Version history/2017

December 29, 2017

 * You can now cook with lava.
 * Canned Have-It-All is now a preserved food that you can cook with.
 * Scorpiock meat not properly exists.
 * Removed the Bludgeon power from Equimaxes and Naphtaali runts, which means they'll no longer stun lock you. Be warned, though: albino apes and ogre apes still bludgeon.
 * If you have Butchery, you can once again butcher cybernetic implants from corpses.
 * Creature AI now takes combat actions less deterministically. That is, sometimes they'll use a mutation before throwing something at you, and sometimes they'll do those things in the opposite order.
 * Creature AI no longer attempts to confuse creatures who are already confused or robots.
 * Falling asleep now clears a creature's goals.
 * When you talk to the temporal fugue clones of other creatures, you no longer get the message, "You make small talk with yourself."
 * Temporary and non-temporary objects of the same type no longer stack together.
 * Fixed an issue that occasionally caused whole stacks of cooking ingredients to be consumed when cooking from a recipe.
 * Fixed an issue that occasionally prevented monsters from attacking up stairs.
 * Fixed an issue that caused monsters to attack through floors even when no stairs were present.
 * Fixed the Escape key not working properly on the recipe details popup menu.
 * Fixed a rare exception with Clairvoyance.
 * Fixed an issue that caused only the top solar cell in a stack to recharge.
 * Fixed an issue that caused hotkeys to be improperly assigned in the cell picker.
 * Fixed an issue that caused cells to disappear while they were being swapped.
 * Fixed an issue that caused the looker to bug out when passing over liquid volumes.
 * Fixed some small grammar issues.
 * Fixed an issue that caused particle effects to remain on screen after quitting a game.
 * Fixed some missing ingredient text in the Rust Wells.
 * Fixed an issue in the Tomb of the Eaters.
 * Fixed a memory leak.

December 22, 2017
The Cooking and Hunger Rework Feature Arc

Roguelikes have a tradition of using survival mechanics like hunger and thirst to egg the player onward. The cultural importance of water in Qud makes thirst an interesting mechanic, but our previous hunger mechanic didn't quite meet our standards. We redesigned the hunger system and added a procedurally-driven cooking system. Our goal is to evoke the unique cultural role food plays in civilization and how that role is manifested in the strange and biodiverse world of Qud.


