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204.93
[list]
[*]NPCs now use Berate, Empty the Clips, and Juke (especially if they also know Pointed Circle).
[*]Improved the messaging around Berate, Intimidate, Menacing Stare, Juke, and Empty the Clips.
[*]If you have the Wings mutation and Jump and your flight ability is not presently disabled, you can now jump over creatures.
[*]Creatures who are lost can no longer give directions to other creatures who are lost.
[*]You can now generally get directions from robots when lost, if they're willing to talk to you.
[*]To-hit bonuses on armor now specify that they apply to melee combat.
[*]Added a message for using an exit teleporter.
[*]Made a few more creatures able to give you directions if you get lost.
[*]More severed ooze parts are now green.
[*]Warden Indrix now has Intimidate.
[*]Fixed a bug that made to-hit bonuses on armor not work.
[*]Fixed a bug that made the Hampered movespeed penalty from wielding a heavy weapon removable by things that cure negative status effects.
[*]Fixed a bug that caused you to grow two tails after eating the Cloaca Surprise.
[*]Fixed a bug that caused pure warm static not to glitch other liquids when mixed.
[*]Fixed a bug that prevented you from gaining mental defects via brain brine.
[*]Fixed a bug that made ovens fail to appear as points of interest.
[*]Fixed a bug that made Slime Glands have a usable range of one square less than it was supposed to have.
[*]Fixed a bug causing the chronology entry for permanent mind transfer to sound as if it were describing an existential crisis.
[*]Fixed an instance of excessively godlike pronoun capitalization in agolflies' description.
[*]Fixed more bugs in petting messages.
[*][modding] The DataDisk part now supports a number of fields for controlling the type of data disk generated:
[list]
[*]TargetBlueprint allows a specific blueprint to be designated.
[*]TargetType allows a type of recipe (Build or Mod) to be specified.
[*]TargetTinkerTier allows a desired tinker tier (the tier of the highest bit required) to be specified.
[*]TargetTier allows an item tier to be specified.
[*]TargetTechTier allows an item tech tier to be specified.
[*]TargetTinkerCategory allows a tinkering category to be specified.
[/list]
[*][modding] Various blueprints for data disks of specific types have been added:
[list]
[*]BuildDataDisk and ModDataDisk for disks with item and mod recipes, respectively
[*]TinkerTier1DataDisk through TinkerTier8DataDisk for disks of the respective tinker tiers
[*]TinkerTier1BuildDataDisk through TinkerTier8BuildDataDisk for item recipe disks of the respective tinker tiers
[*]TinkerTier1ModDataDisk through TinkerTier8ModDataDisk for mod recipe disks of the respective tinker tiers
[*]ArmorBuildDataDisk, AmmoBuildDataDisk, GrenadeBuildDataDisk, HeavyWeaponBuildDataDisk, MeleeWeaponBuildDataDisk, PistolBuildDataDisk, RifleBuildDataDisk, TonicBuildDataDisk, and UtilityBuildDataDisk for item recipe disks of the respective tinkering categories
[/list]
[*][modding] Mutation defects are now flagged with Defect="true" on either the category or mutation itself, instead of being tied to the category display name.
[*][modding] GameObject now has a generic method HasPart<T>(), similar to GetPart<T>().
[*][debug] Added a "population:findblueprint:[blueprint]" wish that calculates the probability of the specified [blueprint] appearing at least once in each population table.
[*][debug] Added a "population:generate:[table]#[amount]" wish that generates the specified population [table] an [amount] of times, showing a breakdown of what was rolled.
[/list]

205.39 - beta
[list]
[*]Added binds for Mark Target and alternate fire modes.
[*]Added support for up to 4 binds for an action.
[*]Item containers can now be scrolled with the scroll wheel.
[*]Reduced and standardized the sensitivty of scroll views.
[*]Fixed a bug causing interaction from the looker to select the default action immediately.
[*]Fixed a rare exception in commandDelayTimers.
[*]Fixed the store items binding.
[*]Fixed the binding for collapse and expanding categories in the item picker.
[*]Fixed the binding for scrolling long descriptions on the tinkering screen.
[*]Fixed several bindings for various tinkering screen commands.
[*]Fixed night vision cybernetic not toggling state.
[/list]
204.95
[list]
[*]Point-defense systems can now target dart projectiles, in the same tracking category as arrows.
[*]Fjorn-Kosef's fists no longer have antimatter cells slotted into them, nor are they considered weird artifacts.
[*]Made improvements to how NPCs equip gear.
[*]NPCs are now better able to use fidget cells.
[*]Stasis now prevents bloodsplatter and similar effects.
[*]Colossal creatures can now equip large boulders.
[*]When you dominate a creature, your companions now stop attacking it.
[*]When you get lost on the worldmap, you no longer always wind up in the center of the parasang.
[*]When you become unlost via an unconventional method, you now get the usual message about regaining your bearings.
[*]Nests and nest-like creatures who are villagers should no longer collapse after they finish spawning.
[*]Items that are temporary, coated in dangerous liquids, or in the process of being eaten away by acid can now be given to or taken from NPCs via the trade screen, except you still cannot sell them.
[*]Creatures that leave trails of objects behind them no longer fall through the floor when they leave a pit in the space behind them.
[*]Krakens no longer do their two-step move on the worldmap.
[*]Fixed some issues causing energy cells with the radio-powered mod not to recharge correctly.
[*]Fixed a bug that made it only possible to disarm weapons equipped in hands or in missile slots.
[*]Fixed a bug that disqualified items from becoming magnetized based on total stack weight rather than weight per item.
[*]Fixed a bug that made it impossible to look at fungal infections. Existing fungal infections in saved games will not be affected.
