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high rated
202.101
[list]
[*]Robots and mutated plants can now be stunned.
[*]Baetyl, hermit, and mysterious stranger cherubim now belong to the correct factions.
[*]Pax Klanq is now immune to fungal infections.
[*]Dynamic quests no longer use player map notes as landmarks.
[*]White esh now honk instead of caaw.
[*]Meyehind and Liihart now rejoin the hindren faction if Eskhind becomes Hindriarch.
[*]Wardens Esthers, Lulihart, and Tszappur now more consistently get along.
[*]Argyve no longer offers to sell his scratched data disk, and Q Girl no longer offers to sell her data disk with encoded instructions.
[*]Made some tweaks to low-tier melee relic base types.
[*]Fixed pluralization of 'boot' in sultan histories.
[*]Fixed a bug that caused excessive CPU use in cybernetics terminals.
[*]Fixed a bug that caused rhinoxen to get a number of free melee attacks on their targets when charging.
[*]Fixed a bug where if a rhinox's charge killed a creature, a copy of that creature's corpse was spawned in each tile of the charge path.
[*]Fixed a bug that caused extremely odd names to get generated for sultan cults and sultan relics.
[*]Fixed a bug that occasionally caused ovens to do nothing.
[*]Fixed several rare exceptions in the display of cooking recipies.
[*]Fixed a typo in arc winder's description.
[/list]
high rated
202.102
[list]
[*]Equipment with power switches, such as ontological anchors, night-vision goggles, and ninefold boots, now grasts you an activated ability for toggling their power.
[*]Creatures that are immune to being damaged are now also immune to being dismembered.
[*]Jewelers and gemcutters now have guards.
[*]Corrected resonance grenade damage to non-structural objects in the grenade description.
[*]Frog cherubim now correctly belong to the frogs faction.
[*]Regeneration tanks now tolerate impure convalessence mixtures as long as they contain at leats 100 drams and the mixture is at least two-thirds convalessence. Regen tanks in existing saved games won't be affected, though.
[*]Regen tanks now properly regenerate tongues even when they're the only body part you lost.
[*]Creatures no longer attempt to use Disintegration against enemies they are out of phase with.
[*]Gave the [redacted] sapient plant properties.
[*]You can no longer [redacted] before starting the Tomb of the Eaters quest.
[*]Added the arcology names back to the true kin caste selection screen.
[*]Cooking effects that identify all artifacts on the local map now identify implanted cybernetics.
[*]Fixed a bug that caused variables to occasionally display in the names of village factions.
[*]Fixed a bug that caused hologram bracelets to have infinite range.
[*]Fixed an issue that occasionally caused invalid text to be generated after leaving a zone with an object you were lovesick for.
[*]Fixed a bug with temporal fugue clones and other temporary objects that prevented zones from unloading, degrading performance.
[*]Fixed an issue that occasionally caused out-of-date copies of your body or your followers to return from [redacted].
[*]Made the text color consistent across hyperbiotic object names.
[*]Fixed a wrong identation in Corpus Choliys.
[*]Fixed a bug that made sower's seeds considered inorganic and eligible for donation at the sacred well.
[*]Fixed the pluralization of 'moments in time chosen arbitrarily'.
[*]Fixed a pluralization issue in dynamic quest text.
[*]Fixed a rare bug that caused saves to fail to load.
[*]Fixed a bug that caused your [redacted] to fail to generate properly.
[*][modding] Made the 'sheeter' wish more robust.
[/list]
high rated
203.2 - beta branch

DEEP JUNGLE AND BAROQUE RUINS
[list]
[*]We added two minor late-game regions, the deep jungle and baroque ruins.
[list]
[*]Made significant changes to the worldmap to accommodate the new regions.
[*]Added new creatures: deep slumberling, purple jell, trash abbot, and goatfolk qlippoth.
[*]Added new flora: nachash tree and nimbus beam.
[*]Added rare urberry bushes.
