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206.49
[list]
[*]Gave Mayor Haddas better mental stats.
[*]Gave turrets the Strapping Shoulders skill.
[*]If you Bask on the world map, you no longer immediately become hungry upon leaving the world map.
[*]Altered the colorization of fungus-ridden creatures to make them more distinct from legendaries.
[*]Spotted shagspooks and dandy caps are now diggable.
[*]The Otherpearl is now referred to using the definite article more often.
[*]Clonelings' second pair of arms is no longer made of flesh.
[*]Cragmensch and glittermensch now leave behind large boulders on death even when burned to death.
[*]Mechanimist pilgrims who aren't converts now also carry the Canticles Chromaic, occasionally.
[*]Changed a reference to two-weapon fighting in the multiweapon fighting description.
[*]Added a message for getting teleported by an infiltrator.
[*]Took Single Weapon Fighting away from Crowsong.
[*]Fixed a bug that made phase-adaptive scopes malfunction in conjunction with geomagnetic discs.
[*]Fixed a bug that prevented gemstones created by transmutation of extradimensional creatures from being bartered.
[*]Fixed a bug that made autoact not describe or indicate why it was being interrupted in some circumstances.
[*]Fixed a grammar error in third-party Time Dilation activation messages.
[*]Fixed a bug that caused legendary templars to be incorrectly selected as psychic thralls.
[*]Fixed some misconstruction in desalination pellet messaging.
[*]Fixed love tonic description to match its real save difficulty.
[*]Fixed a typo in the description of monad.
[*]Fixed a typo in the message when you tried to slam a flying creature.
[*]Fixed a bug that caused companions of vehicles to be forced neutral when the pilot died or exited the vehicle.
[*]Fixed a bug with capitalization in the revelation of rumors about Rainwater Shomer.
[/list]
206.50
[list]
[*]Added new descriptions for booster bot, cyclopean gibbon, diplomacy droid, ickslug, mimic, molting basilisk.
[*]Mech and golem walls are no longer tagged as diggable.
[*]Asphodel now tends to have fewer issues with the Barathrumites.
[*]Added chronology entries for curing ironshank and monochrome.
[*]Asphodel and xyr asphodelytes are now more tolerant of friendly fire during the Reclamation quest.
[*]The Girsh nephilim are now more likely to direct their beams at their target, under some circumstances.
[*]If the slynth move into Grit Gate, they are now considered for A Call To Arms scoring.
[*]You can no longer initiate the water ritual when your conversation is about to start a fight.
[*]Keh-hind no longer disappears if she is, or has ever been, your follower.
[*]You can now pray beneath the hologram of Shekhinah.
[*]Tumbling pods are now always rated at least Tough.
[*]Dromad's trade conversation option now shows the correct dynamic keybind.
[*]Holding an automatic movement key or button now properly respects several autowalk stoppers that weren't triggering before, including Aloe Porta and entering spacetime vorticies.
[*]Aloe Porta no longer stop autowalk when merely moving past them.
[*]Changed the rules text on night-sight interpolators to better match their behavior.
[*]Schematics drafters no longer have Tinker III.
[*]The Ironshank message about joint pain subsiding is now a popup.
[*]The crystal chime Tammuz is now considered a proper noun.
[*]Gave eyeless king crab legs the right tile.
[*]Updated brazier's display colors to be more sightly when unseen.
[*]NPCs that fall into spacetime vortices now become lost.
[*]Fixed a bug that caused the level up sound to not play correctly.
[*]Fixed a bug that caused spurious "You are frozen soild!" popups.
[*]Fixed a bug that prevented turrets from being deployed into gas clouds.
[*]Fixed a crash when generating levels in Golgotha.
[*]Fixed a bug that caused phase adaptive scope's safety feature to malfunction when used with long-distsance throwing weapons.
[*]Fixed a bug that caused creatures in vantabloom darkness to stop autoexplore.
[*]Fixed the templating of Opportune Attack's trigger message.
[*]Fixed a typo in sawhander's description.
[*]Fixed a bug that caused Warden Indrix to stop sharing secrets after the first time.
[*]Fixed a bug that caused multiple water ritual and trade options to appear for dynamic villagers if there was an exception during the conversation.
[*]Fixed a bug that caused player-controlled soup sludges to not grow new pseudopods.
[*]Fixed a bug that would blink the player out of existance if they went to Bey Lah as Eskhind during Kith and Kin, via domination or otherwise.
[*]Fixed a bug that caused the mound of scrap and clay to appear in random populations.
