Version history

Update status
Caves of Qud is currently in Early Access Beta, and is updated every Friday, unless there's something special going on. Patch notes are posted on Steam, Twitter, Discord, and the Caves of Qud thread on the Something Awful forums.

Often these updates break save compatibility with games saved in the previous version. If you'd like to continue a save from a previous patch, you can switch back to that patch's branch. From Steam, right-click Caves of Qud > Properties > Betas > choose a branch.

Release history
This is the release history of Caves of Qud, with the most recent releases at the top.

Due to the large and frequent updates, older patches have been split into separate subpages organized by year released. These development notes for each patch have only started on July 8, 2016. Any changes before this date currently have no documentation.

Releases on the beta branch are not shown here - see the beta subpage for those.

2.0.199.0
Released November 16, 2019.
 * There are now sound effects for slotting and unslotting energy cells and recharging energy cells and capacitors.
 * You will now be prompted when attempting to beguile or proselytize a target that is already your follower.
 * Gas masks will now apply a bonus to gas-based saving throws.
 * Non-overlay string entry popups now allow you paste from the clipboard with ctrl+v
 * Fixed a bug that caused proselytize to go on cooldown when it's activation was cancelled before use.
 * Fixed a bug that unintentionally prevented you from escaping out of the "I have a secret to share with you." dialog
 * Fixed a bug that unintentionally prevented you from escaping out of the "Choose some gossip to share." dialog
 * [modding] ModifyDefendingSave events will now be passed to equipped objects.

2.0.198.0
Released November 9, 2019.
 * Added more grass variety.
 * Sealed liquid containers are no longer used as random cooking ingredients.
 * Liquids poured on the world map tiles are now lost.
 * Nests and nest-like beings can no longer be villagers.
 * You now stop automoving when you revert a vision induced by sphynx salt or Precognition.
 * Injecting multiple sphynx salt injectors now extends your vision duration rather than creating overlapping saves.
 * Fixed a bug that caused sphynx salt injectors not to be consumed if you reverted at the end of your vision.
 * Fixed a bug that caused your electrical charge to deplete when your clones discharged their Electrical Generation charge.
 * Fixed a bug that unintentionally prevented you from escaping out of several menus without making a selection.
 * Made Slam and Shank select the weapon they use more sensibly, and made Slam stop using armor.
 * [modding] PlayWorldSound now works on objects that are equipped or inside containers.

2.0.197.0
Released November 2, 2019.
 * Albino ape pelts are now categorized as trade goods instead of snacks.
 * Creatures glyphs rendered by Heightened Hearing now properly respect your tile/ASCII settings instead of always appearing as tiles
 * When a creature is being engulfed by another creature, if either one changes their phase, the engulfing is stopped.
 * The list of colors in the tattoo gun interface are now themselves appropriately colored.
 * Fixed a bug that caused you to sometimes become lost on a map that you had previously visited
 * Fixed a bug that caused reveal-all actions to not reveal the lower-rightmost corner of the map.
 * Fixed a bug that caused some trash rifling success messages to not display as popups.
 * [modding] We made several GoalHandler and AI classes public.

2.0.196.0
Released October 25, 2019.
 * Added two new cooking ingredients: congealed skulk and drop of nectar.
 * Added three new cooking domains: Agility-based effects, burrowing-based effects, and uncertain attribute-based effects.
 * Tszappur no longer has a chance to be disliked by the Mechanimists.
 * Ontological anchors, ulnar stimulators, and night-vision goggles now have power switches.
 * Slam once again requires a cudgel to be equipped.
 * Time dilation now imposes a minimum penalty of 1 Quickness if it takes effect at all.
 * Hidden factions no longer appear in the descriptions of NPCs who give reputation.
 * Ogre Ape Pelts are now categorized as trade goods instead of snacks.
 * You no longer get a warning message if an NPC picks up an object owned by someone else.
 * Fixed a bug where slotted energy cells would also remain in your inventory.
 * Fixed a bug that caused Frenzy to last indefinitely.
 * Fixed a bug that caused NPCs to avoid light sources that also cooled them.
 * Fixed a bug that let you escape out of certain mandatory dialogs, such as choosing a cooking recipe effect.
 * Fixed a bug that caused immigrant tinkers in villages to not get set up properly.
 * Fixed a missing newline in a Mechanimist saying.
 * [modding] We made bodies and body parts moddable. See.

2.0.195.2
Released October 15, 2019.

2.0.195.1
Released October 14, 2019.

2.0.195.0
Released October 11, 2019.
 * Added two new cooking ingredients: congealed hulk honey and soul curd.
 * Added two new cooking domains: Strength-based effects and powerful regeneration/healing-based effects.
 * When you turn in 'A Call to Arms', Otho's damage assessment should now be more accurate. We fixed a couple bugs that caused the wrong outcome to be recorded.
 * Fixed a bug that prevented you from learning cooking recipes from villages.
 * Added a failure message for rifling through trash via Trash Divining.
 * Stun gas now only stuns things with brains.
 * Slog's annunclus no longer shows up in baetyl requests or other dynamic encounters.
 * Slime Glands and Gas Generation no longer work on the worldmap.
 * Fungal infections are now properly destroyed when forcibly removed.
 * Added case-specific messaging for loading and unloading an energy cell.
 * Loading an energy cell no longer generates a message saying that you dropped the cell.
 * Rephrased the description of Amphibious to be clearer.
 * * Numpad 0 no longer acts as a hotkey for Abandon Character in the ESC menu.
 * Removed leading whitespace from some conversation choices.
 * Fixed a bug that caused flamethrowers and shotguns to not fire.
 * Fixed some liquid-related bugs with cooking and soup sludge spawning.
 * Fixed a rare exception with primordial soup.
 * You know why I'm here, Slog.
 * [modding] Conversation choice text loaded from XML now has its leading whitespaces trimmed.

2.0.194.0
Released September 27, 2019. [JoppaWorldBuilderExtension] public class MyJoppaWorldBuilderExtension : IJoppaWorldBuilderExtension {       public override void OnBeforeBuild( JoppaWorldBuilder builder ) {       }        public override void OnAfterBuild( JoppaWorldBuilder builder ) {       }    }    [WorldBuilderExtension] public class MyWorldBuilderExtension : IWorldBuilderExtension {       public override void OnBeforeBuild( string world, object builder ) {       }        public override void OnAfterBuild( string world, object builder ) {       }    }
 * Walls, furniture, and tombstones now occasionally appear with graffiti.
 * If the creature you're dominating gets turned to stone by a lithofex gaze, you no longer erroneously die.
 * Life loops now prevent the limb they're equipped on from being severed.
 * Sheba Hagadias no longer has the chance to spawn as a pulsed field magnet.
 * Fixed some display and reputation bugs on items painted or engraved with historical events from Resheph's life.
 * [modding] Conversation node text now ignores leading whitespace. You can now insert a space manually with the special character sequence "/_".
 * [modding] Fixed a bug in PlayerMutator.
 * [modding] Added a new property to item mods: NativeTier. When generating mods for an item, if a mod's native tier is higher than the to-be-modded item's tier, its likelihood of being chosen is reduced by a factor of (NativeTier-ItemTier)*10.
 * [modding] We refactored liquids.
 * Liquids are now derived from BaseLiquid and are tagged with the [IsLiquid] attribute.
 * Removed the byte identifiers. All liquid references are now based on string IDs mapped to the value assigned in BaseLiquid::ID.
 * [modding] Added support for extending the JoppaWorldBuilder. Classes that extend IJoppaWorldBuilder and are tagged with the JoppaWorldBuilder attribute now have their before and after methods called during JoppaWorldBuilder execution. Here's an example.
 * [modding] Added support for generically extending world builders. Classes that extend IWorldBuilder and are tagged with the WorldBuilder attribute now have their before and after methods called during all WorldBuilder executions. The world builders typically (but not necessarily) extend WorldBuilder. Here's an example.

