no longer subject to the flashing blue visual effect for 'wet'.
  • Sheba Hagadias's name appears correctly now when she spawns as a miner.
  • The message from autodrink now tells you the source of the water you drank.
  • When consuming liquids from a nonspecific source, as with autodrink for example, you will now prefer to drink from renewable sources
  • Fixed a bug that prevented NPCs from wandering around the Six Day Stilt.
  • Fixed a bug that prevented Clairvoyance from seeing through vantabud and blood darkness when you had direct line of sight to the area.
  • Fixed a typo in the description of Psionic Migraines.
  • Fixed some capitalization inconsistency with 'Sightless Way'.
  • [beta] Fixed a bug that caused Sheba Hagadias to always spawn as a breathbeard.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
REGULAR UPDATE
POSTED
Sat, March 6
Feature Friday - March 5, 2021

201.73/202.32
  • Tweaked the layout of the Tinkering screen.
  • Improved the display of very large numbers of bits on the Tinkering screen.
  • Removed some extraneous information from the display names and descriptions shown for tinkering blueprints.
  • Cherubim you find out in the wild now belong to the faction of the creatures they are modelled after.
  • Electromagnetic sensors now detect mechanical cherubim.
  • Jump now respects phase and other physical interactivity conditions to determine what you can jump through and into.
  • You can no longer jump through or into closed doors.
  • Juke now respects phase and flight.
  • Juke can no longer move holograms or creatures that are rooted in place.
  • Disabling the "Color player's @ based on HP level" option no longer stops mutations from changing your @ color.
  • Reputation gains and losses with hidden factions are no longer displayed.
  • Fork-horned helm now displays its melee performance characteristics in its display name and description.
  • Horns and fork-horned helms now indicate their bleeding damage in their descriptions.
  • The "collect liquid" action now requests confirmation if collecting more than 128 drams of liquid.
  • Klanq now gives you more puff attempts if the infection didn't take on the limb you chose.
  • Ultra Fire now correctly applies Suppressing Fire and Flattening Fire.
  • Made some improvements to how reloading chooses which missile weapons to reload with in complex equipment setups.
  • Reloading no longer reloads missile weapons that aren't equipped in your missile slots.
  • Fixed some bugs that made missile weapons fail to fire and equip to inconsistent slots when magnetized.
  • Sewage eels no longer trip you if they are not hostile to you.
  • Liquid cooking effects are no longer described on objects other than purpose-specific liquid containers and pools of liquid.
  • Changed Berate's description to indicate that the Quickness penalty of Shamed is percentage-based.
  • Added Shamed's to-hit penalty to its description.
  • Extradimensional psychic hunters no longer spawn as broken, double-legendary creatures.
  • Improved creature AI for getting away from objects that are setting them on fire.
  • The "Show debug information on object and system internals" option now adds a "show internals" interaction to objects rather than appending the info to their descriptions.
  • Decarbonizer beams no longer cause excessive zone builds.
  • The smart use action on enterable furniture is now interact, not enter.
  • The enter action on enterable furniture now has a higher priority for being the default interaction.
  • Liquid collection now prefers not to collect into items that produce the liquid being collected.
  • Relic-granted mutations and skill enhancements are now only granted if the relic is equipped as designed.
  • Fixed the color pattern on the frowning moon mask.
  • Fixed a bug that caused NPCs to occasionally lose their base hit points when they leveled up.
  • Fixed a bug that caused some cherubim to appear as weird artifacts.
  • Fixed a bug in missile weapons' PV values.
  • Fixed a bug that caused mental mutations gained from cooking effects to not count toward [redacted].
  • Fixed a bug that caused the overburdened status effect to occasionally fail to apply or be removed.
  • Fixed a bug that occasionally caused missile firing sounds and "Your shot goes wild!" messages to trigger even if the weapon was out of ammo.
  • Fixed a bug that prevented the schematics for lead slugs and shotgun shells from being learned via Psychometry.
  • Fixed a bug that caused creatures to stand in acid indefinitely rather than move through it.
  • Fixed a bug that prevented flight from letting you fly over ground obstacles in some circumstances.
  • Fixed a bug that prevented death sounds generated by creatures being killed by Juke + Pointed Circle from being audible.
  • Fixed a bug that occasionally caused a crash when you interacted with a tile containing multiple liquid containers.
  • Fixed a bug that caused examining certain relics to produce incorrect messages.
  • Fixed a bug that made the performance characteristics of fork-horned helms fail to persist across save/load.
  • Fixed a bug that prevented gelatinous frustrums from wandering while they have a creature engulfed.
  • [modding] Mods' Steam Workshop names no longer dictate their internal IDs and thus won't prevent approval if they contain invalid characters.
  • [modding] Genotypes now have an IsTrueKin flag, separate from IsMutant. GameObject.IsTrueKin() now looks for this flag being true on the creature's property-defined genotype, with creatures with no genotype presumed to not be true kin. GameObject.IsMutant() now looks for IsMutant being true on the creature's property-defined genotype, with creature with no genotype presumed to be mutants.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
REGULAR UPDATE
POSTED
Sat, March 13
Feature Friday - March 12, 2021

201.74/202.33
  • We changed how robots and mutations interact.
    • Robots now have modules rather than mutations.
    • Robots no longer receive mutation points nor do they rapidly mutate.
    • Robots can no longer buy mutations.