[/list]
[/list]

LATE-GAME HISTORIC SITES
[list]
[*]We added historic sites for the period 1, 2, and 3 sultans. The number of historic sites per game now follows this pattern:
[list]
[*]Period 5 sultan: 2 sites
[*]Period 4 sultan: 2 sites
[*]Period 3 sultan: 2 sites
[*]Period 2 sultan: 1 site
[*]Period 1 sultan: 1 site
[/list]
[*]We made mid and late-game historic sites have fewer levels. They now max out at around depth 7.
[*]More changes to historic site population are likely to come.
[/list]

NEW ACHIEVEMENTS
[list]
[*]Added 48 new achievements.
[list]
[*]Mechanimist Reformer; Aaaaaaaaargh!; Feast Upon the Goat Hearts! *cheers*; Rocket Bear; Two Cats Are Better Than One; Me, Myself, and I; Clonal Colony; The Woe of Apes; Close the Loop; Tourist; Sight Older Than Sight; What Are Directions on a Space That Cannot Be Ordered?; Star-Eye Esper; The Quasar Mind; There Can Be Only One; Glimmer of Truth; Sultan of Salt; Absolute Unit; Non-Locally Sourced;
Surprise!; From Thyn Heres Shaken the Wet and Olde Lif; All Those Who Wander; The Recitation of the Drowning of Eudoxia by the Witches of Moonhearth; A Clammy Reception; What's Eating the Watervine?; Byevalve; You Recame; Dayenu; Belong, Friends; Token of Gratitude; The Laws of Physics Are Mere Suggestions, Vol. 2; Aetalag; I-; *gulp*; Jeweled Dusk; The Narrowing Sky; Dawnglider; Was It Something I Said?; Lottery Winner; The Psychal Chorus; Become as Gods; Live and Ink; tsk tsk; Raisins in the Layer Cake;
May the Ground Shake But the Six Day Stilt Never Tumble; Red Rock Hazing Ritual; Mumblecore; Open Your Mind
[/list]
[/list]

RUST WELLS
[list]
[*]The Rust Wells have been entirely revamped. The dungeons are now based on fulcrete wells that are dug into the earth.
[*]Added a mechanism to allow flight in strata beneath the surface when there is sufficient open sky above you.
[/list]

BALANCE
[list]
[*]If you have the Hooks for Feet defect, your dismembered hooks now regrow.
[*]We reduced the defensive buffs from cooking with the preserved gland paste of the various bearded lizards.
[list]
[*]Sleetbeard gland paste and concentrated sleetbeard gland paste now bestow +10 and +20 cold resist, respectively, instead of +100.
[*]Flamebeard gland paste and concentrated flamebeard gland paste now bestow +10 and +20 heat resist, respectively, instead of +100.
[*]Tartbeard gland paste and concentrated tartbeard gland paste now bestow +10 and +20 acid resist, respectively, instead of +100.
[*]The gland paste and concentrated gland paste of nullbeards, gallbeards, dreambeards, stunbeards, and maze beards no longer offer any defensive bonuses.
[/list]
[*]Made a small adjustment to the creature tier calculation.
[/list]

POPULATION REFACTOR
[list]
[*]We're in the process of refactoring our systems for populating maps and creature inventories. Creature and equipment distributions may have changed somewhat (but not drastically).
[*]Humanoid creatures, particularly snapjaws and goatfolk, now rarely spawn with a wider range of equipment.
[*]Snapjaw scavengers now occasionally spawn without equipment.
[/list]

MODDING
[list]
[modding][*]We're in the process of retiring encounter tables in favor of population tables. This may affect mods.
[modding][*]Creatures that were previously equipped via encounter table equipment builders are now implemented as multiple creature objects with the AggregateWith tag (ex: Snapjaw Scavenger).
[/list]
high rated
203.4 - 'beta' branch
[list]
[*]Added new items: ogre fur hat, ogre fur gloves, and ogre fur cloak.