 * Hunger has completely changed.
 * After a day without eating, you become hungry (no penalty). After another day without eating, you become famished (-10 Quickness). Thirst is unchanged.
 * The primary way to sate hunger now is to cook at a campfire. You can interact with campfires with the use key.
 * As long as you aren't in combat, you can make camp (see your abilities screen). This starts a campfire.
 * As long as you aren't in combat, you can whip up a basic meal at a campfire. This costs no resources and sates your hunger, even if you're famished.
 * Occasionally, the meal you whip up is especially tasty and grants you a small bonus for the rest of the day.
 * If you have special ingredients in your inventory, you'll occasionally use them when whipping up a meal. They grant dynamically-generated effects.
 * You can eat up to three times before you are too full to eat, but only the first meal has the chance to be tasty. This three-meal cap is relevant for the Cooking and Gathering skill, described below.
 * You can still eat food out of your inventory to supplement campfire cooking.
 * Most foods are now snacks, which sate a few hours of hunger.
 * Corpses count as full meals, but you can no longer bring yourself to eat them unless you're famished (or a carnivore...).
 * If you eat corpses or raw meat, your hunger is sated, but you become ill for 12 hours.
 * We removed auto-eat.
 * Fresh food spoilage is coming later.
 * Hunger status is ignored while traveling on the world map, as we assume you're cooking meals along the way.
 * However, if you travel more than one world map tile, you'll be hungry when you come back down to a local map.
 * Traveling overland is a bit more difficult now; lost rates have increased.
 * Crossing the salt desert on the overland map takes much longer now in game time (and water consumption).
 * We adjusted food quantities throughout the world to account for the new hunger system.
 * We added Cooking and Gathering, a skill that lets you do more sophisticated cooking.
 * You can learn Cooking and Gathering from the Kyakukyans.
 * If you have Cooking and Gathering, you get three new options in the campfire menu: cook with ingredients, cook from a recipe, and preserve fresh foods.
 * Cook with ingredients:
 * Cooking a meal with ingredients bestows a dynamically-generated effect for the rest of the day.
 * You can cook with up to two ingredients (three if you have the Spicer skill power).
 * Cook from a recipe:
 * We added handwritten recipes and procedurally-generated recipes.
 * We added procedurally-generated cookbooks with procedurally-generated recipes.
 * Cooking a meal from a recipe bestows a particular effect. You learn recipes from cookbooks or by performing the water ritual with NPCs.
 * You can share recipes during the water ritual.
 * Each village has a signature dish that its residents are willing to share in the water ritual. For example, share water with Mehmet or Elder Irudad to learn to cook Apple Matz.
 * Preserve fresh foods:
 * We added a whole bunch of cooking ingredients, with tiles and descriptions. In general, you create them by harvesting and butchering food, then preserving it at a campfire.
 * We converted some existing foods and liquids into cooking ingredients. Some foods can be cooked fresh. (limbs? heads? faces?)
 * We added kippers to the Stiltgrounds who sell preserved cooking ingredients. There's always a kipper tent in the southeast corner of the Stiltgrounds.
 * We changed the sign used for Stiltgrounds honey merchants (it's a bee now) and made the old one (a bottle) the sign for kippers.
 * The final Cooking and Gathering skill power is Carbide Chef.
 * With Carbide Chef, whenever you gain a level or 5% of the time you explore a new map, you become inspired to cook a meal (lasts for two days). While inspired, the next time you cook a meal by choosing ingredients, you get a choice of three dynamically-generated effects to apply. You create a recipe for the chosen effect.
 * Each village has an oven where you can cook food or eat its signature dish for free.
 * We simplified Harvestry and Butchery. They're now each a single power under the Cooking and Gathering tree.
 * Harvest Plants is now a toggleable passive power like Butcher Corpses.
 * Plants, meat, and organs you harvest and butcher can now be preserved at campfires and turned into cooking ingredients.
 * We adjusted all the harvestable and butcherable item frequencies to account for these changes.
 * You'll occasionally harvest or butcher items that previously required the Master skills at a low rate.
 * Ripe plants now appear as a different color than their non-ripe counterparts.
 * Ripe plants now appear on the alt overlay if you have the Harvestry skill.
 * We added some new harvestable and butcherable items.
 * Added a new 1-point mutation: Carnivorous.
 * Carnivores can eat raw meat without getting sick.
 * Carnivores don't need to be famished to eat meat.
 * Raw meat and meals cooked with meat are especially tasty to carnivores (increased chance for small bonus).
 * Carnivores get no satiation from non-meat foods and may get ill from eating them.
 * Carnivores can't cook with plant ingredients.
 * Here's a list of other cooking and hunger-related changes we made.
 * Removed the Ravenous defect.
 * Updated the Fasting Way and Mind over Body skill powers to work with the new hunger system.
 * Reduced the cost of Fasting Way, Conatus, and Mind over Body.
 * We tweaked the caste and subtype starting skills to account for new cooking, harvestry, and butchery.
 * Added a bunch of detail to the Wayfaring skill power descriptions.
 * Made harvestable witchwood rarer.
 * Added an option for auto-drink threshold.
 * Gave Svenlainard some preserved cooking ingredients.
 * Updated dreadroots' tile and harvest properties.
 * Updated the following UIs: turret selection, mine selection, recharge cell selection, book depositing, cell replacement, and pick-one-item quest reward selection.
 * Like with all our other systems, we'll be expanding this one as time goes on by adding new ingredients, recipes, and effects!
 * Apostles now start with Tactful.
 * Energy cells of the same charge level now stack in your inventory.
 * Fixed a bug with bleeding resist.
 * The textbox for most of the game's option dialog menus now properly resizes to account for long titles.
 * Added a Saves subfolder to the Caves of Qud's AppData folder. Saved games are now stored there.
 * Fixed an issue where energy cells didn't properly unstack when loading one of them into a cell slot.
 * Fixed an issue where slotted cells occasionally appeared duplicated in your inventory.
 * Mutations that protect you from sleep effects no longer prevent you from sleeping in bedrolls.
 * [modding] The ReloadSound tag now works with items that use energy cells. The sound plays when the cell is reloaded.

Below is the log for the changes from last week's beta patch.