[/list]
206.52
[list]
[*]Cathedras now supply the same bonus to tinkering as sitting in the nicest chairs does.
[*]Curio summoned salt krakens will no longer wander.
[*]Creatures with power switches who are promoted to have conversations will no longer default to the interaction menu when used.
[*]Statues are now diggable.
[*]Floor cushions are now decorative.
[*]Improved the random baetyl rewards from building the golem.
[*]Onboard recoilers are now excluded from the recoil menu until they are implanted.
[*][redacted] will now spawn creshes in adjacent cells.
[*]Random mental mutations offered via the water ritual will now be rerolled if you acquired the selected mutation elsewhere.
[*]Fixed a bug that caused the pit in Golgotha to sometimes spawn directly under a chute.
[*]Fixed a rare bug that caused an exception while saving the game.
[*]Fixed a bug that caused autowalk to stop before entering a cell with a sealed container of a dangerous liquid.
[*]Fixed a bug that caused spaser fire to not properly generate plasma if the target died.
[*]Fixed a bug that allowed traders to identify items for players with Dystechnia.
[*]Fixed a bug that caused tonic stacks dropped by creatures to be capped at 5 injectors.
[*]Fixed a bug that caused non-crop objects to count as crops destroyed during A Call To Arms.
[*]Fixed a bug that rarely caused an entire fence side to be missing from farms and forts.
[*]Fixed a bug in generated the descriptions and titles of extradimensional objects that caused the text "cultSymbol" and "dimensionSymbol" not to be replaced with their real values.
[*]Fixed a bug that caused learning Tinker I, II, or III via the water ritual to not award the free schematic if you did not have the base skill.
[*]Fixed a bug that caused templar mechs to be overburdened.
[*]Fixed a bug that caused treating with the Girsh nephilim to not complete the quest step 'Beast Slouching'.
[*]Fixed a bug that caused village tinkers and apothecaries to sometimes not have their intended stock.
[*]Fixed a bug that allowed you to dash vertically through multiple floors without stairs using the flume-flier.
[/list]
206.57
[list]
[*]Mountain and hill maps now have a little more unique character and no longer generate without any open spaces.
[*]Improved the generation of rivers in villages.
[*]When you get lost, you generally no longer get plopped down in a tile with spawn-blocking objects like fracti and pits.
[*]Santalalotze now has tier 8 wares instead of tier 7 (very similar population but slightly more weighted toward the highest-end stuff).
[*]Temple mecha are no longer included among a newfather's domesticants.
[*]The game no longer thinks the plural of 'human' is 'humen'.
[*]Tweaked the description of Short Blade Expertise to match other references to action cost.
[*]Molting basilisk husk now has the right description.
[*]The sacred well should be less flammable.
[*]Messages now refer to 'the' amaranthine prism instead of 'an' amaranthine prism.
[*]Improved the consistency of object placement inside of village buildings.
[*]Fixed several map generation issues due to reachability being incorrectly calculated.
[*]Fixed an issue with village generation that caused a bunch of random objects to appear in random areas, particularly in the upper left region of the map.
[*]Fixed a bug in village generation that caused partial, garbled WFC-generated buildings.
[*]Fixed a bug in village generation issue that caused extra holes in buildings.
[*]Fixed a rare world generation exception.
[*]Fixed a rare village generatione exception.
[*]Fixed an issue that caused garbage liquids to leak into system memory and cause crashes in Golgotha.
[*]Fixed the display name of small sphere of negative weight when it's offered as a reward for completing a village quest.
[*]Fixed some plurality issues in messages generated about identifying cybernetic implants.
[*]Fixed a capitalization issue with generated messages about pulsed field magnets interrupting autoact.
[*]Fixed a bug that caused the 'S' after an possessive apostrophe to be capitalized when naming an item.
[*]Fixed a bug that caused water ritual options to be disabled if you did not have enough reputation to afford them without the social coprocessor.
[*]Fixed a bug that caused Tinker and Artifex starts to not receive their schematic from Tinker I and II.
[*]Fixed a bug that prevented the Yd Freehold asterisk from affecting the reputation cost of pacifying nephilim.
[*]Tagged some objects as mass nouns.
[*][modding] The DestroyContiguous part of nullray can now be used for melee weapons on hit.
[*][modding] GiganticInventory now makes restocked inventories gigantic.
[/list]
206.59
[list]
[*]Long trader names are now properly clipped on the trade screen.
[*]Gave lover's blossom a new tile.
