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[doublepost]
Post edited April 05, 2023 by bbucklew
204.66
[list]
[*]Great magma crabs now leave behind basalt when they die.
[*]Creatures will no longer prioritize equipping the gaslight chisel over better weapons.
[*]The stated neutron flux requirement for the [redacted] quest now matches what Klanq requires.
[*]Fire ant queens, segmented mirthworms, and worms of the earth can no longer spawn creatures on the world map.
[*]Walls with pipes installed in them now get their ignition temperature raised to 1200 degrees if it was below 1200 degrees, preventing random villages with lava-based hydraulics in their wooden walls from instantly bursting into flame.
[*]The Barathrum clock with Q Girl pendulum no longer sometimes break adjacent power systems when picked up. This will not affect clocks already loaded in existing save games.
[*]Applied a probable fix for magnetic bottles issuing a warning while traveling on the world map, then exploding before the player has a chance to address the situation.
[*]In most cases, any mods that could be applied to a piece of armor prior to magnetization can now also be applied to it afterward.
[*]Tweaked item population tables.
[*]Made some further improvements to electrical arc messaging.
[*]Fixed a bug that caused bows to not automatically reload after firing.
[*]Fixed a bug that caused bows to bring up a menu for type of ammo to reload with any time you had more than one type of arrow instead of automatically reloading with the same type of arrow if available.
[*]Fixed a bug that caused the bilge sphincter to replace your stinger.
[*]Fixed a bug that caused electrical arcs emanating from equipment to be described as coming from "somewhere".
[*]Fixed a bug that made electrical arcs with no place to go cause errors.
[*]Fixed a bug that caused some corners of the river Yonth to generate as blank zones.
[*]Fixed a crash that occurred when multiple creatures occupying the same cell attempted to swap positions.
[*]Fixed a typo in ixlthyxl's description.
[*]Fixed a bug that made it possible to contract blurry vision and monochrome at the same time under exotic circumstances, potentially resulting in incurable monochrome.
[*][modding] Bonded companions with proper names now have display names of the form "Gatt Alhonyawr, hired guard" rather than "Gatt Alhonyawr and hired guard".
[*]Added a "soundlog" wish to show the last 20 requests processed by the sound engine
[/list]
204.67
[list]
[*]Quests to recover historic relics now include the name of the historic site in the quest text, in addition to the name of the level the relic is on. This does not necessarily mean the location of the historic site is revealed when you get the quest, though.
[*]Leeches are no longer implied to produce chitin.
[*]Spitting slugs now spit salty acid that evaporates over time.
[*]Tweaked the artifact identification messaging.
[*]Using an unidentified tonic now indicates that you have identified it with a message.
[*]Large lists of pickable items with similar names now have a consistent sorting order, rather than items sometimes moving around in the list as you navigate it.
[*]Colorless generic brooding puffs no longer appear in fungal sites.
[*]Tree cherubim now equip their cherubic bark in the right place.
[*]Non-player creatures who use Teleportation are now subject to its accuracy limitations.
[*]Companions with force bubbles active no longer attempt to pathfind right up next to you, pushing you around.
[*]There is a new companion interaction available, direct to change follow distance, that lets you direct companions to follow close by, at medium range, or far away.
[*]Inanimate objects that are brought to life can no longer be brought to life a second time.
[*]You can no longer activate the Flume-Flier of the Sky-Bear when wielding it is a weapon.
[*]Gave the sizzling effect on liquid containers a more informative description.
[*]Fixed a regression that allowed you to get infinite chrome keys from Otho.
[*]Fixed a bug that caused physical transformations to incorrectly increase the base rank of other mutations.
[*]Fixed a bug with generated village history text involving worshipped sultans.
[*]Fixed a bug that prevented unlocking the Mutagenic Mastery achievement.
[*]Fixed a bug that caused the Cloaca Surprise to give you an extra tail.
[*]Fixed a bug that caused you to be unable to leave the current screen when possessing a creature with a party leader.
[*]Fixed a bug that caused corpses and other objects to become targets after killing a primary target with akimbo pistols.
[*]Fixed some grammar errors in damage messages.
[*]Fixed a pluralization error when learning crafting recipes via the water ritual.
[/list]
204.68
[list]
[*]We made some changes to geomagnetic discs.
[list]
[*]They no longer bypass walls or doors.
[*]They no longer have unlimited range for reaching their initial target.