[*]You can now butcher ape fur hats and ape fur gloves from albino ape corpses. The descriptions of these items were changed to make this more sensible.
[*]Relic melee weapons are now sometimes two-handed.
[*]Historic sites are now built from a more sensible set of wall types, which includes gilded marble from the appropriate sultanate period.
[*]Removed short swords from the game because their stats were extraneous and identical to daggers. If they do come back, they'll likely be revamped.
[*]Added new descriptions for low and mid tier daggers, cudgels, axes, and swords.
[*]Cloneling clones now count toward the achievements "Me, Myself, and I" and "Clonal Colony".
[*]Fixed a bug that caused the achievement for traveling to the Six Day Stilt not to unlock if you had accepted the quest O Glorious Shekhinah!
[*]Fixed a bug that caused the razed goatfolk village to fail to build.
[*]Fixed a bug that caused read books to count multiple times for achievements.
[*][debug] Added an option to disable achievement progress (Debug > disable achievements).
[/list]
high rated
203.7 - 'beta' branch
[list]
[*]Added a new music track to deep caves.
[*]Sleeping waydroids in the Grit Gate enclave are now friendly to Barathrumites.
[*]Added two new shields: crysteel aegis and flawless crysteel aegis.
[*]Added a new force attack binding to the prerelease input manager which will force attack in the currently selected direction. (defaults to alt+L1)
[*]Widened the range of possibilities for relic missile weapons.
[*]Tweaked the details and added several new descriptions for relic base items.
[*]Relic curios that summon friendly creatures now typically summon higher-level creatures.
[*]Relic tonics now provide two attribute/mutation points instead of one (or boost an attribute by two instead of one).
[*]Added new descriptions for the following items: nanoweave vest and rainboweave cloak.
[*]Added signs for gutsmongers' shops.
[*]Added new tiles for the following objects: canned Have-It-All, canned mystery meat, bandage, desalination pellet, knollworm skull, blood-stained neck ring, miner's helmet, fire ant gaster, steel buckler, steel shield, carbide shield, bronze ingot, qudzu stem, rubber tree seed, fullerite aegis, hunk of cheese, Yd Freehold workshop sign, jeweler sign, some books, tokens, timecube, relic curios, gentling cone, eyeless crab legs, crimson hood, mirrorshades, telemetric visor, chrome mantle, mercurial cloak, rainboweave cloak, worn burnoose, Praetorian's cloak, leather scraps, panther's cloak, furs, point-defense lasor, precinct navigator, wrist calc, force bracelet, structural scanning bracelet, life loop, snakeskin armlet, chain gauntlets, elastyne gloves, plasifer gloves, carbide boots, fullerite boots, anti-gravity boots, bounding boots, brinestalk gate, small sphere of negative weight, data disk, waterskin, camel bladder, robot limbs, organic limbs, trash, security cards, spiral borer, Klanq infection, ganglionic teleprojector, forge, anvil, fused security door, geomagnetic disc, luminous mote, quantum mote, palladium electrodeposits, crumpled piece of paper, torn sheet of graph paper, Templar phylactery, chrome platform, pocketed vest, plasifer chem vest, puma chitin vest, fullerite flake armor, rubber suit, flexivest, nanoweave vest, all grenades, and all energy cells.
[*]Changed the ASCII and tile colors of various objects.
[*]We did some more population refactoring. You may see some more changes in creature and equipment distributions.
[*]Rocks falling from the ceiling now respect phase.
[*]Fixed a bug that caused svardym storms to roll over to protected zones like the Yd Freehold if the storm started outside of it.
[*]Fixed a bug that caused lithofexes to refract their own lithifying gaze if equipped with refractive gear.
[*]Fixed a bug that caused high explosives (including sowers seeds) to ocassionally explode forever.
[*]Fixed some cooking effects not serializing properly (this will unfortunately break some small % of saved games)
[/list]
high rated
203.9 - 'beta' branch
[list]
[*]Added a new UI for the Continue screen and removed the stand-in overlay one.