 * Added campfire sounds and music.
 * Ripe plants now appear properly in the alt overlay if you have Harvestry.
 * Updated the Fasting Way and Mind over Body skill powers to work with the new hunger system.
 * Reduced the cost of Fasting Way, Conatus, and Mind over Body.
 * Added procedurally generated cookbooks.
 * Traveling overland is a bit more difficult now; lost rates have increased.
 * Crossing the salt desert on the overland map takes much longer now in game time.
 * Mutations that protect you from sleep effects no longer prevent you from sleeping in bedrolls.
 * You can properly cook with all limbs, faces, and heads now.
 * Added descriptive information to liquid containers that contain liquid cooking ingredients.
 * Procedurally generated recipes now have very varied names.
 * Added ovens to villages where you can cook or eat the signature dish for free.
 * When you cook an inspired meal, the three effect choices are more varied now.
 * Reduced one of the effects for eating meat from +40-50% HP for an hour to +30-40% HP.
 * Added tiles and descriptions for all cooking ingredients.
 * Added signature dishes to the Six Day Stilt, Grit Gate, and Kyakukya.
 * Added a new 1-point mutation: Carnivorous.
 * Removed the Ravenous defect.
 * Updated the old UI to better display cooking recipes in the campfire menu.
 * You're told why you can't go to the worldmap when you're famished now.
 * Added message log entries for a bunch of cooking effect triggers.
 * Gave Svenlainard some preserved cooking ingredients.
 * Added a new cooking ingredient: fermented yuckwheat stem, preservable from yuckwheat stems.
 * Added honey and convalessence as proper cooking ingredients.
 * We changed the sign used for Stiltgrounds honey merchants (it's a bee now) and made the old one (a bottle) the sign for kippers.
 * Changed kippers' inventories.
 * Added back a bunch of harvestable and butcherable master targets as low-frequency harvest/butcher drops.
 * Scholar actually starts with Harvestry now.
 * Made witchwood rarer.
 * Lowered the jerky yield from most raw meats.
 * Mutations that protect you from sleep effects no longer prevent you from sleeping in bedrolls.
 * Apostles now start with Tactful.

December 15, 2017

 * Ripe plants now appear on the alt overlay if you have the Harvestry skill.
 * Torch sconces no longer function as campfires.
 * Vinewafers and vinewafer sheaves are now worth much less.
 * Dreadroot tubers are now harvestable less often.
 * Dreadroot is no longer destroyed when its tubers are harvested.
 * Changed dreadroot's unripe glyph color.
 * Qudzu stems are no longer considered corpses.
 * Reduced the frequency of chitinous puma corpse drops.
 * Added an option for auto-drink threshold.
 * Updated the following UIs: turret selection, mine selection, recharge cell selection, book depositing, cell replacement, and pick-one-item quest reward selection.
 * The textbox for most of the game's option dialog menus now properly resizes to account for long titles.
 * Added a Saves subfolder to the Cave's of Qud's AppData folder. Saved games are now stored there.
 * Fixed the missing meal descriptions when you whip up a meal in Grit Gate.
 * Fixed an issue that caused the 'whip up a meal' option to occasionally be displayed twice in the campfire menu.
 * Fixed an issue with smart use when two campfires were adjacent to each other.
 * Fixed an issue where cooking ingredients that were in different item stacks could be cooked together even if they shared the same ingredient types.
 * Fixed an issue where whole stacks of cooking ingredients were occasionally consumed when cooking a meal.
 * Fixed an issue where energy cells didn't properly unstack when loading one of them into a cell slot.
 * Fixed an issue where slotted cells occasionally appeared duplicated in your inventory.
 * [modding] The ReloadSound tag now works with items that use energy cells. The sound plays when the cell is reloaded.

December 8, 2017
Preview of the December 22 patch.

December 1, 2017

 * We did a bunch more work on the cooking framework and design. We plan to put a version up on the beta branch, probably next week.
 * Saved games are now output to a temp file until the save is complete. This means that save files are much less likely to get corrupted if there's a crash while saving.
 * You can no longer perform the water ritual with an NPC via telepathy or any other means that allows you to talk to them from a non-adjacent space.
 * Auto-explore and walk now stop for fungus puffers.
 * Fixed the Ego penalty on items displaying as "--X".
 * Fixed soup sludges not tracking their state across saves properly.
 * Fixed an issue causing some effects not to get properly removed.
 * Fixed an issue causing hidden effects to be counted on the character sheet.
 * Fixed an issue that caused you to spend a turn when you were pushed around by an explosion.
 * Fixed an issue causing molting basilisk's poison to be permanent.