[*]Fixed a bug where Reverse Engineer success messages would refer to the artifact by its unidentified name.
[*]Fixed a bug that made padded items worthless.
[*]Fixed a bug that caused errors when some creatures tried to retreat via teleportation.
[*]Fixed a bug that made leyline puppeteers, enigma cones, and enigma caps only able to accept two item mods.
[*]Fixed the default subterranean wall type in baroque ruins.
[*][modding] The Lost effect is no longer hardcoded to JoppaWorld; being lost is now tracked per world.
[*][modding] Fixed a bug that made removing Photosynthetic Skin cause errors with bleeding.
[/list]


205.42 - beta
[list]
[*]Changed the default bind for the Factions page to ctrl+f.
[*]Fixed a bug that caused Light Manipulation to cast ambient light even when out of charges.
[*]Fixed a bug that caused some popup selections to cancel autoexplore immediately after.
[*]Fixed an issue that caused a spurious option popup when selecting a category in the trade menu.
[/list]

Gog is experiencing upload outages still so the builds will be live whenever gog gets their issues resolved.
204.100

You are no longer informed that you have lost sight of your marked target after you kill them.
Removed the steel plate mail and steel buckler from wardens of the Sanctum and protectors of the Stilt.
Removed the strength bonus cap from the natural weapons of humors, gyrohumors, Rodanis Y, rhinoxen, molting basilisks, traipsing mortars, plastronoids, and the Bethesda trolls.
Dismember can no longer be activated on the world map.
Improved the grammar in the message when creatures fabricate things from the substance of their own bodies.
The injector "apply to" action no longer notionally targets inanimate objects. (e.g., by representing that a wall does not want a salve injector applied to it).
The injector "apply to" interaction is no longer available on the world map.
Added tiles for albino ape heart, ogre ape heart, and black puma haunch.
You now become lost upon taking a teleport gate to a zone you have not previously visited.
Fixed a bug that caused duplicate messages about ceasing to be lost.
Fixed a bug that made force bracelets activate then immediately deactivate.
Fixed a bug that caused every pariah to be a diplomacy droid.
Fixed a bug that caused girshworms not to be immune to their own poison gas, and for the gas discharges of girshworms, honey skunks, and worker ants to end earlier than they should have.
Fixed a bug that caused errors when firing missile weapons at inanimate targets.
Fixed a bug that caused some village merchants not to be properly titled.
Fixed a bug that caused village dromad merchants to have their tile color set to gold instead of brown.
Fixed a bug that caused creatures hidden by darkness to interrupt autoact with a claim that you could see them.
[modding] Added 'removeinventoryobject' and 'removemutation' tags to object blueprint XML.
[debug] Added 'destroy' and 'obliterate' wishes to remove targeted objects from play.
[debug] The 'beguile' wish no longer targets you and then crashes the game.
[modding] There are now events SubjectToGravityEvent and CanFallEvent that can be used to modify whether an object is subject to gravity and whether it can fall (e.g., elelvator platforms are 'yes' to SubjectToGravity and 'no' to CanFall).



205.54 - 'beta' branch

Fixed several occurrences of input spillover.
Fixed input hang when using generic terminals.
Fixed several issues where hotbar keys weren't working properly.
Fixed 'F' not working in some menus.
Fixed ESC not working on the main menu.
Fixed a serialization hang when adding a bind with three modifiers.
Fixed a bug causing the cancellation message for held movement to say "you stop waiting" instead of "you stop moving".
Fixed the keybinding display on the legacy Continue screen.
Fixed a bug causing an error message whne trying to read one of Sheba's books.
Fixed the map editor "in use" toggle.
Fixed a bug that caused the automatic ability bar bind to never be displayed for an ability that had its custom bind deleted.
(started just posting the changelogs attached to the build in gog going forward)
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bbucklew: (started just posting the changelogs attached to the build in gog going forward)
Yeah, it'd be nice if those build logs were actually getting pushed to gamecards though. That's not your fault, that's just a crack in GOG's lack of a VCS based website where these things should just be rolling text logs to be flashed with new data on a pull request, but instead are based on some arcane database.
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bbucklew: (started just posting the changelogs attached to the build in gog going forward)
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Darvond: Yeah, it'd be nice if those build logs were actually getting pushed to gamecards though. That's not your fault, that's just a crack in GOG's lack of a VCS based website where these things should just be rolling text logs to be flashed with new data on a pull request, but instead are based on some arcane database.
I can keep posting here if it's borked on GOG's side somehow.
The beta for our next feature arc — Creatures of the 7th Plague — is coming next week! Once it's up, we'll post our Feature Friday updates to the beta branch until the beta is over and merged into the mainline.
Keep an eye out! Live and drink, friends.

204.108
[list]
[*]When you first get a recoiler, you now gain an activated ability Recoil that selects from among your recoilers to interact with, sorted by the most recently used. In existing saved games, drop a recoiler and pick it up again to gain the activated ability.
[*]The default interaction for programmable and reprogrammable recoilers in your inventory is now "imprint" if they have not yet been imprinted.
[*]Recoilers are now metal. Existing recoilers in saved games will not be affected.
[*]Autoexplore no longer attempts to talk to sparking baetyls that are hostile to you.
[*]The offer dialog for sparking baetyls is now clearer about exactly which items will be offered, and it prefers to offer less valuable items.
[*]Swoop now respects being disabled via the "direct ability use" interaction.
[*]Barathrumite tinkers and arconauts who are no longer part of the Barathrumites faction are now described as urshiib tinkers and arconauts, respectively.
[*]Stairwell teleporters are now interesting. Existing teleporters in saved games will not be affected.