[*]Mouse input is now enabled by default.
[*]On Roleplay and Wandor modes, Gyl is now a checkpoint location.
[*]Creatures no longer spawn inside the [redacted] at Gyl.
[*]Reduced the chance for low tier creatures to have high tier items like zetachrome.
[*]Fixed a bug that caused the game to occasionally crash when you accessed a book.
[*]Fixed a bug that caused some relics to generate with place names.
[*]Fixed a bug that caused artifacts providing additional carry capacity to function when improperly equipped.
[*]Fixed a bug that caused the hooks from Hooks for Feet to be placed in your inventory when buying new mutations.
[*]Fixed a bug that caused popups about extradimensional psychic hunters to continue appearing after you left [redacted].
[/list]
high rated
203.12 - 'beta' branch
We gave Red Rock a big makeover. It's now much more cavern-like, includes unique encounters, and is home to a snapjaw settlement.
We added a rare chance for power grid, hydraulic, and mechanical infrastructure to appear in various sites.
Possible sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle or deep jungle, Bethesda Susa, and some villages.
Infrastructure and the equipment it powers will be found in various states of disrepair.
Infrastructure equipment may or may not have a use.
Added -- or made dynamically generatable -- some new furniture of varying technological sophistication.
Removed metal and plastic hydraulic pipes.

If you have Tinker I, you can now deploy wire.
1" of wire extends across one tile.
You can deploy up to 10' at a time.
Deployed wire can be used to connect components across a working power grid.
Wire objects now merge into a single coil that weight 1lb per 25'.

We revamped ruin generation and population in several sites.
Sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle of deep jungle, and some named ruins.
Revamped ruined structures tend to be a little more complex than they were previously.
Ruin creature and loot population is much improved.
Baroque ruins now use a consistent wall type across the parasang and down the ruin column.

Made a bunch of population adjustments to the deep jungle.
Adjusted the tier of Bethesda Susa and Asphalt Mines subterranean levels.
Increased the chance for 50' strands of wire to appear on the surface of the rust wells.
Previously chosen conversation options are now more consistently recolored.
Shale that is adjacent to large pools of water now has its tile detail color altered to indicate vine growth.
Changed dreadroot's tile color.
[debug] Added a new debug option, ""Draw zone semantics", that indicates the inside/outside areas of zones using the newest ruins builder.
[modding] We revamped the conversation system to be much more dynamic and moddable.
See the wiki for full details.
Conversations now merge their contents together by default.
Conversations and elements can now inherit their properties from one or multiple elements.
Conversations and elements can now have custom logic defined with C# parts.
Custom predicates and actions like IfHaveQuest or GiveItem can be added for use in XML.
Elements can now be distributed to other elements. For example, a choice can be distributed to every start node within the conversation.
Nodes and choices can now have multiple text elements.
Any element can now have predicates, including individual text elements.
The logic for the water ritual and dialogue-heavy quests such as "Landing Pads" has moved into Conversations.xml.

[modding] Added extensive semantic tagging to several objects for power grid, hydraulic, and mechanical infrastructure.
high rated
https://twitter.com/cavesofqud/status/1494458355422666753
high rated
203.21
We made some improvements to saved games.
Saved games are now less likely to break from patches or mod alterations.
Most mods can now be disabled in the middle of a saved game.

You can now bask in the open areas of the rust wells.
You no longer get a popup message when your troll foal followers die.
Effects that change the result of random mutation rolls, like Eaters' nectar tonics, now also change the results of consuming brain brine.
Pressing escape during item naming now returns you to the begining of the naming process rather than aborting it.
The disoriented effect now extends duration on multiple applications rather than stacking.
Tam is now grammatically recognized as having a proper name again.
Amnesia no longer triggers from new entries in your general notes or chronology.
Fixed a bug that caused Amnesia to trigger 100% of the time.
Broadcast power reception from satellites now works in open areas of the Rust Wells regardless of depth.
Fixed a bug that made broadcast power reception from satellite slower than it should have been on the world map.
