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high rated

[*]We refreshed the banana grove.
[*]Changed the stats, behaviors, and descriptions of the following creatures and plants: cyclopean gibbon, red death dacca, gelatinous palms (now called irritable palms), and fruit flies (now called adiyys).
[*]Added new tiles for banana trees and bananas.
[*]Added a new plant to the banana grove: dicalyptus tree.
[*]Added a new disease: ???
[*]Added instructions for the new disease's cure to the Corpus Choliys.
[*]Added a new cooking ingredient: sun-dried bananas.
[*]Bananas can now be preserved into sun-dried bananas.
[*]There are now occasionally villages in the banana grove.
[*]Many liquid containers can now be sealed and unsealed.
[*]You now get the appropriate reputation bonuses and penalties when your companions kill a reputation-awarding creature.
[*]Except for in the starting village, you can no longer perform the water ritual with the wardens of dynamic villages.
[*]Pathfinding and autoexplore now avoid aloes.
[*]Dynamic item retrieval quests now properly complete if the item is in your inventory when you receive the quest.
[*]Wardens are less likely to be hostile to the villagers they protect, and vice versa.
[*]Plants summoned by Burgeoning are now friendly to the caster's party leader (and their leader, all the way up the chain). This means your companions can use Burgeoning without causing havoc in the party.
[*]The descriptions of reputation-awarding creatures now more accurately reports the correct factions those creatures are loved by.
[*]Dominating creatures with Heightened Hearing or Sense Psychic no longer continues to give you hypersensory information after the domination ends or the mutation is removed.
[*]Baetyls now take only the number of objects they requested, not the entire stack.
[*]When you empty a container to fill it with another liquid, the emptied liquid now appears in your tile rather than disappearing.
[*]Carrying a ceremonial vibrokhopesh in a container no longer prevents you from moving to the world map.
[*]Fidget cells no longer slow the game down as drastically when you're moving on the world map.
[*]Unreal objects are no longer auto picked up.
[*]Fixed a bug with engulfing creatures.
[*]Prone creatures will now have to stand up before they attack or otherwise act, not after.
[*]Companions will no longer join you in new zones while asleep, stunned, or immobilized.
[*]Fixed a bug that made paralysis not work.
[*]Paralysis now sets DV to 0 if over 0, like stun.
[*][modding] The GivesRep part now acknowledges the properties or tags NoHateFactions and NoFriendFactions, where you can specify comma-separated lists of factions that the NPC is never disliked by or admired by, respectively. If a relationship to a faction specified in NoHateFactions is generated, it defaults to a friendly relationship. Likewise, if a friendly relationship to a faction specified in NoFriendFactions is generated, it defaults to a dislike relationship. If a faction is specified in both lists, the final relationship is dislike.
[*][modding] The LiquidVolume part now has the fields Sealed (a boolean which, if true, makes the liquid inaccessible), ManualSeal (a boolean that enables seal and unseal inventory actions on the item), and LiquidVisibleWHenSealed (a boolean which, when true, means the liquid can be seen while the volume is sealed; if false it cannot).
high rated
Changelog for Patch (added 22 February 2019):

* We refreshed the Putus Templar.
-- Tweaked the stats and gear of Knights Templar. Among other changes, this included lowering their level and HP but giving them fullerite armor and weapons.
-- New creature: Gunner-Knight Templar
-- New creature: Banner-Knight Templar
-- New creature: Knight Commander of the Holy Temple
-- New creature: Wraith-Knight Templar of the Binary Honorum
-- New creature: Templar squire
-- New creature: phylactery squire
-- New creature: infiltrator
-- New item: banner of the Holy Rhombus
-- New item: Templar phylactery
-- New status effect: war trance
-- Added a templar scout to Grit Gate.
-- Tweaked the logic for party selection in Templar faction encounters.
* You can no longer throw things while burrowed.
* You once again reap the rewards and suffer the consequences of kills made by your Burgeoned plants.
* Multiple lurking beth can no longer populate the same tile.
* Spinnerets now properly grant resistance to forced movement.
* The Spinnerets description now includes the fact that the bearer can walk on webs.
* Fixed a bug that caused Slam not to work on walls and doors.
* There should be fewer game-breaking problems when you dominate a creature and a spacetime vortex consumes your dormant body.
* Fixed a bug that caused only baetyls to climb through spacetime vortices and rifts instead of all kinds of creatures.
Post edited February 27, 2019 by HypersomniacLive
high rated