[*]The default interaction for data disks is no longer "learn" when you already know how their recipe. For known item recipes in your inventory, the default action is now usually "build"
[*]Creatures no longer attempt to use Intimidate or Menacing Stare against brainless targets.
[*]You can no longer use crayons on the world map.
[*]Fixed several bugs that made creatures much less willing to forgive friendly fire incidents than they were supposed to be.
[*]Fixed a bug that made skin glitter implants held as thrown or improvised weapons refract light. Existing implants in saved games will not be affected.
[*]Fixed a bug that made being overburdened cause some actions to fail silently.
[*]Fixed a bug that made attempts to unequip cursed items fail silently.
[*]Fixed an exception that could happen rarely when liquids were moving around.
[*]Fixed some cases where in unusual circumstances you could be blamed for targeting someone with a missile attack who you hadn't meant to target.
[*]Fixed a bug that made autoexplore path to sparking baetyls whose request you had fulfilled and whose journal entry you had deleted.
[*][modding] Added a MutationOnEquip part for equipped items that can give/improve a mutation.
[/list]
206.4 - 'beta' branch
[list]
[*]Added a new piece of furniture: wire extruder.
[*]Added wire extruders to Grit Gate, Yla Haj's workshop, and the Yd Freehold.
[*]We made several balance changes to the Horns mutation.
[list]
[*]Horns now costs 4 mutation points instead of 3.
[*]Changed the damage scaling from 2d(3+[rank/2]) to 2d(3+[rank/3]).
[*]Changed tho to-hit bonus scaling from +rank to +(rank/2)+1.
[*]Changed bleed damage scaling from 1d2+(rank-4)/3 to 1d2+(rank-4)/4.
[*]Changed the bleed save target from 20 + 3*rank to 20 +2*rank.
[/list]
[*]We made some balance changes to Single Weapon Fighting.
[list]
[*]Made all the stat requirements Strength OR Agility instead of just Agility.
[*]Descreased skill point cost to 100sp.
[*]Renamed Expert Strikes to Penetrating Strikes, increased the skill point cost to 200, and increased the stat requirement to 23.
[*]Broke Weapon Mastery into two skills: Weapon Expertise and Weapon Mastery. Expertise costs 150sp and has a 21 stat req, gives 50% chance for a second attack. Mastery costs 300sp and has a 29 stat req, bumps the second attack chance up to 100%.
[*]You can now make offhand attacks with horns and stingers even if Single Weapon Fighting is toggled on, but if you make either one your primary weapon, then you do not get offhand attacks with the swapped limb.
[*]Made Penetrating Strikes no longer apply to non-creature walls.
[*]Extra attacks from Weapon Expertise and Weapon Mastery now trigger off activated weapon abilities.
[/list]
[*]We made some balance changes to Multiweapon Fighting.
[list]
[*]Made all the stat requirements Strength OR Agility instead of just Agility.
[*]Increased the stat requirements of Multiweapon Expertise and Multiweapon Mastery from 21 and 25 to 23 and 27, respectively.
[*]Increased the skill point cost of Multiweapon Mastery from 150 to 200sp.
[/list]
[*]Gave the Girsh nephilim base resistances.
[*]Gave portable wall a new tile.
[*]When two spacetime vortices come into contact, they now explode instead of one being sucked into the other.
[*]Stable, stationary spacetime vortices are now points of interest.
[*]Creatures now refuse to chat or trade with you when they are on fire.
[*]Kesehind now knows how to use the shield he carries.
[*]Walking by flowers now refers to some flowers rather than a set of flowers.
[*]Made some performance improvements to autoexplore.
[*]Added a popup message when a companion fall down a pit.
[*]Improved messaging when robots are affected by Sunder Mind.
[*]Temporarily replaced overly long melee attack sounds.
[*]Irisdual beam is now more audible through walls.
[*]Fixed a bug that caused the legendary grand newfather's followers to be much lower level than they should have been.
[*]Fixed a bug that caused lockups in autoexplore.
[*]Fixed a bug that made Flaming Ray and Freezing Ray hands variants stop working after eating the Cloaca Surprise or Crystal Delight.
[*]Fixed a bug that made the first deployment of a stasis grenade's stasis field be unaffected by normality.
[*]Fixed a bug that brain brine to not be consumed upon drinking.
[*]Fixed a bug that prevented entering clams.
[*]Fixed a bug that caused the achievement for defeating a chrome pyramid to not be awarded.
[*]Fixed a bug that caused you to be unable to attack with hooks for feet.
[*]Fixed a bug that caused hooks for feet not to regenerate again.
[*]Fixed a bug that caused irisdual beam's vfx to be delayed by the firing of other missile weapons.
[*]Fixed missile weapon VFX from offscreen zones being displayed.
[*]Fixed pagination controls on character generation screens.
[*]Fixed a bug that would rarely cause an object to become invulnerable.
[]*Fixed a bug that would rarely cause a UI lockup when interaction with an object.
[*]Fixed a bug that made Flaming Ray and Freezing Ray hands variants stop working after eating the Cloaca Surprise or Crystal Delight.
[*]Fixed the spelling and capitalization of Dyvvrach's name in the fourth step of If, Then, Else.
[*]Fixed a typo in a medassist module loading message.
[*][modding] The Consumer part now has the fields Message and FloatMessage for configuring its message log message and, optionally, a floating text message.
[*][modding] The parts Breeder, LeavesTrail, LeaveTrailWhileHasEffect, PopulationSpawner, and DeploymentGrenade all now support extended blueprint syntax (# can preface a comma-separated list of blueprints to select from, and @ can preface a population table name). The first four also have a new Range parameter that allows objects to be deployed at a randomizable range from the source.