Fixed a bug that where the extra waterskins you bought to hold excess water from a trade ended up empty.
Fixed a bug that made nectar injector relics give one mutation point instead of two.
Fixed a bug that incorrectly allowed magnetized shields and missile weapons to have the jacked item mod added to them.
Fixed a bug that caused the Yd Freehold to take several minutes to build.
Fixed a bug that occurred when galgalim ran you down.
Fixed an issue that caused erratic movement and game crashes when you dominated a flocking creature such as a plastronoid or glowcrow.
Fixed a bug that caused healing messages in the message log to have improper coloration.
Fixed an exception when traveling to a new zone with followers in tow.
[debug] Added the "clearcorrupt" wish to clean up corrupted objects from loading a saved game.


Additionally, the following patch notes are from last week's Deep Jungle update.

Items on the ground that were you marked as important now appear as points of interest whes use the 'Move to points of interest' command.
Reloading weapons and collecting liquids now require you to be able to move your extremities.
Phylacteries now require you to be able to move your extremities in order to activate them.
Disabled phylacteries can no longer be activated.
Geomagnetic discs can no longer acquire the Masterwork item mod (which had no effect on them).
Magazine-loaded relic missile weapons that fire extra shots now always have at least enough ammo capacity to fire a single set of shots.
You can no longer sell your knowledge of [redacted] to [redacted].
The hotkeys for selecting signature meals at ovens are now alphabetic rather than numeric (which caused accidental selection when trying to use the number pad to navigate).
Stratum identifiers like "surface" and "surface level" no longer appear in the names of random-point and programmable recoilers.
Attempting to 'open' an animated piece of furniture that is a container now enters the trade screen.
Tweaked the determination of scanning type to make more things, particularly high-tech furniture, subject to techscanning or bioscanning rather than structural scanning.
Fixed grammar issues with various boots, gloves, and gauntlets.
Fixed a bug that caused a number of creatures, including you, to be invulnerable.
Fixed a bug that made geomagnetic discs fail to target phased creatures while you were phased.
Fixed a bug that made canvas walls at the Six Day Stilt show up as points of interest via Move to Point of Interest.
Fixed a bug that caused starting village tinkers and apothecaries to have [human tinker] and [human apothecary] as names.
Fixed a bug that caused historical sites to generate without a relic or cult leader.
Fixed a bug that let you sting with a dismembered stinger.
Fixed a bug that made animated takeable objects still takeable via tab / take all.
Fixed a bug that caused some quest items not meant to be sold, like Argyve's scratched data disk, to be sellable.
Fixed a bug that made the wait command error out if you had no activated abilities.
Fixed a bug that make Berate always unusable when frozen, even if you could use it telepathically.
Fixed some generative grammar errors in the case of verbs used with pseudo-plural (singular "they") subjects after a pronoun.
Fixed an appearance of second-person rather than third-person possessive pronouns in mural generation.
Fixed a bug that made transparent solid objects impossible to look at using the tooltip looker.
[modding] In a thrown weapon attack, if the Penetrations parameter is modified during the WeaponThrowHit or TakeDamage events, the modified value now appears in messaging. This is cosmetic and does not affect damage calculations.
high rated
203.25
[list]
[*]When you are flying, force attack and automatic attack commands now use swoop if it seems productive for them to do so.
[*]Damage from Sunder Mind, Syphon Vim, poison, bleeding, and various other appropriate sources can no longer be prevented by, and no longer triggers, teleportation-based defensive mechanisms.
[*]When villages have water as their signature liquid, this no longer overrides non-water preferences for the liquid used in the water ritual.
[*]Village quests to find the location of objects within a zone, such as dromad traders, will no longer instantly complete upon entering their zone.
[*]It is no longer possible to start a conversation with any body currently dormant through use of Domination.
[*]Entering the trade screen with sentient containers by attempting to open them now respects conditions that should prevent that.