2.0.193.0
Released September 20, 2019.
 * We tweaked the layout of Joppa.
 * Moved the sultan shrine to the map north of Joppa, near the graveyard.
 * Added a guaranteed shrine to Resheph where the sultan shrine used to be.
 * Added a dirt path leading from central Joppa to the graveyard and sultan shrine, and a sign to guide the way.
 * Added a new item: tattoo gun.
 * Added a new item: precinct navigator.
 * Added some new bracelet tiles.
 * Force bracelet now appears slightly more often in rare artifact loot tables.
 * Fixed a bug that occurred while cooking with convalessence.
 * [modding] DischargeOnHit now triggers on thrown weapons and projectiles.
 * [modding] Added a new event, ProjectileEnteringCell, which gets passed to all objects in a cell before projectile impact occurs. It has the following parameters.
 * Cell: the current cell
 * Path: the list of Points in the current missile path
 * p: the int value of the current index in the missile path
 * Attacker: the attacking creature
 * Returning false skips this cell's projectile impact. You can modify the path during this event; any changes from index p onward will take effect.

2.0.192.0
Released September 13, 2019. [PlayerMutator] public class MyPlayerMutator : IPlayerMutator {       public void mutate(GameObject player) {           // modify the player object before the game starts }   }
 * Added a Sixth Great Sultan to the history of Qud: Resheph. His history is depicted via shrines like the other sultans but remains the same from game to game.
 * Converted the dates that appear in sultan and village histories to the new Reshephian calendar.
 * Added a new faction: Cult of the Coiled Lamb.
 * Added a secluded shrine to Resheph in the Stiltgrounds.
 * Added a new NPC to the Stiltgrounds: Tszappur, disciple of the Coiled Lamb. Tszappur will muse with you over the significance of the events in Resheph's life.
 * Altered the entry point tile of the Six Day Stilt.
 * Revamped the post-quest dialog for 'What's Eating the Watervine?'.
 * Life drain now properly ceases if the drainer dies.
 * Fixed a bug that caused the attacker to be treated as the defender during some critical hit effects.
 * Fixed a typo in maghammer's description.
 * Fixed some other typos.
 * [modding] Mods can now include a Commands.xml file that adds mod-specific keybinds. The command IDs are fired as events on the player body.
 * [modding] Mods can now include an Options.xml file that adds mod-specific options.
 * [modding] The NameMaker and Tinkering classes are now public.
 * [modding] Added a new attribute and interface: PlayerMutator and IPlayerMutator. You can use them to modify the player object before the game begins. Any class tagged with the PlayerMutator attribute is instantiated after the player object is created and assigned, and the "mutate" method is called with the player as the parameter. For example:

2.0.191.0
Released September 6, 2019.
 * Added a new item: maghammer.
 * Added a new eyewear mod: nav.
 * Added new tiles for the following items, creatures, and locations.
 * Mechanmist rummager
 * albino ape pelt
 * ogre ape pelt
 * ripe cucumber
 * arsplice seed
 * crystal of Eve
 * Eater's flesh
 * mental aggregator
 * leafy helm
 * croccasins
 * elastyne slippers
 * yeshyrskin slippers
 * ape fur hat
 * plastifer bonnet
 * polyhedral rings
 * eyeless crab shell
 * gyrocopter backpack
 * tread guard
 * VISAGE
 * wool kilt
 * Clay pot
 * the rusted archway
 * You can now mod items by interacting with them in your inventory and choosing "mod with tinkering".
 * The tinkering screen now indicates when there are hostile creatures are nearby.
 * Recharging energy cells now takes a turn and cannot be done while frozen.
 * You can no longer apply the following melee mods to missile weapons: electrified, freezing, flaming, and counterweighted.
 * Fixed a bug with the trade/violence reward branch in Kith and Kin that caused the grenade stockpile reward to be only half as many grenades as it should have been.
 * Fixed a bug that made hats ineligible for several mods they were designed to be eligible for.
 * Fixed a bug that sometimes caused baboons to fail to generate as villagers.
 * Fixed a bug that caused unique baboons to have the name 'baboon hero' instead of a proper name.
 * Fixed a typo in the description of effects that alter your move speed while you're in a pool of liquid.
 * Fixed a bug that caused skill-based speed bonuses to world map travel to not work (e.g., bonuses granted by the Survival skill powers).
 * [modding] You can now set the Owner field on objects in the map editor.

2.0.190.0
Released August 23, 2019.
 * Arconauts report the continued unearthing of a massive tomb complex surrounding the Spindle at Omonporch. A stolen ledger reveals the presence of catacombs, a crematory, crypts, and sepulchers for each of the Six Great Sultans. They insist that we monitor the site for further developments, which, they say, will continue to come.
 * The description on shields now clarifies that shields only grant their AV when you successfully block an attack.
 * Shield block messages and particle text now display the bonus AV granted.
 * Added a background to the mod configuration page.
 * Indrix now repeats his directions to Mamon Souldrinker when you talk to him again after starting Raising Indrix.
 * sparking baetyls no longer ask for unobtainable glow-wight corpses.
 * Lairs are no longer sometimes generated with a mysterious 'baboon hero' occupant.
 * Dialog nodes with consequences can no longer be avoided by performing the water ritual or entering the trade screen.
 * Removed some deprecated skills from NPCs.
 * Updated the description of Disintegration to clarify that bonus damage is done to structural objects rather than inanimate objects.
 * Fixed a bug that caused indigenous village tinkers to be unable to repair, identify, and recharge items.
 * Fixed a bug that caused various skill powers to fail to work with natural equipment (e.g., fists).
 * Fixed a bug that caused issues when amphibious player characters traveled on the world map.
 * Fixed a bug that allowed you to disassemble equipped items without actually losing the item.
 * Fixed a bug that caused Shake It Off to fail to attempt to prevent daze or stun the first turn the effect was acquired.
 * Fixed a bug that prevented medicinal liquids from attempting their disease prevention effect in the case of Ironshank.
 * Re-enabled the Modding Utilities menu background image.

2.0.189.0
Released August 16, 2019.
 * Reclassified various mushroom-based consumables as fungi rather than plants.
 * Reduced the Ego requirement of Menacing Stare (and thus the Persuasion skill) to 17.
 * Feral lah now get XP for kills made by their pods, unless the pods have found a new party leader.
 * You no longer get a popup message when one of your burgeoned plants dies.
 * If you [redacted] while wielding the amaranthine prism, [redacted].
 * Did some more adjustment of creatures roles, fixing several cases of creatures having reduced or inflated stats.
 * Lase now tells you when your laser beam fails to penetrate your target's armor.
 * Items covered in liquid now correctly have their display names modified (e.g., "sticky Mehmet").
 * Effect text that referred to regaining hit points as "regeneration" now instead uses "natural healing rate" to avoid confusion with the Regeneration mutation and clarify that limbs aren't regenerated naturally.
 * Fixed a bug that prevented Beguile from working when used via a cooking effect.
 * Beguiling a creature via a cooking effect now uses the correct Beguile level (the one that's listed in the effect description).
 * Made the target picker more descriptive when beguiling via a cooking effect.
 * Changed the wording in the effect description of resonance grenades from "inorganic matter" to "structural objects" to clarify that they don't do bonus damage to robots.
 * Replaced number words with their easier-to-parse numerals in a few contexts.
 * Removed duplicate brain parts from arconauts and great saltbacks.
 * Standardized the spelling of the various tenses and forms of the word 'worshipping'.
 * Fixed some subject-verb agreement issues with unidentified artifacts.
 * Fixed a typo in the dawnglider tail description.