[*][modding] ModSerene and ModHorrifying now work with existing equip slots configurations, adding a head and/or face requirement if not already present, rather than replacing existing configurations entirely.
[*][modding] Any mutation that grants natural equipment (such as wings or hooks for feet) can now specify variants using the "MutationEquipment" tag.
[/list]
206.10 - 'beta' branch
[list]
[*]Added cradles throughout Qud where the Girsh nephilim reside.
[*]Added secrets for the locations of the cradles.
[*]Nephilim cradles and their approaches are now considered holy places to Gyre wights.
[*]Legendary Gyre wights are now willing to share the locations of nephilim cradles. Gyre wight creature updates coming soon.
[*]When one of the nephilim is killed, the ones remaining now absorb its essence and become more powerful.
[*]The nephilim now leave behind chorded circles of light when they perish.
[*]Added shrines to the nephilim throughout Qud.
[*]Added new sound effects for Girsh nephilim presence and irisdual beam attack.
[*]Added girshling variants to population tables.
[*]Temple mechas Mk 1a can now use their gigantic machined edge again.
[*]Fixed a bug that caused armor pieces to be ineffectually equippable to any limb.
[*]Fixed a bug that caused temporary mutations to be removed inconsistently.
[*]Fixed a bug that caused torches to not automatically equip.
[*]Fixed a bug that caused creatures to sometimes equip gigantic items they shouldn't be able to equip.
[*]Fixed a bug that caused the equipment screen to occasionally close when unequipping an item that provided limbs.
[*]Fixed a bug in fork-horned gnu's description.
[*][modding] Severed body parts now have string properties EquippedBlueprint, DefaultBehaviorBlueprint, and CyberneticsBlueprint set to the blueprints of the respective attached objects, if any.
[*][modding] Added a Tree tag to objects considered trees.
[*][modding] Added 'music' and 'widget' tags to Worlds.xml, which are aliases for ZoneBuilders.Music and ZoneBuilders.AddWidgetBuilder, respectively.
[/list]
206.11 - 'beta' branch
[list]
[*]Added new cybernetic implants: grafted mirror arm and holographic visage.
[*]Revised the design of stasis resonators.
[*]Changed the Girsh water ritual liquid to cloning draught.
[*]Added a new water ritual option to the Girsh nephilim.
[*]Girsh nephilim now bleed.
[*]Gave girshlings fangs.
[*]Added a new butcherable to girshling corpses: girshling fangs, rank fangs, incadescent fangs, and zigzag fangs, depending on the corpse.
[*]Added defanged girshlings.
[*]We made more changes to the Gyre wights.
[list]
[*]Changed default Gyre wight reputation from -650 to 0.
[*]Gyre wights still consider nephilim cradles and their approaches holy places.
[*]Replaced glow-wight cultists of Agolgot and Bethsaida with gyre wights of Agolgot and Bethsaida, respectively.
[*]Added gyre wights of Rermadon, Shug'ruith, Qas, and Qon.
[*]Legendary gyre wights of a particular Girsh are more likely to share the cradle of that Girsh.
[*]Nephilim shrines now occasionally have gyre wights worshipping at them, and rarely, legendary gyre wights.
[*]Fleshed out Gyre wight descriptions, dialog, and legendary titles coming soon.
[*]Made gyre wight apotheotes have a hostile temperament.
[/list]
[*]Added a new tile for the nephilim circles of light.
[*]Added a new tile for the Single Weapon Fighting ability toggle.
[*]NPCs can now use healing foods like witchwood bark and urberries.
[*]The chiming rocks at Eyn Roj and the glowing soft below it are now points of interest.
[*]Leather whips can now be modded with some item mods.
[*]You no longer switch targets to a clockwork beetle when one spawns.
[*]Liquid collection now indicates the direction the liquid is being collected from, and the source if from a container.
[*]You now receive a popup when non-trifling companions fall down a pit or similar terrain feature.
[*]Fixed many issues with faulty zone generation. Canyons and canyon-like areas should be more canyon-like again.
[*]Fixed a bug that made relics providing improved block not remove the effect when unequipped, quickly resulting in 100% blocking chance.
[*]Fixed a bug that made some relics associate themselves with an incorrect historical period.
[*]Fixed a bug that caused key delay to reset to the lowest value after existing and re-entering the game.
[*]Fixed an issue that would sometimes cause tomb stairs to spawn encased in walls.
[*]Fixed an issue that would ocassionaly cause historic sites to not generate correctly.
[*]Fixed an issue that caused pit ledges to render incorrectly after a serialization cycle.
[*]Fixed a bug that caused multiple simultaneous throw animations to each require an individual keypress to animation cancel.
[*]Fixed a bug that caused missile weapon penetration to be more limited than it should have been under some circumstances.
[*]Fixed an issue that caused rapid flickering of the zone transition arrows.
[*]Enabled opengl support for legacy OSX 10.3 systems.
[*][modding] The BleedingOnHit part now has a field Holographic that, if true, causes it to inflict holographic bleeding instead of regular bleeding, and no longer has a SelfOnly field, instead using its IActivePart scope configuration to control what it affects (with WorksOnSelf, WorksOnEquipper, WorksOnHolder, WorksOnWearer, and WorksOnImplantee supported).
[*][modding] Symbolic links are now be excluded from workshop uploads.
[*][modding] Populations within interiors are no longer be placed outside the bounds of the map.
[*][modding] ModTransmuteOnHit's description is now moddable via the DescriptionTerm field, and creatures transmuted into other creatures are no longer considered to have died.
[/list]
Note: this update breaks save compatibility with previous versions.