[*]Autoexplore now avoids osseous ash.
[*]Traders are now referred to by name in messages explaining they don't have the skill to recharge or repair something.
[*]Urchin cherubim now grow their cherubic spines on their body instead of their arms, which they don't have.
[*]Qas and Qon are now immune to confusing gas.
[*]Glass doors are no longer opaque.
[*]The quest text of A Signal in the Noise no longer references Joppa.
[*]Made some tweaks to mid and late-game armor tables.
[*]Creatures with glotrot can no longer use Sticky Tongue.
[*]Thrown objects now use the proper unidentified tile if you don't know what they are.
[*]Multiple ejection seats can no longer lock in place in the same tile.
[*]Reaching loved reputation now only creates an entry in your chronology once per faction.
[*]Greatly improved the performance and memory utilization of pathfinding.
[*]Improved the performance of breeders.
[*]Fixed a bug that caused Putus Templar party leaders in faction encounters to get double their inventory.
[*]Gave Putus Templar party leaders the chance to have more than one Eaters' nectar tonic.
[*]Fixed a bug with the scoring of A Call to Arms that caused chain laser emplacements and waydroids to be treated as full Barathrumite persons.
[*]Fixed a bug that caused gigantic energy cells to never generate with more than half charge.
[*]Fixed a bug that put proselytize on cooldown with no effect when targeting a baetyl.
[*]Fixed a bug that caused spaser gas to emit from the attacker instead of the defender when killing a target in one shot.
[*]Fixed a recurring bug where some legendary creatures had malformed titles.
[*]Fixed a bug that allowed the deployment of portable walls on the world map.
[*]Fixed a bug that caused Hobbled to become less effective as your move speed increased, and increase it once your move speed was above 200.
[*]Fixed a bug that prevented levels deep underneath Ezra from building properly.
[*]Fixed a bug that caused a big performance hit when a creature was boxed in and unable to move.
[*]Fixed some grammar errors in books without titles.
[*]Fixed a text generation issue with sultan titles.
[*][debug] Added "hobbled" wish.
[*][modding] Added object, int, and float properties to factions.
[/list]
206.61
[list]
[*]Added the following grenades as rare drops on Explosives population tables: spring-turret, time dilation, plasma, gravity, glitter, and phase shift.
[*]Added descriptions for several pieces of furniture.
[*]Weapons with lots of ammo no longer cause the ammo display to overflow the bar.
[*]Creatures can no longer be woken up the turn they fall asleep, which will prevent some issues like a backswing from a blow that knocked a creature unconscious immediately waking them up.
[*]Weapons that stun on impact now stun when they are thrown as well.
[*]Boosted the disassemble performance of unpowered advanced toolkits to match that of basic toolkits, as clained in the rules text.
[*]In look descriptions, fungal infections now show up under "Physical Features" instead of "Equipped".
[*]Creatures who prefer not to sell specific items or types of items now agree to sell them to you if they are your companion.
[*]Added a sound effect to the "you feel increasingly unstable" mutating message.
[*]Liquid-fueled energy cells are now tagged as ammo.
[*]Killing all the girshlings in Redrock before accepting What's Eating the Watervine? no longer prevents the quest's completion.
[*]Gave Saad Amos the Rebuke Robot skill.
[*]Removed how many seconds are left on a bombs timer from its description. It still appears in the display name.
[*]Active fungi now have a higher render layer.
[*]Fixed a bug that caused clues to the location of Ruin of House Isner to disappear from loaded games.
[*]Fixed a bug that caused unequipping the amaranthine prism via Precognition to not disappoint someone, if the prism was not in your inventory prior.
[*]Fixed a bug that caused averaged armor values from multiple limbs of the same type to sometimes not update when one of the limbs was lost.
[*]Fixed a bug that caused you to always receive blame for unequipping the prism, regardless of whom it was equipped to. (You'll still be blamed if it's your companion doing the unequipping.)
[*]Fixed a bug that caused the Decarbonizer module to permanently stop working if its beam was interrupted.
[*]Fixed a bug that caused the golem's ability to recall to the Court of Sultans to stop working if recalled or reshaped via the reshaping nook.
[*]Fixed a bug that caused the 'Eat the God's Flesh' step to not complete correctly.
[*]Fixed a bug that caused Wandering Tau to wander off as if she were preparing to join the Seekers of the Sightless way.
[*]Fixed a bug that prevented Wandering Tau from being a follower after If, Then, Else was completed.
[*]Fixed a grammar issue with falling through open air.