2.0.188.0
Released August 10, 2019.
 * Added a new Tactics power: Deft Throwing.
 * We changed how the Backswing power works.
 * Removed the Axe version of the power.
 * New Cudgel version: whenever you make a cudgel attack with your primary hand, there's a 25% chance you make an additional free attack with the same hand.
 * Added a new cooking ingredient: congealed love.
 * Glowpad corpses are now considered plant-based instead of meat-based.
 * Made Beguiling's description more descriptive and removed the inaccurate reference to a level cap.
 * Gave the torch sconces in the Six Day Stilt cathedral working tiles.
 * Fixed a rare exception caused by ganglionic teleprojector.
 * Fixed a rare exception during village zone generation.
 * Rare exceptions during the generation of greater voider lairs no longer cause the zone to fail to build.
 * Fixed a color formatting issue in the manual.
 * Fixed a typo in the description of linear cannon.
 * Fixed a grammar bug in Slog's description.
 * Changed the detail color of congealed blaze's tile.
 * Beguiled and proselytized creatures now have beguiled and proselytized status effects, respectively.
 * Fixed some memory leaks with Burgeoning.

2.0.187.1
Released August 2, 2019.
 * Added a chance for generated villages to have their own village tinker. Starting villages always have a village tinker.
 * Tinkers now sometimes immigrate to villages during village history generation.
 * Clairvoyance now grants visibility through vantabloom and vantabud's blackout effect.
 * Unpreserved mushrooms are now correctly considered mushrooms.
 * Long blade powers now appear under the Skill category on the Abilities screen, like all other skill powers.
 * Removed some incorrectly assigned creature roles that were causing some creatures to have reduced stats and XP awarded.
 * Added a message when you reach the current end of the main questline.
 * The Mechanimist faction name is now correctly formatted with the definite article in certain contexts.
 * Ogre ape corpse now has the correct display name.
 * Changed Mouldering Corpse object name to Moldering Corpse.
 * Added informative descriptions to gentling mask and gentling cone.
 * Gave gentling cone the same tile as gentling mask.
 * Fixed a bug that prevented some followers from gaining XP.
 * Fixed a bug that caused NPCs with slime glands to refuse to spit slime.
 * Fixed an object blueprint typo that caused all trinkets to be ineligible for dynamic encounters.
 * Fixed a typo in urberry's eat message.
 * Fixed a grammar issue that appeared in the follower death message when the follower was of pseudo-plural gender.
 * Fixed a grammar issue that appeared in the wild-eyed watervine merchant's description when they were of pseudo-plural gender.
 * Fixed a bug that caused the description for the Slime Glands mutation to be truncated.
 * Fixed a typo in the take-all weight limit message.
 * Reduced lag while on the world map.
 * [modding] Added a new tag, HeroLevelMultiplier, that can be put on creatures and hero templates. It lets you specify the level multiplier applied when a creature is uplifted to a unique. The default unspecified value is 1.5.

2.0.186.1
Released July 27, 2019.
 * You now get a popup message when one of your followers dies, with some exceptions for temporary or swarming followers.
 * Added some conditional dialog to Yurl.
 * Added the framework for certain dialog options to reveal secrets in the Gossip and Lore tab of your journal.
 * Increased the specific heat of all objects.
 * Extremely hot objects now cool off a small percentage of their heat instead of a low, flat amount per round.
 * Phase cannon and swarm rack turrets now start with much less ammo.
 * Excluded some offensive words from generated text results.

2.0.185.1
Released July 19, 2019.
 * Added a new music track to historic sites.
 * Villages can now undergo historic events that cause them to become abandoned. You'll now occasionally come across abandoned villages in your travels.
 * Sheba Hagadias now accepts village history books for trade-in.
 * Added new conditional dialog for Jacobo.
 * Forcefields no longer push other forcefields or holograms.
 * You now get dialog confirmation when using the 'Take all' command if it would put you over your weight limit.
 * Fixed a few typos in the Barathrumites' dialog.
 * Fixed a bug that caused some saved games from the previous game version to fail to restore.
 * Removed a duplicate part on mirror shard.
 * Fixed a typo referring to Shakesprig.
 * Fixed some issues with ANSI coloring in book text.
 * Fixed a rare exception when installing a skillsoft implant.
 * [modding] Scrap buffer generation is now thread-safe.

2.0.184.0
Released July 12, 2019.
 * We did some work on Grit Gate.
 * Gave new dialog, description, skills, and equipment to Mafeo, Jacobo, Sparafucile, Dardi, Aloysius, Hortensa, Iseppa, Neek, and Shem -1.
 * Gave Ereshkigal new dialog.
 * Added a new piece of jewelry: silver rondure.
 * Added a new item: umber frock.
 * Made the completion of The Earl of Omonporch quest more robust.
 * Removed a duplicate dialog option that appeared in conversations with Barathrum after you completed 'Pax Klanq, I Presume?'.
 * Gave Tam new dialog.
 * Spacetime vortices now work again.
 * Vomiting on the world map no longer covers a square parasang in putrescence.
 * Sheba Hagadias no longer has the chance to spawn as a creature with no inventory and thus no ability to receive books.
 * You no longer get spurious warning messages when you manipulate an object you don't own but you've already stolen.
 * You no longer get spurious popup messages when other creatures mutate due to a gamma moth gaze.
 * Fixed a bug that caused the chance of falling while flying to be 1% lower than it should have been.
 * Fixed conversations bugging out when there were too many dialog options.
 * Fixed some Oboroqoru typos.
 * Fixed the spelling of the 'statpenalty' wish.

2.0.183.0
Released June 28, 2019.
 * Added two new rare items: programmable recoiler and reprogrammable recoiler.
 * Abilities that require a particular weapon type to be equipped are now smarter about which weapon they choose if there are multiple options.
 * Added new descriptions for the following creatures and items: qudzu, irritable tortoise, jilted lover, rustacean, salthopper chip, phase spider, and scrap-clad hermit.
 * Renamed safety bracelet to life loop and rewrote the description.
 * Added a message for when a life loop dematerializes its wearer.
 * Butchery's visual effect and bloodsplatter are working again.
 * Fresh corpses may now bleed when struck.
 * Bumped up the bloated leech corpse chance to 100%.
 * Chromelings, plated chromelings, and waydroids in sleep mode no longer appear in dynamic encounters.
 * Otho now waits for you to actually give him the signal disk before leaving his study to discuss the signal with Barathrum.
 * Fixed a bug that caused Otho to not return to his study and discussing the signal.
 * Added some fallthrough dialog for Otho.
 * Made the completion of The Earl of Omonporch a bit more robust.
 * Copies of the sheaf of bloodstained goatskin parchment no longer appear in the world with the title "Illuminated".

2.0.182.1
Released June 22, 2019.

Hotfix for 2.0.182.0 fixing a save issue.

2.0.182.0
Released June 21, 2019.
 * Updated the dialog and changed the quest turn-in sequence for Decoding the Signal to make more sense narratively.
 * Added new descriptions to one of the arc sconces, glass, tinted glass, urshiib, newfather, chromeling, chain laser, forcefield, and force barrier.
 * Fixed a bug with Time Dilation that caused it to speed up creatures rather than slow them down.
 * Added more information to the Time Dilation mutation description.
 * Folks now refer to each other with a more intimate appellation after they've performed the water ritual together.
 * You can no longer lay mines or set bombs on the world map.
 * Force bracelets and Stopsvalinn no longer continue operating when you move to the world map.
 * Charge no longer goes on cooldown when aborted.
 * You can no longer take objects while frozen.
 * Limbs severed from plant and fungal creatures are no longer considered meat suitable for carnivores.
 * The overlay inventory screen can now handle it when you have hands but no arms.
 * The menu actions for "learn" and "build" on data disks now have their activation keys highlighted.
 * When tinkering recipes produce more than one of an item, it's now apparent on the tinkering screen and in data disks' descriptions.
 * Forcefields of all kinds no longer fall through holes in the ground.
 * The entire word "blow" is no longer highlighted in the interaction menu for grandfather horns. Now only the 'b' is highlighted.
 * Asphodelytes and faction delegates no longer to spawn inside the building at Omonporch.
 * Fixed some issues with force bracelets and Stopsvalinn along zone boundaries.
 * Fixed a bug that caused the frenzied status effect to become permanent.
 * Fixed a typo in hatter dialogue.
 * Fixed a bug that caused some objects to be classified in the Unknown category in inventory lists after a save and reload.
 * Fixed a bug that caused some text to be cropped in the Abandon Character dialog.
 * Fixed a bug that occasionally caused liquid containers to generate without liquid in contexts where they should have had liquid.