206.17 - 'beta' branch
[list]
[*]Added new cybernetic implants: stasis entangler, polyphase modulator, and precision force lathe.
[*]We made some refinements to temple mecha.
[list]
[*]Added special mechanics for infiltrating piloted mecha.
[*]Added a new requirement for piloting an unaccessed mecha.
[*]Mecha no longer heal on their own and must be repaired with 7 or 8 bits.
[*]Mecha now require a special type of energy cell to function: mecha power core.
[*]Piloted temple mecha now appear in dynamic encounters.
[*]Unpiloted temple mecha can now be found, very rarely, abandoned in caves.
[/list]
[*]Gyre wights now sometimes camp on the Stiltgrounds.
[*]Added new legendary names and titles for gyre wights.
[*]Added new gyre wight dialog.
[*]The approaches to Girsh cradles are no longer considered holy sites to gyre wights. Golgotha and Bethesda Susa themselves stil are, however.
[*]Rank girshlings and plasmatic girshlings now occasionally leave corpses behind on death, like other girshlings.
[*]Neutral-temperature liquids now stabilize their containers' temperature, including in the case of liquid-cooled overloaded weapons.
[*]Holograms are no longer immune to normality fields.
[*]Granite and tangled mudroot are now treated grammatically as mass nouns.
[*]Sparking baetyls no longer ask you for things you have equipped and cannot unequip.
[*]Prevented some cases of named creatures being randomly assigned the same term in multiple elements of their name.
[*]Friendly creatures can no longer swap you out of their way.
[*]Fixed several issues with yes/no/cancel dialogs in console mode.
[*]Fixed a bug that caused no keybinding to be displayed for some popups in console mode when playing with a gamepad.
[*]Fixed a bug that sometimes caused a long pause when returning the application to focus.
[*]Fixed a bug that caused you to be unable to enter some interiors if the entrance was blocked.
[*]Fixed a bug that caused keyboard input not to register on prerelease inventory and trade screens. Note: Directional navigation of prerelease trade and inventory screens won't respect binds and only responds to arrows and numpad.
[*]Fixed a number of issues involving environmental power systems when entering a zone.
[*]Fixed some message composition issues in mimic, jilted lover, and livid creeper special attacks.
[*]Fixed some issues causing NPCs to interfere with and delay each other in combat by swapping positions.
[*][modding] The Impaler part now has a field NeedsToBeHidden, true by default, which if set to false makes being hidden unnecessary for the impalement functionality to work.
[*][modding] Added weights to water ritual secrets and journal entries, making secrets more or less likely to be shared and discovered.
[*][modding] Added weight modifiers to interests in Factions.xml, specified via a Weight attribute. Ex: Weight="50".
[*][modding] Added GetWaterRitualSecretWeightEvent, which can modify the final weight of secrets in the water ritual.
[*][modding] Added BuySecretWeight and SellSecretWeight attributes to the water ritual xtag, which can override a creature's weighting of secrets by id.
[*][modding] Added EntityID and EventID to factions, allowing retrieval of their historic entities and events, respectively, when they exist. Example use is to get the village inhabited by a given village faction.
[/list]
206.20 - 'beta' branch
[list]
[*]Added a new music track for the quest Reclamation.
[*]Added remastered music tracks: Pilgrim's Path and Overworld.
[*]Added descriptions for grappling gun, longreach grappling gun, phase-adaptive scope, stasis entangler, holographic visage, grafted mirror arm, precision force lathe, force knife, ashy stalagmite, girshling variants, girshling corpse variants, girshling fang variants, mecha power core, variants of resin extruded by the Girsh nephilim, and the girsh creshes.
[*]Added a command "Rest until party healed" that waits for you and your companions to recover full hit points, excepting any who do not heal naturally.
[*]Added a user interface option to select the main menu background image.
[*]Gave several NPCs Single Weapon Fighting skills.
[*]Gave amputate limb an icon and description.
[*]Renamed polyphase modulator to phase-adaptive scope.
[*]Swapped tiles for phase-adaptive scope and stasis entangler.
[*]Hookahs can receive common item mods once again.
[*]Missile weapons now prefer to autoequip in an unoccupied slot.
[*]Toggling phase-adaptive projectiles off now works.
[*]If you get multiple pieces of scrap at once and autodisassemble is on, they are now all disassembled.
[*]Carapace now gives 400 tortoise reputation, per its description.
[*]Updated dream tortoise preset to comply with starting point requirements now that Horns mutation point cost is increased (removed Telepathy).
[*]Forcefields from force bracelets and Force Bubble must now be within 1 space of their emitters to continue existing.
[*]Galgal charges are now interrupted by [redacted].
[*]You can no longer remove a piloted mechas sealed power core just by being allied to them.
[*]It's no longer possible for mutants with Electrical Generation to drink all the charge out of a mecha's sealed power socket.
[*]You can no longer dupe chairs by equipping them as weapons and then sitting on them.
[*]Tam now addresses you appropriately if you approach him in a temple mecha.
[*]The Flaming Ick is now exempted from liquids stabilizing their containers' temperature downward.
[*]In the new main menu, the Continue button is now disabled if there are no games to continue.
[*]Shrines becoming desecrated by non-player damage no longer issues a popup message.
[*]Burrowing girshlings now extrude a layer of resin visually distinct from Shug'ruith's.
[*]Rank and plasmatic girshlings now drop the right corpses.
[*]Girshling fangs are now actually butcherable from girshling corpses.
[*]Nephilim are now more resistant to love tonics.
[*]Decreased the frequency that girshling fangs appear dynamically.
[*]Gyre wights of Qas now have the right display names.
[*]In several places we rephrased "+1 penetration" to "+1 to penetration rolls" to differentiate that bonus from when you get a full additional penetration.