[*]They no longer target the same creature twice in a given throw.
[*]They no longer rely on the thrower's vision to find targets.
[*]Their base charge use is lower.
[*]Their charge use is now asserted on every bounce.
[*]When disabled due to lack of charge, they now fail to activate and are not thrown.
[*]When targets are out of phase with them, they now attempt to hit the target and fail, rather than refraining from the attempt.
[*]Previously, when used by NPCs, they would use the NPC's strength bonus for the to-hit calculation rather than agility bonus if the strength bonus was higher. They no longer do this.
[*]Deft Throwing and parabolic muscular subroutines now improve their chance to hit.
[*]Their appearance in flight is now that of their tile.
[*]Seeing one in action now identifies it.
[*]Fixed a bug that made them fail to target some hostile creatures who had not yet noticed the player.
[/list]
[*]The move speed penalty from equipping heavy weapons is now surfaced as a status effect, Hampered.
[*]You can no longer open or close doors if you are unable to move your extremities.
[*]Creatures with no hands or hand-likes can no longer open or close doors.
[*]A chronology entries is no longer recorded for trying to rename a companion who already has a proper name.
[*]Unidentified thrown weapons no longer autoequip to the thrown weapon slot.
[*]Equipment, inventory, and some companions now persist when an object is glitched via warm static. ((Beguiled/proselytized creatures will still lose interest if new body can't support them))
[*]Reduced the number of "target temperature reached" messages issued by transkinetic cuffs.
[*]Improved the journal verbiage when you learn a secret that's known by a faction but not the faction you learned the secret from.
[*]Improved the grammar across many spots in text generation.
[*]Fixed a bug that caused Spread Klanq quest steps not to complete after a save/load cycle.
[*]Fixed some situations where inanimate objects would become targeted during a multi-weapon ranged attack.
[*]Fixed a bug that occasionally caused you to fall in love with quest-related statues or statues created by lithofex gazes, even if there was no reason to love them.
[*]Fixed a bug that caused pure warm static to not glitch objects its container shattered on.
[*]Fixed a bug that caused the inventory or equipment screen to be rendered blank when you glitched yourself via warm static.
[*]Fixed a bug that made fungal infections not operate properly when occupying left/right/upper/lower body parts. This fix won't affect existing fungal infections in saved games.
[*]Fixed a bug that caused dynamic quests steps requiring an item not to complete in some circumstances, like receiving the item as a gift during the water ritual.
[*]Fixed a bug that caused dynamic quest steps requiring an item not to complete if you already had the item in your inventory at the start of the quest.
[*]Fixed a bug that made in-place disassembly of energy cells slotted into sockets often fail if you had other energy cells that could stack with that one in your inventory.
[*]Fixed a bug that caused [owned by you] to appear on sold items if you had stored them in a container at any point prior.
[*]Fixed a grammar error in some sentences involving compacted bone matter.
[/list]
204.69
[list]
[*]Slugsnouts and leering stalkers no longer use their ranged weapons at point-blank range.
[*]Reverted last week's change about not being able to open doors if you can't access your extremities. Now, certain creatures won't open or close doors based on behaviorial factors.
[*]Made it harder to get to [redacted] if you don't have the Tomb of the Eaters quest.
[*]You can no longer travel to [redacted] while in a body that's not your own.
[*]The deployment of portable walls and stasis projectors is now animated.
[*]Increases the frequency Ruin of House Isner secrets appear in generated text, which had become less frequent since the last corpus refresh.
[*]Messaging for secrets discovered via Trash Divining is now sensitive to the "Display popups when noting information in your journal." option.
[*]Revamped some creature descriptions.
[*]Fixed a bug causing some sentences to refer to a creature when they should have referred to a piece of the creature's equipment.
[*]Fixed a bug that made some creature detection effects continue highlighting creatures if you switched bodies into something lacking the detection capacity.
[*]Fixed a bug where heavy weapons were categorized as rifles in tinkering categories, resulting in heavy weapon schemasofts with no blueprints.
[*]Fixed a bug where the Hampered effect was categorized as mental, which caused it to terminate Sunder Mind.
[*]Fixed a bug in the construction of some trader restocking messages.
[/list]
204.71
[list]
[*]The watervine farmer calling now starts with bonus reputation with the Farmers' Guild.
[*]Ticking vents are now limited to spawning 30 clockwork beetles in total.
[*]Fungal infections on hands now display their stats as melee weapons.