2.0.181.0
Released June 14, 2019.
 * Added new dialog for ichor merchants, shoemakers, gunsmiths, grenadiers, armorer, and haberdashers.
 * You can no longer use spiral borers on the world map.
 * Changed the stats of leather apron and gave it a new description.
 * Gave a DV penalty to spiked gauntlets but increased their bleed damage and save target.
 * Updated the description for telescopic monocle. It now includes information on its artifact examination bonus.
 * Added information about grassy yurtmat's camouflage properties to its description.
 * Gave vine-weave tunic camouflage properties and updated its description.
 * Carapaces, quills, and wings no longer show up in armor racks.
 * Latch-on weapons and Hook and Drag now disengage once you're no longer hostile to the target.
 * Added a message to the message log for when you swim through a tile (you swim when you move through a pool of water that's at least 1,000 drams).
 * Clones of your evil twin are now appropriately described as evil in their short descriptions (appropriate for your perspective, that is).
 * Holograms and force bubbles created by fugue clones no longer become permanent when the clones disappear.
 * Time dilation speed penalties no longer permanently affect clones of someone who was time dilated.
 * When a creature occupies the same tile as a wall, projectiles no longer pass through the wall when they miss or pass through the creature.
 * Projectiles can now damage walls and other non-creature solid objects they strike.
 * Fixed a bug that occasionally caused the wrong sacred liquid to be displayed in the water ritual dialog choice.
 * Fixed a bug with generating certain zones.
 * [modding] Mod build errors are now logged to a separate file: build_log.txt.

2.0.180.0
Released June 7, 2019.
 * The 'cook a recipe' popup now displays the effect of the meal, sorts favorites to the top and hides uncookable recipes by default.
 * The console version of the 'cook a recipe' popup got a make-over.
 * The ingredients list in the cooking menu is now sorted alphabetically.
 * You will no longer automatically rifle through trash if that trash is a quest item.
 * Heat resistant NPCs will now avoid hot areas less, acid resistant NPCs will avoid acid less and NPCs immune to slipping on slimy liquids will not avoid slimy liquids.
 * All 'pick a choice' popups accept scroll wheel to move up and down now.
 * Desalination pellets no longer consume an entire stack of pellets when used.
 * Companions will now join the player at more sensible locations when moving via the world map or recoiling.
 * Air current microsensors and night vision implants' toggleability will no longer stop working after a save and restore.
 * Thistle Pitchers will no longer appear in dynamically generated populations
 * Hook and Drag has been moved to the the proper "Skill" section in the ability list
 * Electrobow bolts are now immune to damage
 * Dueling stance Swipe's save target was much higher than described, causing it to never fail. The save target has been adjusted to it's proper, lower, value.
 * Hypertractors now function properly.
 * While on the world map you can no longer fire missile weapons, throw things, drop things, activate summoning curios, burrow, or pour liquid other than between containers.
 * You can now use the natural ranged weapons of slugsnouts, two-headed slugsnouts, agolflies, glowmoths, and gamma moths while dominating them, and they will show up in the sidebar.
 * Wounding Fire now performs the proper effect rather than duplicating the effect of Suppressive Fire.
 * Equipped blast cannon, arc cannon, mortar tubes, and swarm racks are no longer duplicated by cloning draught.
 * Clonelings produce somewhat less faithful clones than cloning draught again, as was previously the case.
 * Being in the same cell with slippery liquids no longer causes chairs, beds, iron maidens, and psionic sarcophagi to malfunction.
 * Fixed a bug causing some mutation granting effects to show extra messages
 * Fixed a bug that made gas masks' and vinewood sap masks' behavior with regard to status effects persist after removing them.
 * Fixed a bug that made hologram bracelets and compass bracelets malfunction if worn across a save and restore.
 * Fixed a bug that made some emergency teleportation effects stop working across a save and restore.
 * [modding] The DesalinationPellet part can now be modded to remove or convert different liquids; see the Desalination Pellet blueprint for its configuration attributes.

2.0.179.0
Released May 31, 2019.
 * Added new autoexplore options to ignore enemies based on their distance and your evaluation of their difficulty.
 * Autoexplore will no longer run into immobile friendlies and stop.
 * Autoexplore and pathfinding will now merely avoid campfires, torches, and sconces rather than considering them absolute no-go areas.
 * When you stop autoexploring or autowalking because you see a hostile creature, the message will now indicate in what direction you saw them.
 * You must now type ABANDON in a prompt to quit without saving
 * Ovens now appear on the alt display.
 * Charge's animation will now display the charging creature's tile rather than its text character, if it has a tile.
 * NPCs no longer waste time trying to charge through solid objects or hesitating when they mean to charge.
 * Defoliant gas now works properly on the plant matter created by seedsprout worms and sprouting orbs.
 * Being dismembered will now interrupt the player.
 * Blue jells now bleed convalessence, not slime.
 * Pouring from a vessel owned by somebody else into one of your own containers no longer confirms twice.
 * Examining or disassembling an artifact that is inside a container owned by somebody else now confirms before proceeding (disassembly previously proceeded without confirming and angered owners; examining in this circumstance didn't anger owners but now does if you break the artifact).
 * Grit Gate medical furniture is now properly considered owned by the Barathrumites.
 * Hologram bracelets now have a 'deactivate' command rather than using 'activate' again to deactivate them.
 * Jotun is back where he's supposed to be.
 * Fixed an issue causing multiple hostiles to spawn in a single cell (most noticeable with turrets)
 * Fixed a bug that prevented renaming of companions after you had already renamed them once.
 * The conversation UI now allows scrolling
 * [modding] Conversation UI has some new overridable methods on ConversationNode and ConversationChoice sub-classes.
 * [modding] Many conversation hooks have events now, see (wiki to be updated later) for more information