[*]Tweaked the look of mecha interiors.
[*]Tweaked the high mecha name generator.
[*]It's no longer possible for you to become your own target.
[*]Added an autoexplore option: "Attack ignored hostile creatures that you move adjacent to during autoexplore."
[*]The Bey Lah village stores are now consistently referred to using the definite article.
[*]Fixed a bug that caused claws from the circle of light in the chord of Agolgot to receive a +10 hit bonus.
[*]Fixed a bug that caused the UI to not remove effects cured via the Nostrums skill.
[*]Fixed a bug that caused objects to be transmuted out of existence when stepping into a deep pool of pure warm static.
[*]Fixed a bug that caused pacified nephilim companions to despawn on zone transition.
[*]Fixed a bug that caused stingers to display their variant twice.
[*]Fixed a bug that caused energy turrets to occasionally spawn loaded with mecha power cores.
[*]Fixed a bug that caused your primary weapon to be excluded from Flurry.
[*]Fixed a bug that caused recharging mecha power cores to not consume the right bit type.
[*]Fixed a bug that caused the Quicken Mind ability to not refresh abilities.
[*]Fixed a bug that prevented unlocking the 'Become as Gods' achievement.
[*]Fixed a bug that prevented clones with single weapon fighting from attacking.
[*]Fixed a bug that caused temple mecha at Omonporch to start with damage accrued and drained power cores.
[*]Fixed a bug that caused some sultan relic retrieval quests to fail to recognize completion.
[*]Fixed some issues arising from hostile creatures being considered impassable by autoexplore.
[*]Fixed a bug that caused a hang if you used interact nearby to initiate [redacted].
[*]Fixed a bug preventing page up and page down from working to scroll the console looker.
[*]Fixed some issues with pathfinding, in particular navigation to zone edges.
[*]Fixed a bug that caused a hang during the "Mod Configuration Differs" popup when using the console UI.
[*]Fixed a bug that caused dynamic interaction quests to complete with actions that didn't match the quest requirements.
[*]Fixed a bug that caused dynamic location quests to not complete correctly.
[*]Fixed a bug that caused organic creatures to display as damaged instead of wounded, and vice versa.
[*]Fixed a bug that caused the ability bar pagination text to not always match the number of actual pages.
[*]Fixed a bug that caused the ability bar to be stuck on a blank page if losing an ability removed the last ability on the selected page.
[*]Fixed a bug that caused leaderboard scores to be truncated on low DPI displays.
[*]Fixed some issues with the interaction of spiral borers and pits.
[*]Fixed a rare lockup related to fungal vision.
[*]Fixed a bug that caused warm static to not glitch mutations.
[*]Fixed an inconsistency in hookah behavior.
[*]Fixed a bug that caused some non-artifact items to be considered the most advanced artifact in your possession at a end of the game.
[*]Fixed a bug that made it impossible to hit a wall-clinging creature while using a phase-adaptive scope.
[*]Fixed a bug that caused you to open (or try to) animated doors when swapping positions with them.
[*]Fixed a bug that made the offspring of segmented mirthworms, worms of the earth, and fire ant queens employed as hired guards not be as peaceable as their parents.
[*]Fixed a bug that prevented pressing left from unequipping an item when 'Equip and unequip the highlighted item when pressing right or left respectively on the Inventory and Equipment screens.' is enabled.
[*]Fixed a bug that caused navigation issues when the last saved game was deleted.
[*]Fixed a bug that caused mangled unicode output in the ability bar.
[*]Fixed a bug that could cause you to become trapped inside a wall when falling down a pit.
[*]Fixed third-person shield slam messages telling you the shield in question was yours.
[*]Fixed awkward phrasing when a shield slam was performed against a phase-mismatched target.
[*]Fixed an issue causing stacking reputation sounds.
[*]Fixed a rare lockup related to fungal vision.
[*][modding] Added Transmitter and Receiver to conversations to facilitate long-distance physical communication.
[*][modding] Pressing Control now brings up the blueprint XML for a hovered object in the map editor blueprint list.
[*][modding] Reduced the mouse wheel sensitivity of the map editor blueprint list.
[*][modding] Added a scroll bar to the blueprint list.
[*][modding] Fixed a bug that caused the blueprint list to jump to the top whenever a blueprint was selected in the map editor.
[*][modding] BioAmmoLoader now has two new fields StartAvailable and VariableTurnsToGenerate. Start Available provides a randomizable amount to be assigned to the field Available at object creation. VariableTurnsToGenerate provides a randomizable amount of turns taken to generate another point of Available firing capacity.
[/list]
v206 changelist is too big for GoG forums: https://steamcommunity.com/games/333640/announcements/detail/3802788059284257844
206.37
[list]
[*]Added a move menu, default binding shift-M.
[*]Added a "Move to Point of Interest" clickable button to the top right of the new UI, between the buttons for Character Sheet and Autoexplore.
[*]Stat saps are now always considered at least Tough opponents.
[*]Gigantic items now produce more wire in wire extruders.
[*]Autoact now explicates the reason it stopped via the message log more often.
[*]Pathfinding now works harder to avoid digging through walls with wiring, piping, or gearboxes.
[*]Hidden things being discovered no longer necessarily interrupts autoact.
[*]Sparking baetyls no longer ask for Sparafucile's masterwork weapons.
[*]Blast cannon projectiles ("pressurized energy") are now treated as mass nouns ("some pressurized energy", not "a pressurized energy").
[*]Attempting to activate a ganglionic teleprojector from its interaction menu while the ability is on cooldown no longer fails silently.
[*]Lagroots, junk dollars, and other urchins no longer interrupt autoact through mere hostility.