[*]You now fall to the ground if you lose your wings in-flight.
[*]Gave equimaxes double-muscled.
[*]Creatures are now more willing to attack force fields and plant growth and, sometimes, dig through walls to reach an enemy.
[*]Gigantic creatures now break most beds and chairs they attempt to sleep or sit in.
[*]Certain liquids are now converted to other liquids if they react with a desalination pellet.
[*]The target selection prompt for stasis and force projectors now refers to a field rather than a wall.
[*]You can no longer enter the [redacted] if you do not bear the Mark of Death.
[*]The bit cost of item modifications is now in part based on the base item's tech tier instead of its general tier. This mostly has no impact, except that it's now easier to mod recoilers even if they port you to late-game locations.
[*]When a creature is pushed or pulled due to an effect that propels them through the air (e.g., Slam, gravity grenade), they no longer interact with liquid pools they pass over.
[*]Pariahs in pariah groups no longer exhibit extremely antisocial behavior like leaving trash trails and swallowing things whole.
[*]Attempting to sleep on a bed or sit on a chair with a neutral creature in its square now swaps positions with the creature, if possible, rather than asking if you want to attack them.
[*]Added new descriptions for several creatures.
[*]Removed an outdated version of Electrical Generation from electrofuges and gave them the newer one.
[*]Improved some suboptimal grammar in tombstone messages.
[*]Fixed a bug that occasionally made exploding items explode multiple times.
[*]Fixed a bug that allowed you to complete quests with temporary items.
[*]Fixed a bug that caused permanent clones of narratively important NPCs to flag the original as dead when the clone died.
[*]Fixed a bug that made geomagnetic discs not overloadable.
[*]Fixed a bug that prevented NPCs from reloading some missile weapons.
[*]Fixed a bug that made the fists installed by fist replacement cybernetics persist after the implant was removed.
[*]Fixed a bug that prevented the player from automatically equipping a torch on game start.
[/list]
204.72
[list]
[*]Added a remappable command for interacting with your companions (defaults to Ctrl-C).
[*]Items being gigantic no longer uses up one of their three modding slots.
[*]Improved the artifact identification messages shown when you permanently come to understand an artifact you temporarily understand due to tech or bioscanning.
[*]When a weapon can only penetrate a maximum of 1x, the penetration arrow icon in its display name is now black.
[*]Offhand attacks from your stinger now always apply their venom.
[*]Palladium electrodeposits are now destroyed on removal, and their Intelligence bonus, when applicable, now counts toward skill requirements. (Existing implants in saved games will not be affected.)
[*]Becoming hungry no longer interrupts autoact. Becoming famished still does.
[*]Items marked to be treated as scrap no longer continue to be treated as scrap if they become unidentified.
[*]Brinestalk gates and iron gates no longer occlude vision while closed.
[*]Popups from pulsed field magnets ripping things off your body now require you to press space to dismiss them.
[*]You no longer get a chronology entry for visiting a generated village if it's the village you started in.
[*]Gave glowsphere and silver rondure more appropriate tiles.
[*]Made the gigantic chassis plate metal.
[*]Made wavy doors metal.
[*]Improved the sort order of liquid containers.
[*]Fixed a bug that caused named items to include superfluous details about their state in their descriptions.
[*]Fixed a bug that caused the "Find Eskhind" quest to start when Eskhind was slain.
[*]Fixed an issue where pressing a movement direction multiple times could cause one press to not register.
[*]Fixed a bug that made nulling melee weapons not necessarily eligible for the Jacked mod.
[*]Fixed a bug that made autoexplore unable to swap positions with animated doors that the player was unable to unlock.
[*]Fixed a bug that made some remote sensing effects carry through inappropriate colors to the tiles shown.
[*][modding] The PortableWall part now supports a field DeployingWhat for controlling the text the field picker displays.
[/list]
204.74
[list]
[*]When aiming a missile or thrown weapon with a known maximum range, the portion of the selected path beyond that range is now colored black.
[*]When aiming a thrown weapon, the portion of the selected path beyond your full-accuracy throw range is now colored yellow.
[*]Geomagnetic discs are now subject to being intercepted by point-defense systems.
[*]Point-defense systems now respect phase.
[*]Glowfish and glowcrows now emit a small amount of light.
[*]Kickback no longer activates if you have no feet.
[*]Renamed the "Open chests while auto-exploring" option to "Look in containers while auto-exploring", made it apply to all container types, and removed the now vestigial "Open bookshelves while auto-exploring" option.