November 21, 2017

 * Added an Active Effects screen for viewing the details of your active status effects or the effects of other creatures or objects.
 * Renamed 'Status' screen to the more appropriate 'Character Sheet'.
 * To access your active effects, either navigate to 'active effects' on your Character Sheet, or bind the 'Open Active Effects' command in the Keybindings menu.
 * To access the active effects of another creature or object, hit 'e' while looking at it.
 * Added descriptions for all 100+ status effects.
 * Changed the name of the 'spectacles' effect to 'corrected vision'.
 * Changed the name of the poison gas effect to 'poisoned by gas'.
 * Changed the name of the stun gas effect to 'stunned by gas'.
 * We made some changes to the turn costs of managing your inventory.
 * Equipping an item in your thrown slot no longer costs a turn.
 * Automatically unequipping an item when you equip another item no longer costs an extra turn.
 * Splitting a stack of items into multiple stacks no longer costs a turn.
 * Removed snailmothers from the list of possible fungal infection cure ingredients.
 * Added an entry for Mumble Mouth to the Corpus Choliys.
 * Installed cybernetic implants that occupy an equipment slot no longer add to your encumbrance.
 * Molting basilisks now properly inject a stony poison when they bite.
 * The full message log viewer now uses the much better book UI.
 * Energy cells can now be recharged directly from the cell's action menu.
 * Baetyls no longer ask for objects you can't pick up.
 * When you uninstall the optical bioscanner, optical technoscanner, or huge hands implants, you no longer retain their effects.
 * You no longer attack yourself when you try to sleep in a bedroll that's in the same space as you are.
 * Fixed a bug that caused slender and willowy nylon backpacks not to have their weights reduced.
 * Fixed an issue that caused the player to gain reputation when an NPC equipped an item with a reputation-granting item mod.
 * Fixed autoexplore attempting to pick up objects embedded in walls.
 * Fixed an issue that caused various bonuses to be improperly applied twice during character creation when replaying your last character. These improper characters would also generate invalid character codes.
 * Fixed an issue that caused certain subtype attributes, like increased heat resistance, to not be applied to characters created via the build library.
 * Fixed an issue causing outdated true kin character codes to crash the game.
 * Fixed an issue that caused a clone of Otho to be created when it shouldn't have been.
 * Fixed an issue with achievements that prevented books from being read.
 * NPCs with multiple cybernetic implants installed now only have their names modified with the 'implanted' adjective once.
 * Fixed an issue that caused all merchants to improperly be able to recharge cells, instead of only those with the ability to.
 * Fixed a rare exception that occurred when objects with energy cell sockets were generated.
 * Fixed a rare issue that caused a 'too many heap sections' error while building jungle maps.
 * Fixed an issue causing zones to stay active in memory longer than intended.
 * Fixed an issue causing ocassional heap allocation errors during game saves.
 * Rusted Archway no longer incorrectly fills a full 3x3 world map title.
 * Lowered the amount of memory that must be in use before an out-of-memory warning is displayed.
 * [modding] Made the 'Dormant' class public.
 * [modding] Fixed an issue where .RPM files that weren't mods to existing RPM files would fail to load.

November 3, 2017

 * We added seven new achievements.
 * Mutagenic Mastery
 * Advance a mutation to level 15.
 * Biographer
 * Learn the complete history of a single sultan.
 * Cubic and Wisest Human
 * Activate a time cube.
 * Go on. Do it.
 * Wield the amaranthine prism.
 * Tongue in Cheek
 * Footloose
 * Oathbreaker
 * Fixed a bug that caused merchant advertisements to occasionally be blank.
 * Oathbreaker
 * Fixed a bug that caused merchant advertisements to occasionally be blank.
 * Fixed a bug that caused merchant advertisements to occasionally be blank.

October 27, 2017

 * Added a new fungal infection: mumble mouth.
 * "The mouths on your skin begin to mumble coherently, revealing the wisdom of a trillion microbes."
 * Added a new type of fungus puffer: brooding jadepuff.
 * Brooding jadepuffs now appear in fungal biomes and the Rainbow Wood.
 * Added a new type of book: advertisement flyers for legendary merchants.
 * Mayor Nuntu now starts with an advertisement flyer for a random legendary merchant.
 * The locations of legendary merchants are now properly included among the possibilities for secrets shared during the water ritual.
 * Added a new tile for starapple trees.
 * Historic relics that bestow Clairvoyance now work properly.
 * Fixed a zone build crash that occasionally occurred during the Raising Indrix quest.
 * Added much more behind-the-scenes support for the upcoming cooking system. Soon, soon...

October 20, 2017

 * We added our first batch of achievements, 30 in total. Expect many more as development continues.
 * The Laws of Physics Are Mere Suggestions, Vol. 1
 * Violate the Pauli exclusion principle.
 * Eat an Entire Bear
 * Kill a bear and eat it. Just eat an entire bear.
 * To Thine Own Self Be True
 * Wear your own severed face on your face.
 * Friend to Fungi
 * Host three different fungal infections at once.
 * Goat Simulator
 * Project your mind into a goat's body.
 * The Spirit of Vengeance
 * Recover the Ruin of House Isner.
 * Knight Conical
 * Recover Stopsvalinn.
 * Love at First Sign
 * Fall in love with a sign.
 * Pyramid Scheme
 * Kill a chrome pyramid.
 * Dark Tidings
 * Foresee your own death.
 * Love Thyself
 * Fall in love with yourself.
 * A Bond Knit with Trust
 * Become loved by a faction.
 * The Woe of Joppa
 * Become hated by the villagers of Joppa.
 * Peekaboo
 * Become loved by newly sentient beings.
 * Jawsnapper
 * Kill 100 snapjaws.
 * Starry Demise
 * Be crushed under the weight of a thousand suns.
 * Quiet This Metal
 * Speak to the alchemist.
 * Your Thirst Is Mine, My Water Is Yours
 * Perform the introductory water ritual 100 times.
 * Proteus
 * Have 10 mutations.
 * Welcome to Qud
 * On the Rocks
 * Your Better Half
 * You Are Becoming
 * You Became
 * Say No More
 * Metal Pedal
 * You Are What You Eat
 * Shoot.
 * Litteratus
 * So Powerful is the Charm of Words
 * If you helped us test the achievements, you can wish for "clearach!!!" to clear your achievement progress.
 * You can fall in love with signs again.
 * Moved userprefs.json from the game data directory to the save directory.
 * You Are What You Eat
 * Shoot.
 * Litteratus
 * So Powerful is the Charm of Words
 * If you helped us test the achievements, you can wish for "clearach!!!" to clear your achievement progress.
 * You can fall in love with signs again.
 * Moved userprefs.json from the game data directory to the save directory.
 * If you helped us test the achievements, you can wish for "clearach!!!" to clear your achievement progress.
 * You can fall in love with signs again.
 * Moved userprefs.json from the game data directory to the save directory.
 * Moved userprefs.json from the game data directory to the save directory.