[*]Tinkering messages are now cleared about which bits you need and which you have, and the list of bits you have is now presented in a consistent order.
[*]The game version is now displayed in relevant UI messages such as when a game fails to load.
[*]You can now order allies to stay put or follow you (via the Look UI). Staying put only stops them from following you around; they still move to defend you, themselves, or other allies.
[*]You can now order companions to move to a location (via the Look UI). They prioritize this command over combat.
[*]You can now give orders (via the Look UI) to your companions' companions.
[*]You must now be adjacent to companions to give them items via the Look UI.
[*]NPCs are now more willing to engage adjacent targets when they can't find a way to move toward their preferred target. They will attempt to hack their way back toward the preferred target if possible.
[*]You can now exchange water containers with your companions.
[*]Leather whips now latch onto opponents when they hit.
[*]Madpoles now use a different mechanism for latching onto their opponents.
[*]Thirsty NPCs now sip water if they have it.
[*]Autodrink now treats equipped water containers the same as containers in your inventory.
[*]Autodrink now shows you the source of the water you are drinking and its remaining volume.
[*]Autodrinking with glotrot can once again contaminate water containers.
[*]Tinkering messages are now clearer about which bits you need and which you already have, and the list of bits you have is now presented in a consistent order.
[*]Slugsnouts are now willing to attack at point-blank range.
[*]Fixed a bug that caused legendary companions to sometimes not attack after you commanded them to.
[*]Fixed an issue that occasionally prevented valid saved games from loading.
[*]Fixed some typos in the Templar squire description.
[*]Scrap no longer rusts an entire stack at a time.
[*]In most cases, like items with status effects like bloody or rusted now stack with each other.
[*]Being frozen or stuck in a web no longer interferes with your equipment becoming unequipped due to effects like rusting or the contraction of a fungal infection.
[*][modding] GamestateSingletons used in mods are now properly called.
high rated
[*]Added new tiles for yuckwheat and yuckwheat stem.
[*]The fate of Bey Lah now more closely matches the outcomes described upon completing the quest Kith and Kin.
[*]Nests no longer attack you with fists.
[*]Creatures and most furniture are no longer converted into item stacks.
[*]Sphinx salt injectors no longer use two injectors every time you apply them.
[*]Fixed a bug that prevented true kin NPCs from successfully using precognition to avoid death.
[*]NPC use of precognition (via both mutation and sphinx salt) is now more consistent with PC use and interacts more smoothly with Domination.
[*]Fixed a bug that reduced thrown weapon accuracy when thrown along diagonal trajectories.
[*]Fixed a bug that occurred when dominating creatures with Heightened Hearing.
[*]Fixed a bug that caused companions to forget about you if you left their zone in a dominated body.
[*]Fixed a bug that caused liquids poured into empty containers to have phantom impurities.
[*]Fixed a rare inventory exception.
[*]Becoming nooks and the Sacred Well now have menu actions appropriate to their uses.
high rated
Changelog for Patch (added 30 March 2019):

* Added a new grenade mod, phase-conjugate, that causes grenades to shift phase right before they explode.
* Added new dialog for scribes, vintners, shoemakers, and Issachari tribesfolk.
* Increased feral lah HP and gave them a flabby leaf natural weapon.
* Increased tumbling pod explosion damage.
* We fixed some bugs with the Spread Klanq quest. -- Fixed a bug that caused the Puff Spores ability to fail to work after a save/load cycle. -- Fixed a bug that prevented many of the dynamic objectives of Spread Klanq to fail to complete. -- The Puff Spores ability is now removed upon completing the quest.
* Ice frog corpses are now butcherable for frog meat.
* Puffer fungi raised as domesticated crops by villages no longer puff at those villagers.
* The amanranthine prism can no longer be damaged by beating on it, nor can it be unequipped by spraying it with acid.
* Tinkers now properly repair your items when you select repair from the tab submenu of the trade screen.
* Canned mystery meat now occasionally shows up in the world outside of arconaut starting gear.
* NPCs that are susceptible to acid now attempt to get out of acid pools.
* The messaging around placing objects in containers is now more sensible.
* The 'collect' liquid interaction command now acknowledges container ownership.
* Fixed a bug that prevented those with photosynthetic skin from cooking with their starch and lignin.
* Fixed some bugs that occasionally caused the DV penalty from paralysis to stick around after the effect wore off or that caused an additional phantom DV penalty.
* Fixed a bug that caused items to improperly remain stacked when an energy cell was inserted into one of them.
* Fixed a formatting issue on the Quests UI when displaying completed quest steps.
* Fixed an autoexplore loop bug with water pickup.
* [modding] Added a "stage6" wish, which jumps to the Pax Klanq quest sequence.
high rated