[*]Using the Confusion mutation now makes affected targets angry.
[*]Added a custom message on Pax Klanq's death.
[*]Liquid pools now freeze into solids based on the primary liquid in the mixture.
[*]Manual equip now uses body parts' descriptions rather than names.
[*]Flurry can no longer be activated on the world map.
[*]Smart use near harvestable plants now harvests them.
[*]Inflated axons and prowling effects now end if the corresponding cybernetics are removed.
[*]Added color animation effects to glowspheres, floating glowspheres, luminous motes, quantum motes, and black motes.
[*]Added new descriptions to grenades and several other items.
[*]Improved the grammar used with the leatherworking tools in Bey Lah.
[*]Improved the grammar in messages related to examining and putting things on tables and bookshelves.
[*]Color-coded grenade tiles and ASCII glyphs.
[*]Fixed some issues with the stats assigned to tinkered turrets.
[*]Fixed a bug that caused the cone picker to not respond to movement directions properly when locked.
[*]Fixed a bug that caused the cone picker display to be assymetrical.
[*]Fixed a bug that removed the "space-select | lock/unlock (F1)" line of the fire/throw target picker from the text UI.
[*]Fixed a bug with the display of some sultan names in village histories.
[*]Fixed a bug that caused rebuked followers to keep following you when dismissed.
[*]Fixed a bug that disabled the look interaction on items in containers and implanted cybernetics.
[*]Fixed a bug causing some deep shafts and special worldmap terrains to have "set of" prepended to their names.
[*][modding] Gave Meal Preparation its own Class name unique from CookingAndGathering (CookingAndGathering_MealPrep).
[*][modding] Added a new 'rapid:[n]' wish to trigger rapid advancement.
[/list]
204.78
[list]
[*]Gaslight chisels can now be used to engrave hard, inorganic body parts in a fashion similar to how tattoo guns can be used to tattoo soft, organic body parts. (Existing gaslight chisels in saved games will not receive this functionality.)
[*]Digging while autoexploring or otherwise pathfinding now prefers somewhat to dig through softer walls.
[*]When a selected target square for Jump is invalid, you are now asked to select it again rather than exiting the command entirely.
[*]Village pets talk less like villagers now, and smart use brings up their interaction menu rather than immediately chatting with them.
[*]Attacks now pass harmlessly through holographic walls, unless they are animated.
[*]Reduced the weight (and thus gravity grenade damage when they slam into you) of conveyor belts.
[*]Added some references to the Corpus Choliys and spray bottles in apothecary dialolg.
[*]Non-player creatures can now use the following implants if they have them installed: matter recompositer, high-fidelity matter recompositer, inflatable axons, nocturnal apex, and stasis projector.
[*]Non-player creatures wielding psionic melee weapons now unequip them if their target is immune to psychic attacks.
[*]Non-player creatures wielding psychal fleshguns now stop trying to shoot targets that are immune to psychic attacks.
[*]Improved the death messages for being killed by your Temporal Fugue clones and similar phenomena.
[*]Fixed a bug where "Wait N turns" was waiting 1 extra turn.
[*]Fixed a color inconsistency in village generated dialog.
[*]Fixed a bug that prevented smart use on some objects from correctly bringing up their interaction menu when it was supposed to.
[*]Fixed a bug that caused plural creatures to sometimes be referred to as a set of themselves.
[*]Fixed a bug that caused some cybernetic implants to sometimes be described strangely.
[*][modding] Added an after-render callback to some displays that were not using it (especially Targeting displays).
[*][modding] Fixed a bug that caused XML files of failed mods to be loaded.
[*][modding] The unapproved mod alert now only displays when nothing else prevents that mod from running.
[*][modding] Generally standardized on use of The.Player over Core.Player.Body
[*][modding] Fixed several instances where UI screens (Skills and Powers, Status, etc.) were referencing The.Player directly instead of the object passed in to them.
[/list]
204.82
[list]
[*]Non-player creatures now occasionally pet nearby pettable creatures.
[*]Eating a plant or fungi-based meal at an oven as a carnivore no longer provides satiation and may make you ill.
[*]Photosynthetic Skin now gives a small bonus to DV when occupying the same tile as foliage.
[*]We made some cosmetic changes to jungle trees.