[*]Requesting gifts via the water ritual now operates on one item at a time if the NPC has a stack of them.
[*]When you die while confused, a confused version of your name is no longer recorded with your score.
[*]Legendary dervishes of the Sightless Way are no longer incorrectly titled as servants of Ptoh.
[*]Torches are now extinguished by being submerged in liquid.
[*]Made Value + and - binds able to share bound keys with Move Up and Move Down.
[*]The option "Use text autowalk threat indicator" is now called "Use text version of the autoact interrupt indicator instead of flashing red box".
[*]You can now return to the Recoil menu by escaping out of interaction with a recoiler.
[*]The option "Use text version of the autoact interrupt indicator instead of flashing red box" is now in the Automation category.
[*]The option "Use text version of the autoact interrupt indicator instead of flashing red box" now works consistently: it indicates the interrupting object with a pulsing red visual effect, if disabled, or with a descending yellow v character, if enabled.
[*]Creatures now consider moving away from gases or walltraps that are damaging them a little more aggressively.
[*]When creatures die while engulfed, items left behind are now left in the engulfer's inventory.
[*]When creatures die, the location items left behind drop in is now more consistent.
[*]Force bubbles no longer push anything when their owner is being pushed by another force bubble. This should prevent crashes from force bubble owners pushing each other.
[*]The activated ability for force bracelets now synchronizes properly when the force bracelet is deactivated by its force fields are independently destroyed.
[*]The icon colors applied by desecration now take priority over the icon colors applied by village history engraving.
[*]Improved how some items are specified in Spread Klanq quest steps.
[*]Slightly reduced the render layer of low walls.
[*]Removed two extra spaces from interdictor lock-on messages.
[*]Fixed the stats in the ability description of Cryokinesis.
[*]Fixed a bug that randomly caused some items to be incorrectly flagged as needing two slots to equip.
[*]Fixed a rare bug that caused a hard lock during world generation.
[*]Fixed a bug with the repulsive device.
[*]Fixed a rare bug with inventory stacking.
[*]Fixed a bug that caused the glotrot cure to fail.
[*]Fixed a bug that sometimes caused walls to paint incorrectly.
[*]Fixed a bug that sometimes caused you to be described as disassembling "something", or for a disassembled item to be omitted, when disassembly was interrupted.
[*]Fixed a bug that made automatic attacks on ignored enemies interrupt autoexplore.
[*]Fixed a bug that made broken and engulfed statuses not appear in display names.
[*]Fixed a bug that caused the "Attack ignored hostile creatures that you move adjacent to during autoexplore" option to cause you to automatically attack ignored enemies that you moved next to on a single manual step.
[*]Fixed a bug that with item naming trying to name items after the world map.
[*]Fixed a bug that duplicated items when you equipped one from the ground while having another in your inventory.
[*]Fixed a bug that made the grounded effect prevent movement actions it shouldn't have, such as charging.
[*]Fixed a bug that made miners continue to lay mines after being instructed not to.
[*]Fixed a bug that made sparking baetyls imply they might take items from your inventory even if there were enough items to satisfy them nearby.
[*]Fixed a bug that caused the looker to be unable to switch objects.
[*]Fixed a bug that made merchants become temporarily incapacitated by restocking and soup sludges become temporarily incapacitated by growing their pseudopods.
[*]Fixed some bugs with text filters applied to speech, like with birds and fish.
[*]Fixed a bug that made geomagnetic discs unable to fly through gases.
[*]Fixed a bug with important tonics having their "apply" and "apply to" interaction hotkeys swapped.
[*]Fixed a bug with junk dollars' impaler behavior. Existing junk dollars in saved games will not be affected.
[*]Fixed a bug that made rock tumblers and wire extruders work when unpowered. Existing furniture in saved games will not be affected.
[*]Fixed a bug that caused the positive and negative cacophonic sounds for multiple simultaneous reputation changes to be played simultaneously, when applicable.
[*]Fixed a bug that made morphogenetic geomagnetic discs fail to work properly.
[*]Fixed a bug that put confused quest names in Reclamation quest steps if you were confused when Girsh nephilim spawned.
[*]Fixed a bug in the activation message of Shield Wall.
[*]Fixed a bug that caused mutation permutation to occur repeatedly past the halfway point of the Mutating effect.
[*]Fixed a bug that made some secrets display with inappropriately capitalized words in the middle of them.
[*]Fixed a bug where your hagiographies claimed you penned a copy of a cookbook instead of the cookbook itself.
[*]Fixed a messaging oddity in some messages about resistance to recruitment.
[*]Fixed a missing space in some possible faction descriptions.
[*]Fixed a bug that allowed duplicating a chord of light at Omonporch.
[*]Fixed a bug that caused Stingers to not activate when lunging.
[*]Fixed a bug that caused the golem mound's catalyst menu to be unopenable when a dram of slime was in your inventory.
[*]Fixed a bug that prevented the 'Dayenu' achievement from progressing.
[*]Fixed a bug that prevented the repulsive device from being removed.
[*]Fixed a bug that caused dynamic quests to sometimes become unfinishable.
[*]Fixed a bug in the ability manager screen that casued a lockup when activating an ability in the middle of a drag operation.
[*]Fixed a bug that caused a crash when quitting a game.
[*][modding] ProneOnHit now works on projectiles.
[*][modding] The mod manager now sorts mods case-insensitively.
[*][modding] The reference name of the highly entropic beings faction has been changed to Entropic.
[/list]
206.48
[list]
[*]Entries in the wait menu and move menu now have hotkeys.
[*]Made random book titles format better when they contain words enclosed in punctuation marks.