[*]Butchering severed body parts that are butcherable because of the cybernetics they contain now respects the body part being marked important in the same way that it is respected for items that are butcherable for other reasons.
[*]Most pathfinding is now actively unwilling to path over known yonderbrush locations, rather than merely being very reluctant.
[*]Unbound keys now pass through to underlying screens when using the prerelase input manager, which means most hotkey lists and unbound key commands will work properly.
[*]Fixed an issue where old keybindings would still exist even when seemingly overwritten when using the legacy input manager.
[*]Fixed a bug that made crypt sitters aggressive when they should have been neutral and neutral when they should have been aggressive.
[*]Fixed a typo when making small talk with a temporal fugue clone.
[*]Fixed a bug that caused invisible creatures to be highlighted in red when picking a target.
[*]Fixed a bug that caused a small sphere of negative weight hovering in open air to fail to fall when EMPed or otherwise disabled.
[*]Fixed a bug that caused going prone to fail to charge any action cost.
[*]Fixed a bug that made creatures fail to get out of the way of oncoming krakens.
[*]Fixed a bug that caused the Cudgel Proficiency skill to apply its +2 hit bonus to short blades instead of cudgels.
[*][modding] The character sheet now uses the display name of your character's genotype and subtype.
[/list]
high rated
203.27
[list]
[*]Most forms of pathfinding will now automatically dig through walls, if need be, if you have digging capability.
[*]Autoact interruption by Heightened Hearing, Sense Psychic, and electromagnetic sensors now behaves in a fashion more consistent with other ways that autoact gets interrupted.
[*]Terrain is no longer shown as "Undamaged" when looked at.
[*]Added new default bindings to the prerelease input manager:
[list]
[*]alt+dpad left => move to point of interest
[*]alt+dpad right => auto attack nearby
[*]alt+dpad up => ascend
[*]alt+dpad down => descend
[/list]
[*]Added a new 'Adventure' keybinding category for legacy keybinds.
[*]Hook and Drag and latch-on weapons no longer trigger a drag attempt, and potentially prevent movement/attacking, when attempting movement that would not actually perform a drag.
[*]NPC scavengers will now only attempt to pathfind to trash that is in their line of sight.
[*]Liquid auto-collection can now always be disabled when it has been enabled, and gives an appropriate message when you attempt to enable it on an empty container for which no appropriate liquid type is obvious.
[*]Targeting with the prerelease input manager enabled now correctly fires via the fire binding when picking a target when using a binding other than F.
[*]Fixed an issue preventing the highlight overlay from working with the prerelease input manager.
[*]Fixed a typo in the "Zoom In" binding.
[*]Fixed a bug that caused some autoact interruption messages to not be displayed.
[*]Fixed a bug that caused anchor spikes to prevent the defensive lunge of long blades.
[*]Fixed a bug that allowed you to take items from sultan reliquaries without triggering the robber chimes by using the "Store an item" menu.
[*]Fixed a bug that caused Proselytize to become guaranteed once you were sufficiently above your target in levels.
[*]Fixed a bug that caused wire strands to display both a length and a stack size.
[*]Fixed a bug that that prevent some alternate move commands from being activated.
[/list]
high rated
203.28
[list]
[*]You can now use Sunder Mind on creatures who have been fully identified with Sense Psychic.
[*]Pulsed field magnets now pull just one item from your inventory at a time.
[*]Electromagnetic shielding now makes artifacts immune to maghammers and pulsed field magnets.
[*]Holograms can no longer be set on fire.
[*]Poison-tipped spears and geomagnetic discs are now categorized as thrown weapons.
[*]Creatures spawned from nests now award 1/4th XP by default.
[*]Stepping on a junk dollar is now tracked as killing it.
[*]Robotic psychic hunters are now mentally assailable.
[*]Urberry is now considered a med.
[*]Bep now sells an Yd Freehold recoiler.
[*]Plant walls can now catch on fire, and they vaporize into ash instead of lava.
[*]Fixed scoring for the Daily Challenge.