October 13, 2017

 * Added a new sultan domain: Travel.
 * Updated the history generator to incorporate travel-minded sultans.
 * Added new effects for travel-based historic relics.
 * Added new sultan professions: explorer and nomad.
 * You can no longer wear a glowsphere on your body. How did that even work? Did you just jump inside the glowsphere? We don't know.
 * Photosynthetic Skin now correctly gives you bonus reputation with trees, vines, and roots, in addition to the Consortium of Phyta.
 * Photosynthetic Skin now correctly gives you 200 bonus reputation with the Consortium of Phyta instead of 300.
 * You can no longer tinker ruin recoilers.
 * Rewrote the base item descriptions for historic relics from the late-fourth period sultanate. They now better convey what life was like for this mid-to-late generation of Eaters.
 * Fixed an issue with sultan histories not being deterministic for a given world seed.
 * Reduced saved game size and improved compatibility between versions.
 * Fixed an uncommon issue when loading saved games.
 * [modding] The 'sticky' and 'stuck' effects are now public instead of internal.
 * [modding] Added support for CarryBonusPercent and CarryBonusFlat game object int properties.

October 6, 2017

 * Unseen creatures are now more active on the map. This means more dynamic behavior: creatures will often fight and kill each other before you find them.
 * Added a new artifact: spiral borer.
 * Added a new type of artifact: recoilers bound to one of the procedurally generated ruins or historic sites.
 * A bug introduced around the time of the water ritual update caused Oboroqoru's lair to fail to generate. We fixed the bug. The ape god is a myth no longer.
 * Added a new type of relic curio (for use when you are very angry at a faction).
 * Added a new effect for jewel-based historic weapons.
 * Added a new effect for glass-based historic armors and shields.
 * Rewrote the base item descriptions for historic relics from the fifth period sultanate. They now better convey what life was like for this late generation of Eaters.
 * Might-based historic relics now appropriately grant bonus strength.

September 29, 2017

 * A new design starts to brew... mmmm.
 * Added a new cybernetic implant: fullerite hand bones.
 * Changed the tile color of the carbide hand bones implant.
 * Sultans now marry spouses from the cultures they're trying to curry favor with. For example, when a sultan cements her friendship with crabs via matrimony, she'll appropriately marry a crab now instead of, say, a robot.
 * The names of historic relics are now much more varied.
 * The names of historic relics now have procedurally-colored ANSI text.
 * The Charge target picker no longer locks onto objects that can't be charged (like dreadroot).
 * Named creatures now have a slightly higher render priority than their non-named counterparts.
 * [modding] Added a blueprint browser to the Modding Utilities menu. This'll let you more easily view the object blueprint hierarchy.

September 22, 2017

 * Added an overlay UI screen for cybernetics selection during character creation.
 * Removed the guaranteed credit wedge from Mafeo's inventory; we meant to remove this wedge when we gave Q Girl one, but we never did.
 * Autoequip no longer equips multiple torches.
 * Fixed an issue where fungal infections would knock cybernetic implants out of their equipment slots.
 * Fixed NPC templars not being recognized as True Kin by becoming nooks.
 * You can no longer install cybernetic implants on non-natural body parts, like the additional face slot created by two-faced helmets.
 * You no longer ocassionally start the game with multiple torches equipped.
 * Fixed an issue serializing objects with butcherable cybernetic implants.
 * Fixed an issue causing autoget to not pick up closed containers of fresh water.
 * Fixed some issues causing autoget to cycle through fresh water puddles forever if the player didn't have room to carry more water in their inventory.
 * Fixed some issues causing 'w'alk and autoexplore to differ in their decisions about what hostiles they stopped for.
 * Fixed some issues causing autoexplore to swap with enemies, particularly turrets.
 * Fixed some issues causing autoexplore to not recognize hostile turrets as hostile.