2.0.178.0
Released May 25, 2019.
 * When mouse input is enabled, target pickers will no longer snap to the mouse locations unless the pointer moves.
 * Mouse input will be disabled for 0.25s after the application regains focus, so you won't move when clicking back to the application with mouse input enabled.
 * Librarians who are seed-sprout worms will no-longer passively burrow themselves when bored.
 * Fixed a bug causing Stopsvalinn to prompt for a direction on only the first activation.
 * Fixed a bug that allowed esper hunters to be generated as waydroids who could be forced to friendliness by a droid scrambler.
 * Various tasks requiring physical movement which did not previously respect being frozen now do.
 * NPCs who are on fire but cannot actually do anything about it will no longer stop moving or acting because of this.
 * When Sheba Hagadias is a seedsprout worm, she will no longer burrow just because she's bored.
 * When Sheba Hagadias is a panhumor, she will no longer immediately die from her own acid pool.
 * Having a scrapped waydroid repaired by an NPC tinker now applies all the effects of repairing it in any other way.
 * Autoexplore and pathfinding will now avoid spider webs, asphalt, honey, sap, and wax more and cider, cloning draught, convalessence, primordial soup, putrescence, salt, and wine less, and will not treat lava and acid that has been mixed with blood as safe to walk on.
 * Autoexplore and pathfinding will now do more avoiding things you might not want to walk on in general, but also be more willing to walk into potentially troublesome but not actively harmful places in order to reach a destination.
 * There is now an option to control the maximum speed of autoexplore, defaulting to 10 squares per second.
 * The inhabitants of Grit Gate will now be more reliably forgiving of friendly fire incidents during the quest A Call to Arms.
 * Cloning draught now only clones creatures (and continues to not clone anything inorganic).
 * Clones will no longer spawn on the world map.
 * The character generation info for castes and callings has been partially reworked. It is no longer possible for most elements of it to disagree with the actual implementation.  As a result, some information is new, such as Wardens having the Pistol skill.  Another difference is that powers automatically included with a skill are no longer listed if the type has the skill.
 * On the status screen, the mutation list will now scroll if you have more than 12 mutations.
 * Liquid auto-collection now respects the "auto-pickup if hostiles are nearby" option.
 * Liquid auto-collection now takes a turn.
 * Liquid auto-collection no longer takes adjacent water containers.
 * Items you mod while equipping them will now get reequipped after you're finished modding them.
 * Heat resistance and cold resistance no longer apply against temperature changes that would appear to be helping you because they'd be warming you up from being cold or cooling you down from being hot, respectively.
 * Fixed a bug that made NPC tinkers unable to repair items the player did not understand.
 * Fixed a couple of bugs causing flight from items to behave poorly around the items being unequipped, especially but not exclusively after a save and restore while flying.
 * Fixed a bug that made short bow turrets non-functional and immortal.
 * Fixed a bug that made waydroids neutral to the player.
 * Fixed a bug that made the Consortium of Phyta inappropriately hostile.
 * Fixed a typo in cloning draught's name.
 * Fixed a bug that made liquid auto-collection sometimes destroy liquids without collecting them.
 * Fixed a bug where modding an item you were equipping could result in the item to mod stacking with similar items in your inventory and being lost.
 * Fixed a bug that made some village denizens noncommunicative.
 * Freshly obtained village recoilers no longer put you inside walls.
 * Fixed a bug causing Stopsvalinn to prompt for a direction on only the first activation.
 * Fixed a bug that allowed esper hunters to be generated as waydroids who could be forced to friendliness by a droid scrambler.
 * [modding] Genotypes and subtypes have been reworked to be more moddable.
 * Skills are no longer designated via a comma-separated attribute called Skills; now there is a element that can contain  elements, as well as  elements.
 * Reputations are no longer designated via a comma-and-colon-separated attribute called Reputation; now there is a element that can contain  elements.
 * Save modifiers are no longer designated via the SaveModifierVs and SaveModifierAmount attributes; now there is a element that can contain  elements.
 * The old Skills, Reputation, SaveModifierVs, and SaveModifierAmount attributes are still supported for compatibility, but a warning will be issued in the game output log when they're loaded, and mods should be ported to the new mechanism.
 * Genotypes.xml and Subtypes.xml now support self-closing XML tags, like.
 * The element on subtypes is no longer used. Most subtype chargen information is automatically generated.  Arbitrary text that should be added can be placed in Some text to show. elements.   elements can also be used to remove extra info items.  ( is still used on genotypes.)

2.0.177.0
Released May 17, 2019.
 * The inventory screen now allows filtering (Ctrl+F or ,). Filtering from the overlay UI isn't supported yet.
 * Baetyl locations are now recorded in the journal.
 * Beguiling is now put on cooldown when you attempt to beguile and fail.
 * Tractor beams no longer move stairs.
 * Liquid containers now let you toggle whether you want to autocollect the liquids they contain, if they contain pure liquids.
 * Creatures with whom you've performed the water ritual now have positive personal feelings toward you separate from their faction-derived feelings.
 * The outskirts of generated villages and Bey Lah now have appropriate map names.
 * Sewage eels now respect phase and flight.
 * Telepathy no longer works on creatures without minds or creatures with sufficiently unfamiliar minds.
 * Desalination pellets now remove the salt from a liquid mixture rather than converting it to the other liquids.
 * Objects with onboard fusion reactors now explode with less force when they're destroyed.
 * Your character tile and the tiles of your companions are no longer recolored to white when the option to color tiles according to HP status is disabled.
 * The overlay inventory UI now remembers the open and closed states of its foldouts.
 * You can now delete game summaries from the high scores menu when using the original text UI. Deletion from the overlay UI isn't supported yet.
 * Data disk blueprints for item modifications now include a description for the modification and the skill required to build it.
 * Made some improvements to choice dialogs, including cleaner wrapping and scrolling.
 * Fixed several issues with recoiler quest rewards.
 * [modding] Factions are now moddable. Check out Factions.xml.
 * [modding] You can now add the part VariableReplacementInDisplayName to objects in order to use the =pronouns.x= style referent variables in the object's display names. (These variables are used extensively in object descriptions.)
 * [modding] In-game text references to the player as 'human' have been replaced with referent variables, so mods that introduce new player character species aren't contradicted.
 * [modding] Added category names for the arcologies to Subtypes.xml so new castes can be added to them.
 * [modding] Added scrolling functionality to the Subtypes selection screens ('Choose Calling' and 'Choose Arcology & Caste').

2.0.176.0
Released May 10, 2019.
 * When you're looking at something with the Look command, you can now hit space to bring up an interaction menu for the object you're looking at. From there you can target the object, untarget it, or bring up its list of visible status effects.
 * Special follower interactions (rename, give items, attack target) are now accessed through the look interaction menu. Some of them work at a distance but only if your companion is able to hear you or you have telepathy.
 * Renaming and giving items to a companion now takes a turn.
 * Directing companions now has an action cost of 100, or 10 if you are able to communicate telepathically.
 * Companions who unfollow you because you beguiled or proselytized a new companion no longer continue following the last order you gave them.
 * Added an option to enable music while the application is in the background.
 * Halved the default horizontal size of the overlay message log and made it reposition itself depending on where you are on the map.
 * Fixed long messages from being improperly truncated in the overlay message log.
 * Added overlay icons for dragging and resizing the message log.
 * Added gentling cones, which function like gentling masks but occupy the head slot.
 * The wild-eyed watervine merchant now sells legitimate severed body parts instead of mockups.
 * Sparking baetyls no longer request mockup severed body parts.
 * Metal folding chairs can now be repaired.
 * Attacks against sleeping creatures now have a +4 penetration bonus.
 * 'Energy cost' is now referred to as 'action cost'.
 * The game manual (F1) now includes a section on action cost.
 * NPCs who can't melee attack their target because of a phase or flight mismatch now look for another reasonable target to attack, or they temporarily flee.
 * Electrical discharges now respect phase and are visually distinguishable by their phase.
 * Cave spider hired guards no longer attack anyone who gets stuck in their webs.
 * The NPC-only Heightened Smell mutation is now more fully implemented.
 * The force barrier that protects Grit Gate's front entrance now works more reliably.
 * Chromelings no longer open the tinted glass doors in front of Grit Gate when they're bored.
 * Jab now correctly doesn't work with robotic hands, as described in its description.
 * Made the Swimming power description more descriptive.
 * Floating yell-text now only shows up if you're in earshot of the yeller (ex: zealots and preachers).
 * Severed limbs and equipment lost due to dismemberment now more reliably drop into empty adjacent tiles if the creature whose limb is being severed occupies a square with a solid object.
 * Temporal fugue clones that use Force Bubble no longer leave ghost bubbles behind.
 * Oboroquru's lair no longer gives an incomplete message when you find it.
 * Fixed a bug that may have caused a game lockup when completing Kith & Kin with illness motivations.
 * Fixed a typo in the clan names of certain legendary goatfolk.
 * [modding] Added support for binary serialization of types from mods.