[list]
[*]To reduce confusion around which tree blocked movement -- tanglewood tree or shimscale mangrove tree -- we replaced the tanglewood tree with a new tree, ziv bough, and gave shimscale mangrove tree (the movement blocking one) both mangrove/tanglewood tile variants.
[*]Added another new tree: star palm.
[*]Witchwood trees now have a tile variant.
[*]Dogthorn and swarmshade trees now use their tile variants.
[*]Tweaked the tree population in the jungle and jungle-like regions.
[*]Added new descriptions for shimscale mangrove tree, swarmshade tree, star palm, and ziv bough.
[/list]
[*]Containers of pure water that are also quest items are no longer excluded from NPC inventories in trade.
[*]Clicking on an object to walk toward it now continues to walk toward the object if it moves rather than the location it was in when clicked.
[*]Legendary chefs no longer occasionally spawn without an oven.
[*]Village ovens may spawn surrounded by liquid but no longer spawn immersed and unusable.
[*]Village ovens no longer spawn in hallways.
[*]Village ovens are no longer removed by random rivers passing through them.
[*]Pathfinding now avoids visible sprouting orbs.
[*]In the modern UI, characters with Nerve Poppy now have their HP bar move when they change HP statuses.
[*]Save file cleanup no longer deletes any folder starting with a period.
[*]Improved some failure messaging for Flaming Ray and Freezing Ray.
[*]Improved the determination of whether a creature is in combat for the purposes of Narcolepsy.
[*]Tweaked some descriptions on the worldmap.
[*]Fixed a bug that caused creatures to fall in love with objects that weren't real.
[*]Fixed a bug that caused soup sludges to only equip a single pseudopod.
[*]Fixed a bug that assigned extra titles to some creatures.
[*]Fixed a bug that caused game crashes in some exotic combinations of creatures being stuck and engulfed.
[*]Fixed a bug that caused some named items to be called weird artifacts in their descriptions.
[*]Fixed a bug that made Flaming Ray and Freezing Ray unusable when granted by cooking effects.
[*]Fixed a bug that caused burrowing claws granted by skulk injectors to not generate their natural claw weapons.
[*]Fixed various bugs involving messages not being generated, or sight being lost on targets, because a creature you're fighting is across a zone boundary.
[/list]
204.83
[list]
[*]Rocket skates now alter Jump into Rocket Jump.
[list]
[*]+4 jump range
[*]Minimum range 3
[*]You can rocket jump over creatures.
[*]Upon landing, you make an Agility 20 save or fall prone.
[*]You leave a trail of burning exhaust behind you.
[/list]
[*]The Hurdle skill now lets you jump without interrupting your sprint.
[*]Movement confirmation now a yes/no popup, rather than requesting confirmation via moving again, when moving up or down.
[*]When you perform the water ritual with a social coprocessor installed, you now gain additional reputation with the creature's faction if your implant's performance has been boosted by compute power.
[*]Photosynthetic skin, vine-weave tunics, and other leafy items no longer count your own foliage (if you are a plant or plant-like creature) in determining camoflauge DV.
[*]The Leap, Frog achievement now triggers when you are taught Jump by a wider range of frogs, including svardym.
[*]Flaming vents are a little more destructive.
[*]Robots can no longer eat food or drink liquids. Existing robots in saved games won't be affected.
[*]Robots no longer heal while EMPed. Existing robots in saved games won't be affected.
[*]Forts no longer sometimes spawn disconnected from the rest of the map.
[*]Added new descriptions for several map terrain objects.
[*]Replaced the tiles for low-tier relic hats and helmets with different, better-suited existing tiles.
[*]Improved the spawn placement of esper assassins.
[*]The main menu music now restarts when returning to the main menu from an active game.
[*]Added a section on saving throws to the manual.
[*]Fixed a bug that caused a variety of item types to be unable to stack.
[*]Fixed a bug that made buying skills in the water ritual display the original cost in the dialog rather than the adjusted cost.
[*]Fixed a bug that caused the natural claw weapons of burrowing claws to not be removed with the mutation.
[*]Fixed a bug that caused Slog of the Cloaca to not award reputation when killed.
[*]Fixed a bug that made pettable creatures with multiple pet responses fail to display proper messages.
[*]Fixed a bug that caused several quests to not complete correctly if you had swapped bodies. More fixed quests to come next week.
[*]Fixed pettable creatures pet responses that used the old format (all Patreon pets).
[*]Fixed a bug where Rainwater Shomer was able to follow you back into the corporeal world.