[*][modding] Folded Staging.xml blueprints into their respective data files.
[*][modding] Added IfHaveItemDescendsFrom conversation delegate which checks your inventory and equipment for an object with a descendant blueprint.
[*][modding] RecoilOnDeath now checks its active status, meaning it can be disabled by normality, EMP, rust, et cetera if flagged as vulnerable.
[/list]
206.63
[list]
[*]Added new descriptions for several pieces of furniture.
[*]Added new descriptions for several pieces of equipment.
[*]Domesticated Barathrumite tinkers now have their display name adjectives appear in the right order.
[*]Wardens Esther can no longer spawn hated by the Farmers' Guild.
[*]You no longer autodisassemble items that contain liquids.
[*]You can no longer select flaming/freezing ray variants for body parts you do not have.
[*]When selecting a variant for a random mutation, you can now go back and select another mutation instead.
[*]Random cryotubes that spawn with a stairwell inside them are now always destroyed.
[*]Clarified some language in the description of Penetrating Strikes.
[*]Fixed a sequence-break between Call To Arms and Grave Thoughts, if you never acquired Grave Thoughts before completing A Call To Arms.
[*]Fixed a bug that caused creatures to occasionally spawn on top of stairs.
[*]Fixed a bug that caused some templar warleaders to be missing during Reclamation.
[*]Fixed a bug that caused dynamic village merchants to restock twice.
[*]Fixed a bug that caused mid and high-tier dynamic village merchants to have less stock than intended.
[*]Fixed a bug that caused dynamic village merchants to sometimes spawn with the wrong items in stock.
[*]Fixed a bug that caused autoexplore stop warnings for targeting lines to incorrectly display extra info.
[*]Fixed a bug that caused unidentified frozen items to use their identified tiles.
[*]Fixed an issue that caused quest item handwritten books to lose their yellow titles and look like generated books.
[*]Fixed some grammar issues in generated dialog for the Landing Pads quest.
[*][modding] GenericInventoryRestocker now supports combining multiple population tables of stock by providing a comma separated list.
[*][debug] Added a 'restock' wish to force all restocking merchants on the map to refresh their inventories.
[/list]
206.66
[list]
[*]Phase-shift grenades are no longer moddable with the redundant phase-harmonic mod.
[*]Rivers in preset settlements now have the same object and wall-sparing behavior as random villages.
[*]Added a new visual effect for night vision.
[*]Radar now reveals [redacted].
[*]Greatly improved the performance of complex hydraulic power systems.
[*]Fixed a bug that caused you to violate the Pauli exclusion principal when surrounded by your own force bubble.
[*]Fixed a bug that occasionally produced incorrect capitalization of your name in recipes you create.
[*]Fixed a bug that caused your hunger level to not update when becoming famished via dilute warm static.
[*]Fixed a bug that caused broadcast power receivers to be non-functional within interiors.
[*]Fixed a bug that caused decarbonizers to self-destruct when firing their molecular cannon.
[*]Fixed a bug that caused decarbonizers with invalid targeting to prevent the game from rendering.
[*]Fixed a bug that caused delayed attacks from lithofexes and dreamcrungles to be aborted when loading a game.
[*][debug] We made some changes to wishing for mutations.
[list]
[*]You should now prefix wishes for mutations with "mutation:", e.g. "mutation:beak".
[*]You can wish for a mutation variant by adding it as a parameter, e.g. "mutation:beak:rostrum".
[*]You can wish for a specific mutation entry using its display name, e.g. "mutation:stinger confusing venom".
[*]If the mutation has variants and one wasn't specified, you are now asked to select one.
[*]You will be asked to confirm when a fuzzy search is about to apply a mutation to you.
[/list]
[/list]
206.67
[list]
[*]You can now wear gigantic gauntlets on your giant hands.
[*]The geomagnetic disc now benefits from being gigantic even while powered.
[*]Engulfing creatures will now disgorge something they are digesting if they become part of the same party during the digestion process.
[*]The temple mecha mk Ia's machined edge is no longer gigantic.
[*]You will now auto-explore over fracti if it wouldn't damage you due to non-matching phase or faction reputation.
[*]Fixed a bug that caused various coloration of creatures to be lost when in range of nightvision.
[*]Fixed a bug that caused unidentified missile weapons to display their identified icon in the missle weapon status bar.
[*]Fixed a bug that caused gigantic items to require even more limbs to equip if they were already equipped somewhere else.
[*]Fixed a bug that caused creatures to immediately want to unequip a piece of gigantic equipment after equipping it.