2.0.175.0
Released May 3, 2019.
 * Added a new book: The Artless Beauty.
 * Added a new energy cell mod: radio-powered.
 * Added reasons for why satellite-sourced radio-power might be occluded: orbital debris, glass storms, flocks of birds, acid rain, drift film, or unidentified anomalies.
 * Added new dialog for hatters, glovers, and chefs.
 * You can now name unnamed locations in your journal (Locations tab > hit 'N').
 * All villagers can now give you directions, regardless of their species.
 * You can no longer jump while prone.
 * Robots in sleep mode no longer snore.
 * When a creature with a carapace is knocked prone, there's a chance they become stuck in that position until they make an Agility save. This applies to players with the Carapace mutation.
 * When the Barathrumites teach you to craft thermoelectric cells via the water ritual, they no longer pour lava on you. Same with lead-acid cells and acid.
 * Amnesia no longer causes autoexplore to cycle endlessly.
 * Recoilers are no longer auto-identified, except for the ones you receive as quest rewards.
 * Feral lah no longer produce pods while frozen.
 * Dazed now applies the correct move speed penalty.
 * Dart and booster turrets deployed by dynamic turret tinkers now use only empty injectors as ammo.
 * Large-scale reality stabilization effects are less laggy.
 * Remove the errant dais tiles from the top of the Six Day Stilt cathedral map.
 * Fixed a bug that sometimes caused you not to receive the recoiler reward from non-Joppa starting village quests.
 * Fixed a bug that caused Heightened Hearing and Sense Psychic to continue detecting creatures once they moved outside your range of detection.
 * Fixed a bug that caused historic relic retrieval quests to fail to register as completed.
 * Fixed a bug that prevented rocket turret tinkers from properly setting up their turrets.
 * Fixed a bug that caused juice saps to obliterate stacked energy cells.
 * Fixed a bug that caused unequip messages to appear when a creature died.
 * Fixed Sparafucile's maker's mark.
 * Fixed some grammar issues when traversing historic sites on the world map.
 * Fixed typos in Barathrum's dialogue and Issachari dialogue.
 * [modding] Added a new tag, TurretStockExclusive. Among the ammo blueprints that are candidates for a turret's stock ammunition (via MagazineAmmoLoader), if at least one has this tag, then all the blueprints that don't have this tag are excluded from consideration.
 * [modding] Added a new tag, TurretStockWeight, that can be used to specify a blueprint's relative frequency in turret ammo stocks. Specify the weight in the value; the default is 1.

2.0.174.5
Released April 27, 2019.
 * We remodeled Grit Gate.
 * The whole layout is new. Explore!
 * Added a new music track to Grit Gate.
 * Added a functional power grid to Grit Gate. Power is generated at power stations, conducted through power lines (or, in rarer cases, wirelessly), and consumed by various kinds of artifacts in place of battery power.
 * Added new objects in support of the power grid infrastructure: fusion power station, broadcast power station, wired fulcrete, wired door, power line, and heavy power line.
 * Added a functional hydraulic power system to Grit Gate. Power is generated at pumping stations, conducted via liquids through pipes, and consumed by various kinds of artifacts in place of battery power.
 * Added new objects in support of the hydraulic infrastructure: fusion pumping station, glass hydraulic pipe, metal hydraulic pipe, fulcrete with piping, and hydraulic irrigator.
 * Added three new Barathrumites: Hortensa, Iseppa, and Neek. They'll be getting personalized descriptions soon.
 * Urshiib now correctly have the Quills and Triple-Jointed mutations.
 * Gave several of the Barathrumites new tiles.
 * Gave several of the Barathrumites relevant tinker skills.
 * Gave several of the Barathumites guns.
 * Barathrumites now repair broken contraptions if they're nearby.
 * Barathrumites now flee from danger if their HP gets low.
 * Wounded Barathrumites now seek out healing installations.
 * Added several new gadgets: unicomputer, liquid-cooled unicomputer, powered telescope, loudspeaker, gas burner, hydraulic brass foaminator, and chromeling signal relay.
 * Added two new types of workbenches.
 * Added some powered defensive structures to the grid: chain laser emplacements and force projectors.
 * Added a new forcefield variant: force barrier. Force barriers block all projectiles and block movement for creatures who don't have proper clearance.
 * Replaced the force field entrance to Grit Gate with a force barrier.
 * Added a mainframe computer to Grit Gate. She calls herself Ereshkigal.
 * Added mainframe supporting objects: monitor, control panel, status panel, and vacuum column tape drive.
 * Added an intercom to the mainframe room.
 * Added two new sculptures: chrome bust of Mehmet I and chrome bust of K4K5.
 * Added a new type of arc sconce.
 * Made some architectural adjustments to Barathrum's Study.
 * Refreshed Rodanis Y's stats and abilities. They now default to an unpowered state but can be powered -- via the grid -- by interfacing with Ereshkigal, assuming you have the appropriate security clearance.
 * Refreshed chromeling and plated chromeling's stats and abilities.
 * Added a new chromeling status effect: overclocked.
 * Gave certain NPCs a new item: safety bracelet.
 * Grit Gate quests now correctly award Barathrumite reputation again.
 * We fully refreshed the quest 'A Call to Arms'.
 * Added two new subquests: Grave Thoughts and The Assessment.
 * Tweaked the stats of several existing Putus Templar.
 * Added a new item: gentling mask.
 * Added a new member to the Putus Templar ranks: newfather. Newfathers spawn with force-domesticated creatures (via gentling masks) who are eager to win their affection.
 * Tweaked dialog all across the entire Grit Gate questline.
 * Made several other small tweaks in support of the remodel.
 * Added a new heavy weapon: chain laser.
 * Added power buttons to some grid-powered contraptions. You can power them off and on if you have the proper security clearance.
 * Added support for grid power to several gadgets.
 * You can no longer beguile, proselytize, or otherwise woo wraith-knights.
 * Wraith-knights are now excluded from dynamic encounters.
 * Added new tiles for glass walls and doors.
 * Added new tiles for tetraxenonoglass walls.
 * Added tinted glass walls and doors.
 * Added a new vase tile.
 * Added a new tile for taco suprema.
 * Added color and tile variety for tables with objects on them.
 * Banner of the Holy Rhombus now only bestows its status effect if its being wielded or on the ground in the 'raised' position.
 * Furniture is now excluded from autoget.
 * Force walls and portable walls may no longer be built on diagonals.
 * Portable walls must now start adjacent to their deployer.
 * Creatures with the Quills mutation are now immune to other creatures' quills.
 * Creatures with the Force Wall mutation can no longer walk through the forcefields they create with it.
 * Smart use on unidentified artifacts now brings up their interaction menu.
 * Reasonably intelligent NPCs are now somewhat more tolerant to friendly fire.
 * You are no longer considered to have violated the covenant of the water ritual if the NPC who died was responsible for their own demise or if they were non-hostile to you and the damage that killed them appears to be accidental.
 * Creatures who like to occasionally wander now occasionally teleport if they have the ability to.
 * When you're on fire, beating at the flames now requires you to have hands. The alternative of rolling on the ground is available to you as a fallback, if you are on the ground and capable of interacting with it.
 * Creatures who are on fire now try to put out the fire with the methods available to them, depending on their intelligence and willpower.
 * Creatures and objects that are on fire now have a "fight fire" interaction menu option that you can use to try to beat out the flames with your hands.
 * Weapons that stun or electrify on hit are now rated more highly by creature AI.
 * NPCs can now use Jump.
 * You can no longer jump without feet.
 * Hindren, ice frogs, and bloated pearlfrogs now have Jump.
 * When you kill one of your companions, they are no longer awarded XP for their own death.
 * Gathering liquids with the 'collect' command now carries the same dangers as pouring those liquids.
 * Force bubbles no longer generate fresh force fields every time their emitter moves.
 * Technological force emitters now have a chance per turn to regenerate destroyed fields.
 * Activating and deactivating force bracelets now costs a turn.
 * Forcefield activation and movement no longer pushes objects that are out of phase with the forcefield or creatures that have a forcefield nullifier implant.
 * Solar arrays that are nonfunctional due to not being in the sun now display that status if you have access to telemetry.
 * The prone status effect now gives -6 Agility, -5 DV, and -80 move speed.
 * There are now some creatures who cannot be knocked prone and others who cannot stand back up if knocked prone.
 * Fixed an AI pathing issue.
 * Fixed a formatting issue with the Ruin of House Isner story.
 * [modding] The tag ExcludeFromTurretStock will now prevent an ammo blueprint for being considered for the stocks of turrets that use MagazineAmmoLoader weapons. This can be used to avoid the situation that has been arising where mods that add new kinds of ammo cause turrets to show up with small amounts of each of the different varieties.