[*]Fixed a bug that sometimes prevented Eskhind, Liihart, or Meyehind from spawning.
[*]Fixed a bug that caused the names of lairs not to indicate the type of creature the lair owner is. Lairs in existing save games will not be affected.
[*]Fixed a bug that caused creatures not to equip shields.
[*]Fixed a bug that caused legendary tortoises to be described as legendary tortoises twice.
[*]Fixed a bug with the network of roots pet that caused its inventory to transmute into "pooled objects".
[*]Fixed a bug that caused a non-dominant biome for an area to sometimes be listed as its most notable feauture.
[*]Fixed a rare crash during gem tumbling when the tumbler was frozen.
[*][modding] Added IfHaveLiquid, GiveLiquid, and UseLiquid conversation delegates (wiki ref: Modding:Conversations#Delegates_2).
[*][modding] Added a PlayerTook event to IGameSystem.
[*][debug] Wishing "rebuild" on the world map now correctly places you on the rebuilt world map.
[*][debug] Fixed the Grit Gate doors not being properly opened when wishing "stage4".
[/list]
204.84
[list]
[*]We made Kickback work with any missile attack and moved it under the Tactics skill tree.
[*]Bilge sphincter bonuses are now considered "base".
[*]Normality fields have a new appearance.
[*]Reduced the difficulty of the save to avoid going prone from Rocket Jump.
[*]Various items that provide saving throw modifiers now say what they are doing using more descriptive language.
[*]Simplified some save modifier language involving forced movement.
[*]Creatures are now much less willing to use special movement abilities to go to dangerous locations.
[*]Slog is now more willing to enter pools of filth.
[*]The Stuck effect from a grabber arm now ends if the grabber arm is destroyed or moved out of adjacency to the target.
[*]Hints about location of the Ruin of House Isner found in books now use more sensible language when the hint is less than one parasang.
[*]Fixed various cases of things being described awkwardly as sets. This fix will show up unevenly in existing saved games.
[*]Fixed a bug that removed creatures' titles from restocking announcements and points of interest.
[*]Fixed a bug that caused the messages for discovering a lair not to indicate the type of creature the lair owner is. Lairs in existing save games will not be affected.
[*]Fixed a bug that caused several quests not to complete correctly if you had swapped bodies. More fixed quests to come next week.
[*]Fixed a bug that caused crashes in some situations with stuck creatures.
[*]Fixed a bug that caused the player's name to be rendered as "you" when items were named for them.
[*]Fixed a bug that caused some maker's marks to cause strange text generation.
[*]Fixed a capitalization issue with generated quest item names.
[*]Fixed a bug that caused some exotic construction materials to be described as wet when they weren't.
[*]Fixed bugs that caused brinestalk, sliced bop cheek, wild rice to be treated as plural.
[*][modding] Added a new part, ExcludeMods, that can be used like <part Name="ExcludeMods" Exclude="ModSharp,ModScoped" /> to prevent an item from getting specified mods it would otherwise qualify for. Exclude="*" will exclude all mods, though typically that would be done using <tag Name="Mods" Value="None" />.
[*][modding] Added AfterSecretRevealed, PlayerAfterConversation and PlayerEnteredCell events to IGameSystem.
[/list]
204.90/205.35 beta
[list]
[*]Added new descriptions for some natural equipment.
[*]Heightened Hearing, Sense Psychic, and electromagnetic sensors no longer alert enemies.
[*]Ichor merchants now occasionally stock sap, putrescence, primordial soup, and (rarely) warm static.
[*]The Light Source category is now initially expanded when equipping a thrown weapon.
[*]Sense Psychic now allows you to perceive when someone creates an otherwise non-visible pyrokinesis or cryokinesis field.
[*]Factory arms now properly move objects.
[*]Being rusted now generally turns things red.
[*]If a village records its history through tattoos, and a villager has a body that cannot be tattooed but can be engraved, they now spawn with an historical engraving.
[*]You no longer auto-disassemble items in the course of modding them.
[*]The trade screen no longer ever shows a negative post-trade weight.
[*]Improved auto-equip failure messages, especially in cases where auto-equip failed on multiple body parts.
[*]Improved messaging for the appearance and disappearance of pyrokinesis and cryokinesis fields.
[*]The damage done by pyrokinesis and cryokinesis now depends on the phase that the field's creator was in at the time of creation.