  • You can now mark items in your inventory as important.
    • You no longer automatically butcher, harvest, or disassemble important items.
    • You're now asked for confirmation before manually butchering, harvesting, or disassembling important items.
    • You're now asked for confirmation before applying important tonics.
    • Important tonics and applicators now have a low priority for apply being their default interaction.
    • While cooking, the "Preserve your fresh foods" option ignores important items and "Preserve your exotic foods" asks for confirmation on important items.
    • While trading, you're asked for confirmation when you select important items, and important items are ignored when you select all.
    • Quest items are important by default.

  • If you have Disassemble, you can now choose to treat a type of item as scrap. If you do, it'll be considered scrap for the purposes of autoget and autodisassemble.
  • Disassembling items things now puts a message in the message log.
  • Auto-disassemble during autoexplore now directly disassembles items in the environment rather than needing autoget to pick them up first.
  • You now autoget zero-weight artifacts if "Auto-pickup artifacts" is off but "Auto-pickup 0 weight items" is on.
  • Electrical charge consumption now prefers to draw per-turn charge first. For example, when using a jacked phase cannon with a biodynamic power plant, firing now draws the 5000 charge from the biodynamic power plant before consuming charge from the phase cannon's energy cell.
  • Stasis is now a status effect.
  • Force modulators now make you immune to stasis.
  • The lair of Oboroquru is now a holy place to apes.
  • Compute power now reduces the ammo regeneration time for blood-gradient hand vacuums.
  • Sparking baetyl demands and rewards are now less subject to manipulation via Precognition.
  • Special items for village quests are now worth more than normal items of their type.
  • Special items for village quests are no longer categorized as Quest Items once you have completed the quest.
  • Your game score is now calculated using each item in a stack rather than treating the stack as a single item.
  • Preserved cooking ingredients and empty injectors are no longer factored into your game score.
  • When you're cleaved the message log now indicates what part of you was cleaved.
  • Strip flies now have the Wings module.
  • You no longer attack yourself while swooping.
  • Defensive Swipe now respects phase and flight.
  • Applying a tonic to another creature else now takes a turn.
  • Dying by cooling into a block of shale when you're a magmatic sludge now results in a proper death message.
  • Unctuous sludges now properly have unctuous pseudopods.
  • Holograms now have their status revealed by techscanning rather than bioscanning or structural scanning.
  • Holographic ivory and holographic beth are now excluded from consideration as hostiles -- like young ivory and lurking beth -- and are no longer inaccurately considered organic.
  • Convalessence pools now only heals living things.
  • Hypertractors, normality gas pumps, defoliant pumps, and fungicide pumps no longer put 0-damage hit messages in the message log. Hypertractors still message about their effect taking place.
  • Move-into-liquid confirmations are no longer requested during autoact.
  • Immobile creatures now fall through space-time vortices rather than climbing through them.
  • Decarbonizers' decarbonizer module no longer appears with a blank name in the character sheet.
  • The repair, add notes, remove notes, load ammo, unload ammo, and desecrate interactions now have hotkeys.
  • Tweaked the blaze injector item and effect descriptions.
  • Improved the grammar of generated text around items with qualifiers in their names.
  • Fixed a bug that doubled the action cost of modding items when you had them equipped.
  • Fixed a bug that occasionally caused exceptions when creatures with luminous fungal infections temporally fugued.
  • Fixed an exception when tarry sludges spit.
  • Fixed a bug that caused creatures at the Six Day Stilt to shop when they shouldn't and to not shop when they should.
  • Fixed some bugs that caused gaslight weapons to lose proper names and some relic enhancements when they were activated or deactivated.
  • Fixed a bug that caused gentling masks and cones to corrupt the faction alignments of dynamically generated villagers.
  • Fixed a bug where failing to drag an opponent using a latching weapon did not take a turn.
  • Fixed a bug that caused stasis field to fail to put things in stasis.
  • Fixed a bug that caused your companions to hit your when you were in the same tile as a creature they were attacking.
  • Fixed a bug when you tried to disassemble an owned item where the owners would get mad but the disassembly would fail to happen.
  • Fixed a bug that caused physical clones to get permanent versions of mutations their parent organism had granted by relics or cooking.
  • Fixed a bug that caused lava not to heat up containers carried in your inventory.
  • Fixed a bug allowed you to preserve exotic foods dropped from temporary creatures.
  • Fixed a bug with the Brightness & Contrast sliders in the classic options menu when you assigned a value below 0.
  • Fixed a bug that caused some damage messages to be visible when the target wasn't visible.
  • Fixed a bug that caused blaze injectors to increase cold resistance instead of decreasing it.
  • Fixed a bug that caused the classic UI sidebar to handle some target names poorly, especially ones with complex color patterns.
  • Fixed a bug that caused item qualifiers like '[implant]' or 'illuminated' to show up twice in the names of village quest items.
  • Fixed some extra spaces and incorrect a/an cases in village quest text.
  • Fixed a bug with the conjugation of 'catch'.
  • Fixed a typo in the glotrot tomb inscription.
  • Fixed a bug that made electrical arcs and some other visual effects sometimes display strange floating Unicode characters instead of the desired effect.
 

PrettyDeadman

Guest
I think i've been playing the same build for the last 4 years.
 

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