September 15, 2017

 * Putus Templar now occasionally spawn with cybernetic implants. When one does, they have the "implanted" moniker, their detail color is change, and their implants are listed in the equipment section of their description.
 * With Masterful Butchery, you can now butcher cybernetic implants from corpses and limbs. You usually succeed, but occasionally you rip them apart in the process.
 * Added human corpses.
 * Skillful Butchery is now a prerequisite for Masterful Butchery.
 * Skillful Harvestry is now a prerequisite for Masterful Harvestry.
 * Fixed a bug that was introduced when we changed Willpower to affect all cooldowns: Mass Mind now properly refreshes mental cooldowns instead of reducing them to 20%.
 * Previously, when you equipped (not installed) a cybernetic implant that took up an equipment slot when installed, you couldn't unequip it. Now you can.
 * Cybernetic implants no longer appear grey on the equipment screen when you simply equip them.
 * Fixed a bug that caused a dig power to remain in your ability list after the skulk tonic's effect wore off, if you had prerelease content enabled.
 * Fixed some issues with certain world seeds causing crashes.
 * Fixed some cases of the new cybernetics UI screens not responding to Enter or prerelease input manager mappings.
 * [modding] Added a new part for augmenting a creature with cybernetic implants: Cybernetics2HasRandomImplants. Its properties are ImplantChance, ImplantTable, and LicensesAtLeast. ImplantChance specifies the percentage chance the creature spawns with implants. ImplantTable specifies the population table to roll the implants from. LicensesAtLeast specifies the minimum number of license points worth of implants the creature will be generated with. Ex: 

September 8, 2017

 * We made a few enhancements and fixed a few issues with cybernetics.
 * Added a new implant: force modulator.
 * As a true kin, you can now choose to start without cybernetics and license tier 0 in exchange for +1 Toughness.
 * Randomly generated true kin now occasionally start with no cybernetics.
 * Reduced the movespeed bonus from motorized treads from +100 to +50. The new bonus means you'll move twice as quickly as you do with 100 movespeed (each point above 100 reduces the energy cost of moving by 1%). This was the intended behavior all along.
 * You no longer prefer to attack with an equipped hand over your fist if you've cybernetically upgraded your fists.
 * You can no longer pick up becoming nooks and cybernetics racks.
 * Implants are no longer improperly installed when you cancel out of the installation menu.
 * Fixed an issue during implant installation that caused the implant to be installed on the first body part listed regardless of which body part was selected.
 * You now properly automatically ID artifacts when you have optical technoscanner installed.
 * Matter recompositer now properly teleports you to explored tiles only.
 * You should no longer get "the way is blocked" messages when using matter recompositer.
 * You no longer get a blank popup when you share secrets with Putus Templar.
 * Unidentified implants should no longer have "[implant]" in their names.
 * Fixed an issue building the new Cybernetics Ward in Bethesda Susa.
 * Fixed an issue causing some maps to fail to build on OS X and Linux.

September 1, 2017

 * We replaced the old cybernetics system with a newer, much more elaborate one.
 * Cybernetics are still only available to true kin.
 * We added dozens of new cybernetic implants.
 * Implants are installed onto body parts at cybernetic terminals called 'becoming nooks'. Potential body parts include: head, face, body, back, arm, hands and feet. Unlike old implants, these new implants do not occupy equipment slots.
 * A few implants actually do occupy equipment slots.
 * You can view your installed implants on the new Cybernetics tab of the Equipment screen. The tab doesn't appear if you have no implants installed.
 * Implants must be identified before you can install them.
 * Only one implant can be installed per body part.
 * Some implants can be installed on one of several body parts.
 * Each implant has a license point cost associated with it. The total number of license points across all your installed implants can't exceed your license tier.
 * True kin start with a license tier of 2. You can upgrade your license tier at a becoming nook by spending cybernetic credits.
 * You can install and uninstall implants freely at a nook, as long as you remain at or below your license tier.
 * Uninstalled implants go into your inventory. Some implants are destroyed when uninstalled, however. Other implants can't be uninstalled. All this info is in the implant's description.
 * When installing implants at a becoming nook, the implants must either be in your inventory or the nook's rack.
 * There are some preset becoming nooks in the game. They also have the chance to appear in certain types of procedurally-generated ruins. Becoming nooks usually have implants in their nook racks.
 * Implants themselves can also appear as rare loot.
 * Per the Eaters' architecturally tastes, becoming nooks are usually found along side statues of implanted Eaters.
 * Most cybernetic credit wedges are now placed in preset locations throughout the world, but they also can appear as very rare loot.
 * True kin can pick one implant from a subset of the implants to start with at character creation.
 * The list of starting implants includes generic ones and a unique implant for each arcology only available to characters from that arcology.
 * Added a new journal category: Ruins with Becoming Nooks.
 * Some factions, but especially the Putus Templar, now share the locations of ruins with becoming nooks as secrets.
 * Balanced the Templar's water ritual credit wedge gift for the new system.
 * Added a whole bunch of minor stuff in support of this patch.
 * Made the night-vision visual effect more playable.
 * Fixed an issue with Sense Psychic and Heightened Hearing not properly showing identified object tiles.