[*]Fixed a bug that made armor fail to auto-equip to an occupied but potentially available body part if the first appropriate body part was occupied by non-removable equipment.
[*]Fixed a bug that caused odd grammar in the descriptions of your severed limbs.
[*]Fixed a bug that caused you to get time cube messages when zero jells applied the effect to NPCs.
[*]Fixed a bug that caused creatures to swap energy cells too frequently in items that have boot sequences with high charge draws.
[*]Fixed a bug that caused psychic hunters to sometimes fail to spawn and prevent other creatures in the zone from moving.
[*]Fixed support for the "Stack" hint, which will cause some ammunition populations not to be scattered all over the floor as individual objects.
[*]Fixed a bug that made some farms generate with odd names.
[*]Fixed a bug that caused some tinkerable items to display a <?> in their name and give no bits when disassembled.
[*]Fixed a bug that caused rusted robots who had their rusting repaired remain red.
[*]Fixed a bug that caused your tongue to continuously regrow and rot away if you had Regeneration.
[*]Fixed a bug that made initial cryokinesis field deployment use colors appropriate to pyrokinesis.
[*]Fixed a bug causing graphical glitches with some force field interactions.
[*]Fixed a bug that excluded disguise mod name elements from item pickup messages.
[*]Fixed a bug that caused doubled punctuation at the end of village history tattoos.
[*]Fixed some formatting issues with pet responses to being petted.
[/list]
204.91
[list]
[*]Springing now affects power skating.
[*]NPCs now use Intimidate and Menacing Stare.
[*]Baetyls no longer request bizarre carnage.
[*]Mechanical cherubim now prefer to use oil for the water ritual.
[*]NPCs are now more willing to throw things and fire missile weapons at forcefields and at targets hiding behind trees.
[*]Friend to fungi and fungus-ridden creatures now get recolored dark and bright magenta, respectively.
[*]Immobile creatures may now move using Juke.
[*]Pathfinding on the world map now prefers to go around the Rainbow Wood.
[*]Campfires and campfire remains that are buried under solid objects no longer prevent another campfire from being built nearby.
[*]Added new descriptions for some articles of clothing.
[*]Reduced the volume of the stasis field sound effect.
[*]Targets are now unset if you pick them up, equip them, implant them, slot them, load them, or used them as a component.
[*]Fixed a bug that made pouring neutron flux from one functional magnetic bottle to another issue a false warning about lack of magnetic containment.
[*]Fixed a bug that made NPCs able to reload a weapon and fire immediately.
[*]Fixed a bug that caused Terrified effects which were supposed to suppress the use of activated movement abilities to fail to do so.
[*]Fixed a bug that caused trining lampreys to not self-replicate.
[*]Fixed a bug that caused jumping and ejection seat animations to sometimes display your tile with the wrong colors.
[*]Fixed a bug that caused a quills object to be unequipped into your inventory if a prior mutation was glitched into Carapace via warm static.
[*]Fixed a bug that made Templar phylacteries reference a confused name if they generated while the player was confused.
[*]Fixed a bug that caused strange phrasing in tomb inscriptions about books.
[*]Fixed more grammar oddities in third-party petting messages.
[*]Fixed a typo in Hortensa's conversation.
[*]Fixed a bug causing text following commas to be inappropriately removed from item names in some contexts.
[*]Fixed a bug that caused the stripping of color formatting to fail on some nested color patterns.
[*][modding] Added SourceID, SourceBlueprint, KillerID, and KillerBlueprint properties to dropped corpse objects. ID properties will only be populated if the relevant object already had an ID when the corpse was generated.
[list]

205.37 beta
[list]
[*]Increased the value of the leftmost tick of the repeat delay slider from 0 to 5.
[*]Fixed the main menu X not highlighting on hover.
[*]You can use the walk command again while looking to walk to the object you're looking at.
[*]Fixed v positive and v negative binds changing objects in a stack in the looker.
[*]Page Up and Page Down can now be used to navigate popups and the look menu.
[*]Fixed the binding display on the book UI.
[*]You can now use hotbar positional binds to trigger an ability even if that ability has a custom bind.
[*]Fixed an issue when looking at a tile when you didn't have Walk bound.
[*]Fixed an issue when using backspace on the number selection popup.
[*]Fixed an issue causing page up and down to be reversed in some menus.
[/list]
(gog patching delayed because the gog backend is having problems, I'll try again tomorrow)