[*]Throwing multiple weapons with grafted mirror arms now costs a single turn, as intended, rather than a turn per weapon.
[*]Gave thrown knives a new visual effect.
[*]Precision force lathe activation no longer has an action cost.
[*]NPCs can now use precision force lathes.
[*]The accuracy bonus from Draw a Bead now only applies to bows and rifles, matching the description.
[*]NPCs can now use Draw a Bead.
[*]Draw a Bead now only considers your visibility for purposes of maintaining the target mark, not obstructions.
[*]Added an Automation option to turn off digging through walls by walking into them.
[*]When something falls in love with you, your companions now stop attacking it.
[*]Added some new creature descriptions.
[*]There are now different indicator animations for when autoact is interrupted by threats vs. nonthreats.
[*]When you untarget something via the untarget interaction, your companions now stop attacking your former target.
[*]Autoexplore now looks at the village history monuments in the Yd Freehold and Kyakukya.
[*]Autoact interactions with doors now only use popups for failed interactions.
[*]Portable walls now fill deep shafts and similar terrain features that they are deployed over.
[*]Stats now display in the build summary screen using a formatted version of their name, where relevant.
[*]The bulging waterskin that sometimes appears in Bey Lah now starts off sealed.
[*]You now usually become lost if you attempt to travel on the world map while confused.
[*]It's no longer necessary to use force attack to attack while overburdened.
[*]Nostrums options in the cooking menu are now grayed out if they don't do anything.
[*]Attempting to shield slam yourself now gives a more sensical failure message.
[*]Item targets for the Spread Klanq quest no longer include item stats.
[*]Having an item ripped from your body by a magnetic pulse now interrupts autoact.
[*]There is now a popup message or autoact interruption when a visible, non-trifling companion has an item ripped from their body by a magnetic pulse.
[*]Added a message when you're missing a certain chime in an important situation.
[*]Improved name transfer of transmuted NPCs.
[*]When conjoined creatures split, the parts now take on the attitudes of the whole.
[*]The engrave interaction of gaslight chisels can now be used from the inventory.
[*]Fixed a rare grammar error with transkinetic cuffs.
[*]Fixed a bug where if you disassembled a recoiler from the Recoil menu, the recoiler remained in the menu.
[*]Fixed a bug that made the Recoil menu open with no option initially selected.
[*]Fixed a bug that made cybernetics credits wedges normally available via the water ritual from some factions only available from the Putus Templar.
[*]Fixed an exception when bleeding stopped.
[*]Fixed a bug with checkpointing locations.
[*]Fixed a bug that made creatures more willing to walk off cliffs than they should have been.
[*]Fixed a bug that caused crystalline roots to fall down the pits left by their destruction.
[*]Fixed a bug that disabled the Dashing effect of the Flume-Flier of the Sky-Bear.
[*]Fixed a bug that sometimes included transient conditions like being wet in the names of creatures harvested for village construction materials.
[*]Fixed a bug that made torches in your initial inventory not stack until interacted with.
[*]Fixed some cases of color markup being incompletely removed from text.
[*]Fixed a bug that made rhinoxen, rarely, charge while frozen.
[*]Fixed a bug that made clones potentially inherit some of their original's descriptive elements inappropriately.
[*]Fixed the word "block" appearing twice in creatures' Staggering Block messages.
[*]Fixed a bug that caused some data disk vendors to fail to stock.
[*]Fixed a bug that made poisoning not affect creatures while they were stunned or paralyzed.
[*]Fixed a bug that caused strange phrasing in some generated sentences.
[*]Fixed a bug that caused strange phrasing when items were taken from the player as part of conversation.
[*]Fixed a bug that caused companions' point-defense systems to target your projectiles.
[*]Fixed a bug causing use of possessive pronouns in some messages where possessive forms of names were appropriate.
[*]Fixed a case of inappropriate capitalization when memory eaters try to consume a memory and can't find one.
[*]Fixed a bug that made status feedback for the quest Weirdwire Conduit... Eureka! tell you that you had picked up "1 feet" of wire if the first piece of wire you picked up was 1' long.
[*]Fixed a bug that caused you to fail to fall in love with things viewed via their interaction menu.
[*]Fixed a bug that caused some merchants to fail to restock until their zone had been visited multiple times.
[*]Fixed a bug that disabled digging by walking into a wall.
[*]Fixed a bug that caused waking peacefully to become impossible when crungled into the body of a level 1 creature.
[*]Fixed a bug that caused the game to end if you leveled up by killing your original body in a deep dream.
[*]Fixed a bug that caused the game to freeze when transmuting items without a detail color.
[*]Fixed a bug that caused items glitched via warm static to create duplicate references to themselves within the same tile.
[*]Fixed a bug that caused Aoyg-No-Longer to become hostile after loading a save.
[*]Fixed a bug that caused some consumed or destroyed items to instead re-appear within your inventory.
[*]Fixed a bug that caused kills via transmutation not to be properly attributed.
[*]Fixed a bug that allowed missile weapons to instantly destroy invulnerable objects.
[*][modding] There is now an intproperty TradeCount that is incremented on objects each time the player enters the trade screen with them.
[*][modding] Degenerate markup of the form {{text}} now displays nothing, consistently with the results of ColorUtility analytical and transformation methods.
[*][modding] Builder-based merchant inventory has been converted to population tables using GenericInventoryRestocker.
[*][modding] XRL.World.Capabilities.Disarming.Disarm() can now take an argument GameObject Weapon that specifies a weapon to attempt to disarm rather than allowing it to be determined randomly.
[*][modding] Optional predicates can now be applied to the TextInsert conversation part.
[*][modding] Hooks for feet no longer resets its stats when regenerating.
[/list]