[*]Removed Weekly from high scores screen.
[*]Added Key Mapping back to the system menu.
[*]The inventory hotkey spread now takes into account active navigation keybinds.
[*]The burnished fullerite shield tile no longer has the Templar rhombus.
[*]Saad Amus can now install cybernetic implants.
[*]Gave helping hands an item tier.
[*]Flowers now use fractional weight.
[*]Caslainard and Polluxus no longer have their item mods appear in their display names.
[*]There are new UI options to disable text-based and fullscreen screen-warping effects.
[*]The brinestalk gate in Ezra is now properly named.
[*]Improved grammar for objects on the worldmap.
[*]Improved plurality grammar in sultan gospels.
[*]Fixed a bug that broke move to zone edge.
[*]Fixed a bug that made turning off automatic rifling through trash disable manually rifling through trash.
[*]Fixed some issues with the new keybind UI when using the legacy input manager.
[*]Fixed some non-bonnet relics being described as bonnets.
[*]Fixed a typo in the gentling cone and mask descriptions.
[*]FearAura will no longer cause a hard lock if acquired by a player.
[*]Fixed a bug that prevented Hindriarch Esk from participating in the "Landings Pads" quest.
[*]Fixed a bug that caused the beguiled effect to persist after a creature had been proselytized.
[/list]
high rated
203.29
[list]
[*]Villages are no longer occasionally colonized by multiple versions of the same legendary creature, which lead to various issues.
[*]The quest 'Pax Klanq, I Presume?' now completes after you do the important step and talk to Barathrum about it, even if earlier quest steps are still active.
[*]Events that would create an open pit in [redacted] now open space-time rifts instead.
[*]Meyehind and Liihart now aid Eskhind if you initiate a fight with her via dialogue.
[*]'Do You Really Want to Die' prompts now function correctly in modes with checkpoints.
[*]Fixed a bug that caused the key mapping option in the system menu to set a checkpoint.
[*]Fixed a bug that caused the game to crash when an open pit appeared in a pocket dimension that wraps back onto itself in a single screen.
[*]Fixed a bug that caused some secrets to fail to print to the message log when they were revealed.
[*]Fixed a bug that caused blank sultan murals to appear in rare circumstances.
[*]Fixed an exception caused by malformed color codes.
[*]Fixed a bug that caused manually dismissed proselytes to keep following you.
[*]Fixed a bug that caused Pax Klanq and other legendary fungi to infect a different limb from the one selected.
[*]Fixed a bug that caused Pax Klanq to spawn outside his hut.
[*]Fixed a bug that made it possible for a galgal to run over itself, particularly when possessed by the player.
[*]Fixed bugs in the interaction of space-time vortices with reality stabilization that caused confusing messages and inappropriate showers of sparks.
[*]Fixed a bug that made your force bubble not move with you when you jumped. (This probably also will result in jumping interacting with other movement-triggered events that it previously bypassed.)
[*]Fixed a bug that made hydraulics presses only compress objects that were placed in them, not creatures who entered them.
[*]Fixed a bug that prevented the comm panel from taking data disks from the player.
[*]Fixed a typo with a Paralyzing Stinger exclusion.
[*][modding]Added anatomies for motes, mirrors, and octohedra.
[/list]
high rated
203.32
[list]
[*]Owned containers are shown as owned in the trade UI. Items in the owned container that belong to you are labeled to show that.
[*]The item listing when opening a container now shows which container you are opening.
[*]NPCs are now a bit less prone to attacking you if you damage objects owned by their faction, especially if the damage seems accidental.
[*]Abilities granted by items now have their cooldowns tracked separately from the equipped status of the item, and you no longer have to wait before unequipping an item with an ability on cool.
[*]You no longer automatically reload broken or rusted throwing weapons.
[*]The reload prompt now displays the current reload keybinding.
[*]Trolls no longer spawn troll foals on the world map, causing game crashes.
[*]Living things without brains can now be cloned using cloning draught rather than remaining in budding state indefinitely.