2.0.173.0
Released April 12, 2019.
 * 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.

2.0.172.0
Released April 5, 2019.
 * 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.
 * GRIT GATE REDESIGN
 * Tables with things on them should look more varied/have more varied colors.
 * Added new table variants.
 * Added new gadgets: unicomputer, titrator, loudspeaker, telescope.
 * Fixed dicalyptus typo.
 * Gives urshiib quills and triple-jointed.
 * Grit Gate faction reward fixed.
 * Placing objects in containers is now messaged as you putting the object in the container instead of as you dropping the object and the container taking it.

2.0.171.0
Released March 29, 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.

2.0.170.0
Released March 15, 2019.
 * Added new dialog for snapjaws, cannibals, arconauts, apple farmers, pig farmers, apothecaries, beekeepers, bookbinders, kippers, and some other merchants.
 * Hypertractors and phase cannons are once again affected by astral tethering and burdening.
 * The following abilities, items and effects now respect phase: stunning force, blast cannon, disintegration, resonance grenades, electromagnetic pulses, thermal and freeze grenades, gas effects, gas seeping, gas mixing, stasis fields, and various kinds of explosions. Flashbang grenades affect creatures through phase but at a lesser severity than in-phase creatures.
 * Phased-out explosions, disintegration effects, and electromagnetic pulses are now visually distinguishable from their in-phase counterparts.
 * Thrown weapon autoequip now works while phased.
 * Liquids now have a 'collect' interaction command that uses whatever appropriate liquid container space you have available to store as much of the liquid as possible.
 * Items that consume or produce liquids are no longer treated as storage containers in the context of trader payouts, freshwater autopickup, or the 'collect' command if the liquid being collected is different than the one they consume or produce. For example, trading no longer fills up your flamethrowers and lead-acid cells with water.
 * Autopickup fresh water no longer picks up containers of fresh water that weigh more than 1 lb.
 * You can no longer make camp or cook in situations where your mobility is severely restricted (ex: while inside of a regeneration tank or engulfed by a gelatinous creature).
 * Immobile creatures now qualify as hostile for the purposes of stopping certain actions if you're adjacent to them.
 * Norm cores now produce less lag.
 * The existence of astrally tethered or burdened objects in a zone no longer prevents random-destination teleporting across the entire zone.
 * Re-added the splash sound effect for when creatures walk or swim through large pools of liquid.
 * Re-added the splash visual effect for when invisible creatures walk or swim through large pools of liquid.
 * Reduced the incidence of things spawning on top of each other (in particular: young ivory and lurking beth).
 * Fixed a bug that caused poison's healing debuff to not apply to some healing effects.
 * Fixed a bug that made non-dromad village merchants not have wares to sell.
 * Fixed a bug that made village immigrants always animals rather than a wide variety of creatures.
 * Merchants who carry multiple kinds of wares will now restock all of them instead of just one kind depending on the technical order of the types' addition (in the case of dynamic village merchants meaning they would restock the least desirable type among their wares).

2.0.169.0
Released March 9, 2019.
 * 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.

2.0.168.0
Released March 1, 2019.
 * 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.

2.0.167.0
Released February 22, 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.

2.0.166.0
Released February 15, 2019.
 * 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 (or at least not very much) 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).

2.0.165.0
Released February 8, 2019. [Modding] Added support for a new zone template tag,, that places the contents of the tag in a single random region on the map. [Modding] Added a new part, Uplift, that uplifts the parent creature object to a named unique. [Modding] Added a new part, Followers, that generates followers for the parent creature object. It has one field: Table (a population table that specifies the followers to generate). [Modding] Added a new quest field, BonusAtLevel, where you can specify if the quest has bonus rewards if completed by certain levels. If you do, those quests indicate that their rewards are level-based on the appropriate screens.
 * Most static quests now award reputation when completed.
 * The maps "behind" the Spindle are no longer empty.
 * Slam now costs a turn and goes on cooldown when used on inanimate objects.
 * Quests with level-based rewards, like More Than a Willing Spirit, now indicate that their rewards are level-based in the quest accept dialog and on the quest screen.
 * The asphodelytes now get along a *little* better with the other inhabitants of Omonporch.
 * Red death dacca are now trees.
 * Changed the tile for banana tree.
 * Added new worldmap tiles for the banana grove.
 * The attack indicators of lithofex and decarbonizer are now visible even if you can't see the creatures, and they now indicate the full path of the attack.
 * Astral tethering now inhibits the cloning effects of gelatinous prisms and antiprisms. Cloning can still occur but it's less likely.
 * Ontological anchors now have their effectiveness reduced in proportion to their wearer's psychic glimmer (even if it's below 20).
 * Gave the Putus Templar long blade expertise.
 * Tweaked the Putus Templar tiles.
 * Player melee hits now display their penetration numbers again.
 * Clonelings no longer clone your original body while you're dominating another creature.
 * During liquid pouring, containers are no longer emptied until you confirm the number of drams you want to pour into them.
 * Fixed some issues with item stacks and auto-disassemble where scrap occasionally stuck around even after it was disassembled for bits.
 * Fixed a rare bug that occurred when the phased effect ended.
 * Fixed a crash caused by interdictor effect rendering.
 * Fixed a bug that occasionally broke the recoiler UI on use.

2.0.164.0
Released February 1, 2019.
 * Added a new book: Council at Gamma Rock.
 * Sapient plants are now considered to have minds and can be interacted with in all the ways mental interaction is supported (e.g., domination, beguiling, etc).
 * You can now throw things through your own force fields.
 * Haggabah can now be detected by Heightened Hearing and Sense Psychic.
 * Feral lah pods now inherit the attitudes of their parent feral lah plant.
 * Lurking beth clusters spawned by Burgeoning are now friendly to the spawner.
 * Visiting a town of NPCs with amnesia no longer causes you to get amnesia.
 * Waydroids are once again hostile by default.
 * Dominating creatures now causes less sudden hostility to develop between your companions and nearby creatures.
 * Brightshrooms no longer get locked onto in autolook mode.
 * Urchin belchers now belch urchins less continuously.
 * Engulfing attacks now respect phase and flight.
 * Thrown weapons now respect phase.
 * Various abilities that respected phase at some point but then regressed now do so again.
 * Sturdy items are now properly protected from becoming cracked.
 * Life and stat saps properly drain stats again.
 * Resistance bonuses gained from cooking with the gland paste of various bearded lizards are no longer permanent.
 * Turrets set up by turret tinkers now have the correct appearance.
 * Turret tinkers and miners no longer hijack control of their input when you dominate them.
 * Girshlings, scorpiocks, and agolzvuvs equip their natural weapons again.
 * Clones spawned by clonelings now spawn with their natural equipment.
 * Thrown weapons are now stopped by physical solidity instead of visual occlusion.
 * Thrown weapons can now pass through force fields that you can fire missile weapons through.
 * Tweaked the stats of a bunch of plants.
 * Fixed a couple of bugs that caused magnetic attraction to destroy the attracted objects.
 * Fixed a bunch of errors that occurred when nest-type objects spawned as Mechanimist converts or the Stilt librarian.
 * Fixed an issue that caused corrosive gas breathed from a mouth to not survive save/load cycles.
 * Fixed an occasional error in randomized character generation.
 * Fixed a bug that caused spurious mutations to sometimes appear on the character review screen for true kin when no cybernetic implant was chosen.
 * Preserving an exotic food now only takes you back one menu step if you have other exotic foods to preserve.
 * Added a UI option to change the take all binding to F1.
 * Added F2 as an additional store items bind.
 * Fixed some lockups caused by attempting to gain another mutation when you already have all the available mutation.
 * Added a UI option that lets you map shift + direction to pagination keys (defaults to no, currently doesn't work for numpad direction input).
 * [modding] Fixed an issue that caused worlds.xml to not properly hotload when a scripting mod that included it was approved. Previously, you had to restart the game to load the changes.
 * [Modding] Having a player body without a Stomach no longer causes the game to crash.
 * [Modding] Added new fields to the XML quest specification, Factions and Reputation, that allow quests to grant reputation rewards (ex: Factions="Joppa,Farmers" Reputation="100").