[*]Fixed a bug that caused equipment to not update how many limbs it uses after implanting giant hands.
[*]Fixed a bug that caused giant hands to reduce the amount of limbs required to wear any item regardless of type, most notably gigantic armor.
[*]Fixed a bug that caused the geomagnetic disc to sometimes consume double charge.
[*][modding] Dismembered limbs now copy all properties of their severed parts into a DismemberedProperties part.
[*][modding] Added AfterDismemberedEvent which can be used to add additional properties to the severed limb.
[*][debug] Added an 'implant' wish to directly add a cybernetic to yourself in an optional location: "implant:giant hands", "implant:pneumatic pistons:feet".
[*][debug] Added a 'modify' wish to create an item with a specific mod installed: "modify:crysteel gauntlets:gigantic".
[/list]
206.68
The liquid font mutation no longer oozes liquid on the world map.
Popup menus with many options now ignore mouse position when scrolling with keyboard or joystick.
Added a confirmation dialogue before dismemebering yourself using metabolizing effects.
Flight and Swoop abilities now correctly display the falling chance.
The Fear Aura mutation no longer wastes a turn if there are no enemies to fear nearby.
The scrapepd waydroid is now categorized under Quest Items.
Automove while holding the movemnt input will now properly stop for all events that interupt autoexplore, even if the source is not visible.
Fixed a soft lock when a combat animation would continuously fail to render.
Fixed a bug that caused visual effects to sometimes stop playing permanently.
Fixed a bug that caused petting creatures to sometimes lock the screen for up to 10 seconds.
Fixed a bug that caused other NPCs petting creatures nearby to interrupt player inputs.
Fixed a bug that caused the jump ability to display its popup twice.
Fixed a bug that caused the shimmering visual effect to persist after a waking dream.
[modding] Added GameObject.HasItemWithTag(string) to search inventory and equipment for tagged items.
[modding] The QudChooseStartingLocationModuleWindow now adds a breadcrumb to the UI.
206.69
[/list]
[*]Added new hamsa effects to various grenades.
[*]All heavy weapons will now be reloaded before each individual shot while using Sweep.
[*]Fixed a bug that caused the automove interrupt code to be incorrectly 'sticky' in some situations.
[*]Fixed a messaging oddity when attempting to recoil to the court of sultans in combat.
[*]Fixed a bug that caused some factions to not gift their cybernetics credit wedges via the water ritual.
[*]Fixed a bug that caused irisdual beam to misreport its dealt damage.
[*]Fixed a bug that allowed you to lunge with a dismembered stinger.
[*]Fixed a bug that caused thermal and freeze grenades to not have appropriate hamsa effects.
[*]Fixed a bug that caused armed mines to be reported as disarmed in their description.
[*]Fixed a bug that caused the item category of the scrapped waydroid to be incorrect.
[*]Fixed a bug that caused the 'Auto-pickup of zero weight items' but skip picking up items with fractional weight.
[*][debug] Added a new debug option to show current faction reputation when looking at creatures that grant reputation.
[*][modding] Name is now a required property of population groups.
[*][modding] Added a Name to every population group.
[/list]
206.70
Added new visual effects to throwing axes and geomagnetic discs.
Poison-tipped spears are now thrown with the pointy end towards the target.
Throwing axes are now categorized under Thrown Weapons.
You are no longer required to die permanently in order to unlock the achievement 'Jeweled Dusk'.
Motorized treads can no longer rust.
There's now a popup message when you or a companion has a stat drained by a creature for the first time.
Fixed a bug that occasionally prevented popups from being displayed when equipment was removed by a pulse field magnet.
Fixed a messaging oddity when losing the use of dependent limbs, such as hands.
Fixed a bug that caused trails on thrown items to render over their sprite.
Fixed a bug that caused your average armor to not be recalculated when regenerating limbs.
Fixed a bug that caused dismembered limbs of named creatures to be referred to with an article.
Fixed a bug that caused dismembered limbs to not inherit the article of the creature they were dismembered from.
Fixed a bug that caused the "worn around wings" slot to lose its name after eating the Cloaca Surprise.
Fixed a bug that caused you to permanently lose your beak after eating the Cloaca Surprise.
Fixed a bug that caused your disguise to disappear in completely dark areas.
Fixed a bug that caused graffiti to sometimes not change the foreground color of a tile.
[modding] Added several configurable parameters to throwing visual effects: e.g. speed, arc, rotation, trail, color, etc.