The Barathrumites are remodeling. Stay tuned.
Tumbling pods are now considered hostile at distances greater than 1.
Warden Indrix and Mamon Souldrinker can now use grandfather horns, while goat herders can no longer use them.
Effects and items that cause astral burdening and tethering, especially norm cores, now have less of a performance impact on the game.
If you inject an NPC with a love tonic, then beguile, proselytize, or recruit them to your party, their loyalty no longer suddenly ends when the love tonic wears off.
The Ruin of House Isner's critical bonus now works as described. Preivously non-seventh-shot criticals were only getting half their penetration bonus.
Bey Lah is no longer referred to as "some Bey Lah" when you pass it on the world map.
Loading an energy cell into a socket now correctly uses a turn when the socket did not previously contain an energy cell.
Weaponless turrets no longer appear inside historic sites and lairs.
Stun rods and prayer rods no longer need to penetrate armor in order to apply their stun effect.
Fixed a bug that occasionally caused the Ruin of House Isner's ego bonus to become permanent.
Fixed an issue that caused too much XP to be awarded upon completion of Spread Klanq.
Fixed some bugs that prevented grandfather horns from working properly and prevented goatfolk from equipping them.
Fixed a bug that caused some stun effects to be trivial to save against.
high rated
[*]The Barathrumites are still remodeling. Continue staying tuned.
[*]Added new item: blood-gradient hand vacuum.
[*]We refreshed how turrets work.
[*]Turrets now require ammo to fire. You can supply a friendly turret with ammo when you deploy it, via its interaction menu, or via smart use.
[*]Turrets must now reload their weapons.
[*]Turrets now have power switches. You can only access them if you have sufficient security clearance.
[*]You can now find dynamic turrets -- turrets created from arbitrary missile weapons -- in the wild.
[*]Added the following new creatures: low-light laser turret tinker, eigenturret tinker, blast cannon tinker, phase cannon tinker, and dynamic turret tinker.
[*]Added two new supporting items: storage tank and gourd.
[*]Added a new item mod, jacked, which allows gear to be powered by robots (particularly turrets) who wield it via their onboard systems or from grid power they have access to.
[*]Traipsing mortars now use ammo and can scavenge to fabricate it.
[*]Seed-spitting vines, thirst thistles, slugsnouts, and agolflies now generate ammo through biological mechanisms rather than not use ammo.
[*]Slugsnouts now have tusks.
[*]Agolflies now have mandibles.
[*]Added a new tile for troll foals.
[*]Base troll creatures no longer appear outside of Bethesda Susa.
[*]In most cases smart use now prefers to pet creatures, if possible, rather than talk to them.
[*]Dart guns and booster guns now use the Pistol skill rather than Heavy Weapons.
[*]Grenade launchers now have the correct weight of 15 pounds.
[*]Fleeing creatures now prefer to flee into tiles that have fewer adjacent enemies, unless they are panic-fleeing due to a fear effect.
[*]Aquatic creatures no longer pathfind or flee into tiles containing liquid containers or puddles too small to swim in. This also applies to player auto-movement while dominating an aquatic creature.
[*]Leering stalkers, chrome pyramids, traipsing mortars, and boosterbots no longer drop their ranged weapons upon death (once again).
[*]Repairing items via the trade screen now correctly charges the listed water cost.
[*]Norm cores now have a power switch that can be accessed if you have sufficient security clearance. They occasionally start in the off state.
[*]Liquids that fizz away when using the pour command now exhibit the same behavior when using the collect command.
[*]HP restored by life drain is now treated as healing and includes messaging and floating text.
[*]Fixed a bug that broke night-vision implants when they were reimplanted after the game had been saved and restored.
[*]Fixed a bug that caused phase-conjugate grenades to not shift phase after the game had been saved and restored.
[*]Fixed a bug that caused dismembered limbs and equipment to not appear on the ground if the dismembering attack killed the target.
[*]Fixed a bug that allowed the player to accumulate multiple beguiled or proselytized companions by leaving them in far-away zones and later returning to them.
[*]Fixed a number of bugs involving stat modifiers from effects becoming permanent on your clones.