2.0.163.0
Released January 25, 2019.
 * Added a new music track to Bethesda Susa.
 * Added tiles for red death dacca, gelatinous palm, arcwyk, skittering sentry, Rodanis Y, the Alchemist, and Saad Amus.
 * Updated Burgeoning to choose from a much more diverse selection of plants that scales in power with the level of the mutation.
 * Reworked Burgeoning so that each time you cast it, a primary plant is chosen from among the viable plants of the appropriate tier. About half the plants you summon will be the primary plant and the other half are chosen randomly from among the other plants of that tier.
 * Added some glowing mushrooms to subterranean caves. More variety to come.
 * Added the new high-tier armor to some additional armor tables.
 * Re-classified all saps as winged mammals.
 * Changed the corpse-drop chance for the various bearded lizards.
 * Juke can no longer be used on the world map.
 * Creatures that spawn from nests now inherit the attitudes of those nests. This means village-dwelling nests no longer produce feral offspring.
 * Village-dwelling snailmothers no longer spawn feral ickslugs.
 * There's now a maximum number of ickslugs that can spawn on a given map.
 * Objects being moved by magnetic attraction no longer ignore intervening obstacles.
 * Slumberlings are no longer woken up by nearby combat or theft.
 * Cooking with the gland paste of various bearded lizards no longer forcibly removes your beak if you have one.
 * Fixed a bug that prevented mazebeards from dropping corpses.
 * Fixed a few text bugs with stasis grenades and mines.
 * Fixed a bug with freshwater autoget.

2.0.162.0
Released January 18, 2019.
 * We refreshed the underground cave systems, adding new geological strata and several new creatures.
 * Added over 70 new creatures.
 * Added several new related harvestable and butcherable items: equipment, consumables, cooking ingredients, etc.
 * Added several new rock types.
 * Redesigned the geological strata of natural cave systems by adding new rock types, creatures, plants, and terrain appropriate for the region and depth.
 * Redesigned the last three tiers of metals and added over a dozen new pieces of late-game armor.
 * We added a whole host of other changes, some in support of the underground redesign.
 * Recolored some cragmensch tiles.
 * Renamed gelatinous frustum and gelatinous ovoid to humor and gyrohumor, respectively.
 * Added a new tile for molting basilisk.
 * Added a new tile for broken snail egg.
 * Gave drowsing urchin a new color and description.
 * Changed the default wall type for the hills region.
 * Reigned in the very far out-of-depth creatures encountered during certain faction encounters.
 * Cragmensch now leave behind large boulders when they die.
 * Urshiib now leave behind urshiib corpses when they die.
 * Swoop attacks now take two turns to execute.
 * Item modifications are more precise now, which means fewer irrelevant modifications such as lacquered leather armor.
 * Cleave, both from the cleave skill and from critical hits with axes, now properly affects the player (previously a bug caused the cleave effect to disappear after a single turn). The repair skill can be used to fix the cracked equipment.
 * Unskilled axe cleaves from critical hits now have a maximum imposable AV penalty of 1. A creature with the Cleave skill making a critical hit has their Cleave-imposed AV penalty maximum increased by 1.
 * Campfires can no longer catch fire and burn away, and campfire remains now become campfires rather than catching fire.
 * Long Blades skill descriptions now note the cases where they apply to attacks with short blades as well.
 * Companions of the player now get colored according to their HP statuses if the option "Color player's @ based on HP level" is enabled.
 * Dominated creatures are no longer permanently recolored bright white.
 * Attempting to pour temporary liquid puddles can no longer be used to destroy certain types of traps.
 * Equimax kicks are now described as kicks, not bites.
 * Rimewyks are now proficient in the skill their bite uses instead of a different skill.
 * Rimewyk freeze breath now properly extends for the 30-square range that its targeting mechanics always thought it had.
 * Reputation-modifying mods now work properly on shields.
 * Fixed a bug that made it impossible to pick up cybernetics butchered from limbs dismembered from your own body, unless you equipped and unequipped them first.
 * Fixed a bug that prevented people from shooting through their own force walls.
 * Attempting theft or murder in front of sleeping creatures who would object to the crime now wakes them up but doesn't make them hostile.
 * Fixed various bugs involving liquid containers (notably liquid-fueled energy cells) being invisibly "contaminated" by liquids they formerly held and spuriously winding up with mixed liquids as a result.
 * Fixed a bug in autopickup water where you would up cycling between water puddle locations if you had a liquid container with mixed liquids in it.
 * [modding] Eligibility for deciding to sleep on beds as an idle behavior now runs on the tag or property SleepOnBed rather than inheritance of the NPC blueprint (and is still disabled by the NoSleep tag or property).
 * [modding] In IActivePart, WorksOnWearer, and WorksOnEquipper now handle shield equippage in the same way as armor equippage.
 * It's a big patch, so several other changes got in, too. Let us know if you see something unexpected.

2.0.161.0
Released January 4, 2019.
 * Mines and bombs have been revamped; play with them for more information.
 * Taking damage from a fire started by an unknown or dead party no longer results in a message with a weird blank in it.
 * Resolved some issues with schematics drafters losing their sale inventory and various merchants restocking gear not meant for sale.
 * Clones no longer get permanent copies of temporary limbs.
 * You can no longer pour negative drams of liquids.
 * Taking damage from a fire started by an unknown or dead culprit no longer breaks the resulting message text.
 * Fixed some bugs that caused schematics drafters to lose their sale inventory and various merchants to restock gear not meant for sale.
 * [modding] The Capacitor, Circuitry, Clockwork, EnergyCell, and Flywheel parts' TechScanChargeDisplayStyle field has been replaced with AltChargeDisplayStyle, and the string field AltChargeDisplayProperty has been added. This field specifies the intproperty that, if greater than zore on the player, causes the AltChargeDisplayStyle to be used. AltChargeDisplayProperty defaults to "TechScannerEquipped" except for Clockwork, which defaults to "StructureScannerEnabled".
 * [modding] There is a new charge display style, "bio" (for use in fields like ChargeDisplayStyle and AltChargeDisplayStyle).
 * [modding] Added a new part, Biocapacitor. This is a subclass of Capacitor and identical except for different defaults: ChargeRate - 3, MaxCharge - 5000, MinimumChargeToExplode - 2500, Description - "biocapacitor", ChargeDisplayStyle - "bio", AltChargeDisplayProperty - "BioScannerEnabled", and ChargeLossDisable - false.
 * [modding] Added a new field to charge-storing parts, ConsiderLive. It's a bool that controls whether the part is considered to contain "live" charge that can be manipulated by effects restricted to live charge. It's set to false by default for LiquidFueledEnergyCell, LiquidFueledPowerPlant, Clockwork, and Flywheel, and true by default for Capacitor, Circuitry, and EnergyCell.
 * [modding] The object specification syntax used in various contexts, most notably the default value of EnergyCellSocket.SlottedType, now uses @ to designate a population table specification instead of :. This change was made for consistency with other contexts.
 * [modding] The ModifyAttackingSave and ModifyDefendingSave events now have a new int parameter, Actual, that's set to 1 if a save is actually being carried out and 0 if the system is prospectively retrieving save modifiers to estimate a save's chances. In the latter case, Roll and NaturalRoll both start at 0, though they may be modified by event handlers.
 * [modding] The GenericInventoryRestocker part now restocks based on the population table in the tag GenericInventoryRestockerPopulationTable, not InventoryPopulationTable.