[modding] The ending transparency of projectile trails can now be set with a full-length RGBA value, e.g. '#77bfcf60'.
[modding] Fixed a bug that caused transparency on custom projectile trails to be overriden.
206.72
Extradimensional psychic assassin weeps are no longer noted in your journal on sight.
You are now allowed to pick your target when there are multiple creatures available to beguile or proselytize in a cell.
Flying objects that become stuck (for ex. in webs) will now stop flying and fall.
Fixed a bug that caused some golems to retain their mental shield.
Fixed a bug that caused some golems to drop a corpse or their inventory on death.
Fixed a bug that rarely caused several webs to spawn stacked in a single square.
Fixed a bug that caused phase webs to break immediately.
Fixed a bug that caused phasing from phase webs to wear off immediately.
Fixed a bug that prevented the phased VFX from rendering.
Fixed a bug that caused frost webs to behave differently for player and NPC use.
Fixed a bug that rarely caused fixed settlement ovens to appear in random encounters.
[modding] Added support for removing any blueprint tag by prefixing them with remove: e.g. removetag, removebuilder, removestat, etc.
[modding] Buttons in Options.xml can now declare an OnClick method.
[debug] We made some changes to modding population tables.
Populations and their groups with the same IDs are now merged by default, specify Load="Replace" to replace them.
Objects and tables can now be merged by explicitly specifying Load="Merge".
Any population item can now be removed by specifying Load="Remove".
206.74
[list]
[*]Bundles of noisegrass are now more appropriately priced.
[*]Added ability icons to the gas breath mutations of breathing lizards.
[*]Fungus-ridden robots now actually host fungi.
[*]Spacetime vortices now remain stationary for the first round they appear, giving you a window to step outside their range.
[*]Cragmensch and glittermensch are now harder to set on fire.
[*]High-powdered magnets now indicate when they are destroyed due to application.
[*]Your DV is now set to zero while you are dominating.
[*]Stasis now freezes the timer on bombs.
[*]Fixed a bug that caused interact nearby, the nearby objects list, and the looker object list to consider objects inside solids differently from one another.
[*]Fixed a bug that caused the direction of the current local map to be displayed incorrectly when choosing a local map to travel to from the world map.
[*]Fixed a bug that caused the item description in power switch abilities to be wrong.
[*]Fixed a typo in murals describing the historic liberation of cities.
[*]Fixed a bug that caused dynamic turret tinkers controlled by you to be unable to place turrets.
[*]Fixed a bug in the ability text of turret tinkers that displayed the internal blueprint or table name it was using.
[*]Fixed a bug that caused the target details text of a hidden sidebar to be clipped when using bio-scanning bracelet.
[*]Fixed a bug that caused cleave to indicate a target was cleaved even when it was immune to effects.
[*]Fixed a bug that caused zones below strata 50 of Eyn Roj to be devoid of creatures.
[*][modding] Fixed a bug that caused population items that did not specify a load strategy to be skipped.
[*][modding] Fixed a bug that caused load strategies on population groups to be ineffectual.
[*][modding] The full file path is now displayed when a conversation part referenced in XML cannot be resolved.
[/list]
206.75
The salt desert is once again populated with scorpiocks.
Credit lockboxes are now made out of metal, as claimed.
Gigantic tonics now indicate they contain double dosage.
Flowers are no longer breakable.
Symbiotic fireflies are now treated as live animals.
Legendary animated objects now have "animated" in their display names, where appropriate.
Added plants and farmable plants to Mountains population tables.
Motorized treads and gun racks can no longer be dismembered.
Made Spinnerets' web stickiness scale better with mutation rank.
Clarified in Spinnerets' description that you are immune to getting stuck.
When you have Dystechnia, tinkers now give the right message when you ask them to identify an artifact.
Light chords no longer display their blank armor stats.
Stalagmites now render above liquid pools.
Creatures are now less prone to walking over catch basins and polluting their contents.
Opening yourself when you are an animated container (for ex. a table) will now open your inventory rather than saying "You have nothing to trade."
Fixed a bug that caused some spiders not to weave webs.
Fixed a bug that caused the AI to toggle many toggleable AI abilities on and off again repeatedly.
Fixed a bug that caused the sacred well to prompt you twice about important items.
Fixed a bug that caused limbs dismembered from creatures implanted with a phase harmonic modulator to stay omniphase indefinitely.
Fixed a color issue with mumblemouth.
[modding] Fixed a bug that caused IPlayerParts to be deep copied.