[*]Clones of animated objects now also indicate that they are animated in their display names.
[*]Animated doors no longer cause adjacent doors to open and close to match their own state.
[*]When you use Temporal Fugue in a body that is not your own and then try to talk to the clones, you no longer get the message "You make small talk with yourself" before entering conversation.
[*]The look display no longer forces capitalization on proper names that are not supposed to be capitalized.
[*]Fixed a bug that caused some merchant advertisements to not properly reveal the locations of their respective merchants when read.
[*]Fixed a bug that caused rare exceptions in handling liquid coatings.
[*]Fixed a bug that made custom visages fail to function if unimplanted and reimplanted.
[*]Fixed a bug that sometimes caused NPCs to equip items they weren't supposed to, such as Hand-E-Nukes.
[*]Fixed a bug that sometimes caused mine explosions to be displayed as coming from a *PooledObject*.
[*]Fixed a bug that sometimes caused the Hydropon to fail to build.
[*]Fixed a bug that caused zones to be empty if rebuilt after visiting a sky zone above.
[*]Fixed a bug that caused Svardym to croak in unspoken conversation text. ((e.g. water ritual reputation))
[*]Fixed a bug that caused hostile creatures to be present near the charred tree of Eskhind.
[*]Fixed a bug that caused the death message of being transmuted into a gem to not display.
[*]Fixed a bug that caused you to pray twice at statues created by the gaze of a lithofex.
[*]Fixed a bug that caused the stairs of the rust wells to be blocked by shale;
[*]Fixed a bug that caused some nearby items, minimap and message log settings to be improperly stored.
[*]Fixed a bug that allowed you to complete the quest "Weirdwire Conduit.. Eureka!" after collecting enough wire, whether it was still in your inventory or not.
[*]Fixed a bug that caused the effects of items such as torches and braziers to display over inventory icons if they lined up with their cell.
[*]Fixed a bug that allowed you to loot multiple sultan reliquaries if you interacted with them across zone borders.
[*]Fixed a harmless exception when aborting out of Spray-a-Brain usage from the stage of selecting a target.
[/list]
high rated
203.33
[list]
[*]The Joppa Zealot is now much louder.
[*]Improved the travel direction selection for the Joppa Zealot's particle effects.
[*]Description text for Wilderness Lore: Rivers and Lakes now correctly describes the skill.
[*]Slynth no longer leave behind human corpses.
[*]Kaleidoslugs in the Yd Freehold now belong to the Yd Freehold faction.
[*]You can no longer cross into [redacted] from outside the [redacted].
[*]Made some clarifications in the help description of the Strength attribute.
[*]Containers that occupy multiple tiles will now be moved together, and break if forcefully separated.
[*]You will now be presented with a list of containers to open if several occupy the same tile.
[*]Cybernetic implants are now described as such when specified in baetyl demands and similar contexts.
[*]Pathfinding now more studiously avoids giant clams.
[*]Fixed a bug that caused odd behavior from armor averaging when some of the body parts involved had 0 AV/DV and others didn't.
[*]Fixed some cases where a lot of watervine or brinestalk would spawn in the same tile.
[*]Fixed a bug that prevented the Joppa Zealot's particle text effect from displaying.
[*]Fixed a bug that caused some liquids not to appear is valid cooking ingredients when they should have.
[*]Fixed a typo in the names of recipes that use cloning draught as an ingredient.
[*]Fixed some incorrect grammar in sultan tomb inscriptions.
[*]Fixed a typo in the Tongue & Cheek recipe effect description.
[*]Fixed a bug that caused the spreading of Klanq in the vicinity of the Six Day Stilt to only function within the cathedral.
[*]Fixed a bug that allowed you to loot destroyed containers with the Open action.
[*]Fixed a bug that caused the AI behavior of some movement and retreat related abilities to malfunction.
[*]Fixed a bug that caused furniture to rarely spawn stacked.
[*]Fixed a bug that increased world map lag.
[/list]