August 25, 2017

 * Added more support for upcoming Cybernetics patch: coming very soon!
 * You can now take notes on the world map. If you recently left a particular map from the worldmap tile you're standing on, the note is added to that map. Otherwise, the note is added to the worldmap tile's center map.
 * Added a control for saved game management to the new UI.
 * Added an autoget option for books.
 * Reduced rocket turrets' quickness from 100 to 50.
 * Oil and sap-covered items can now be washed off.
 * Items inside containers carried by fugue clones now properly disappear eventually.
 * The names of items created by Psychometry-generated data disks no longer contain improper prefixes and suffixes.
 * Fixed an issue causing the "your skin itches" message to appear in the player's message log when NPCs were infected with spores.
 * Fixed an issue in the character build library UI that caused character builds to overlap with the Back button.
 * Fixed an issue in the character build library UI that caused builds selected via keyboard navigation to not always be scrolled into view.
 * Fixed an issue where the "Continue" option was displayed even when no saved games were present.

August 11, 2017

 * Added a new item: phase-shift grenade. It shifts the dimensional phase of everything in its area of effect.
 * Added a new geological transition in very deep caverns.
 * Added a UI option to display a message in the message log whenever you're in combat and your turn starts.
 * Added a debug option to disable the limit of one defect per character.
 * Missile weapon descriptions now display additional statistics, including weapon skill type, number of projectiles per shot, ammo use, and accuracy rating.
 * Added a new debug wish: curefungus. It removes all fungal infections.
 * Fixed an issue that prevented non-phased creatures from passing through phased walls.
 * Fixed an issue that caused your character's color not to properly change based on HP and status when the new message log was enabled.
 * Fixed an issue with Mark Target's cooldown.
 * Fixed an issue causing monsters to fail to properly melee attack across map boundaries.
 * Fixed an issue that caused baseline neutral monsters not to attack you after you've provoked them.
 * Helping Hands no longer adds additional arms when you equip it to the thrown weapon slot.
 * Fixed some engraved items still not depicting a historical event.
 * You can now avoid steam damage by phasing or flying over it.
 * Changed the default rendering API to DX9 on Windows, which should fix some issues with low-spec machines reporting DX11 support but crashing on launch because they didn't fully support it.

August 4, 2017

 * We're trying out a change to how Willpower works. It now modifies the cooldowns of all activated abilities, not just mental mutations. Each point of Willpower above 16 decreases cooldowns by 5%, down to a minimum 20% of the original cooldown or a minimum 5 rounds. Likewise, each point of Willpower below 16 increases cooldowns by 5%.
 * We reduced the power level of Freezing Hands and (to a lesser degree) Flaming Hands.
 * Freezing Hands: reduced the magnitude of the temperature decrease and reduced damage from (level)d4 to (level)d3+1.
 * Flaming Hands: slightly reduced the magnitude of the temperature increase and reduced damage from (level)d6 to (level)d4+1.
 * New liquid: sap.
 * Added sap to the list of potential cure ingredients for diseases and fungal infections.
 * Creatures now bleed appropriate blood types.
 * Robots now bleed oil.
 * Plants now bleed sap.
 * Oozes now bleed slime.
 * Fixed an issue that caused shields to not apply their AV bonuses when you blocked an attack.
 * Made the Berate messages more sensible.
 * Fixed the reputation formatting on the Reputation screen for factions that love you.
 * Fixed engraved and painted items occasionally spawning with no historical events depicted.
 * You no longer get "x pours out all over you" messages when other creatures get liquids poured on them.
 * Fixed an issue causing cloned liquid volumes to share the source volume's liquid mixture.
 * [modding]Added the following tags to specify what blood type a creature uses.
 * BleedLiquid, ex:
 * BleedColor, ex:
 * BleedPrefix, ex:

July 28, 2017

 * Added framework for new cybernetics system (coming soon).
 * Equippable painted and engraved items now grant bonus reputation with the cult that worships the depicted sultan.
 * Added a prototype trade screen to the new UI that's mouseable/touchable.
 * Switch the tiles for tanglewood tree and swarmshade tree.
 * Added a new tile for humble pie.
 * Added new descriptions for the following plants.
 * urberry
 * brinestalk
 * tanglewood tree
 * swarmshade tree
 * Removed Pax Klanq from dynamic encounters.
 * You can no longer absorb the psyches of clones.
 * Negative reputation values now always display as negative numbers on the Reputation screen.
 * Fixed several issues that caused item-granted reputation bonuses to remain after the items were unequipped.
 * Fixed some grammar issues with the worldmap tiles.
 * Fixed an issue where system objects would gain status effects (e.g., "CanyonMarker falls asleep").
 * Fixed an issue that caused forced secondary attack to not occur when you used abilities like Flurry.
 * Creature AI now responds better when friendly creatures are blocking its path.
 * Fixed mod uploader popups being blank.
 * [modding] .cs files are now loaded from subdirectories in the mod folder in addition to the root folder.
 * [modding] Added "TemporalFugueCopied" event hook.
 * [modding] Added "GetPsychicGlimmer" event hook.

July 21, 2017

 * Extradimensional items now have a very small chance to appear anywhere.
 * Changed faction encounters with the Seekers of the Sightless Way. Instead of traveling in mind-melting esper packs, legendary seekers now travel with various kinds of psychic thralls.
 * Added new book: Disquisition on the Malady of the Mimic.
 * Added a new note on a sheet of paper, lost to its owner, gathering dust somewhere in Qud.
 * You can now properly learn mental mutations during certain water ritual encounters if you're an esper.
 * You can no longer learn mental mutations during water ritual encounters if you're a chimera.
 * You can no longer equip a light torch from the ground into your thrown weapon slot and have it remain lit.
 * Tinkering directly from a data disk now properly uses any required ingredients
 * Staircases and pathways between maps are now more common in cave systems.
 * Changed the value of the bloodstained goatskin parchment sheaf and excluded it from dynamic encounters.
 * Fixed some issues caused by gaining a new mutation that had already been granted to you by a relic.
 * Bookshelves will now be auto-looted during auto-explore.
 * Added a new user option to enable or disable auto-loot of bookshelves.
 * [modding] Added a new part, HasThralls, that can be added to a creature to give them psychic thralls of around their level.
 * [modding] Added a new part, UniqueWithAlternative. An object with this part only spawns once. If it would spawn again, instead another object spawns in its place. You can define the alternative object in the part property named "Alternative".
 * [modding] Added a new JukedObject and WasJuked events, which are fired on the juker and the jukee when juke is used to swap with combat objects.
 * [modding] Added a new ChargedTarget and WasCharged events, which are fired on the charger and the target

July 14, 2017

 * Espers are now being watched.
 * [redacted]
 * [redacted]
 * [redacted]
 * [redacted]
 * [redacted]
 * New item mod that shows up in very particular circumstances: extradimensional.
 * [redacted]
 * [redacted]
 * [redacted]
 * [redacted]
 * You can choose to watch the psyches of your enemies radiate into nothingness.
 * [redacted]
 * [redacted]
 * [redacted]
 * [redacted]
 * [redacted]
 * [redacted]
 * [redacted]
 * New food item: humble pie. Why be full of yourself when you can just be full?
 * Get-item dialogs now display your total weight.
 * Fixed some issues while displaying some non-standard ASCII characters in the new UI.
 * Circuitry-obsessed sultans now wire things to other things instead of just wiring things to themselves.
 * Fixed an occasional exception in combat.

June 30, 2017

 * Two-point mutations are now included in the mutation choices when you buy a mutation or when your genome destabilizes.
 * If an immobile creature gains flying, it can now move.
 * If an aquatic creature gains flying, it can now move over land.
 * Added new liquid weeps that produce much smaller puddles.
 * The smaller weeps now inhabit fungal biomes instead of their larger cousins. The original weeps still inhabit the Rainbow Wood.
 * Renamed the original weeps from "__ weep" to "giant __ weep" (for example: "giant acid weep").
 * When you discover a weep in a fungal biome, you now log it as a secret in your journal.
 * Added an overlay UI option to remove the new UI during fullscreen camera effects.
 * Chests now render on top of corpses.
 * Domination's cooldown timer now doesn't start counting until domination is broken.
 * Fixed "SultanCult[n]" faction names appearing in the backstory descriptions of legendary creatures.
 * Fixed some autoexplore issues where you'd repeatedly try to access objects that you don't own.
 * Fixed a rare issue with mushroom growth.
 * You can no longer trade temporally unstable objects.
 * Added some architecture and design for longer-term feature arcs: [redacted], [redacted], and [redacted].
 * Mid-week patch notes:
 * You no longer fall in love with every sign you read.

June 23, 2017

 * We made some tweaks and additions to tonics.
 * Added a new tonic: love tonic.
 * Currently, overdosing on a love tonic causes you to erupt into flames. This may change soon.
 * Added platinum as an unidentified tonic color.
 * You can now stab people with injectors during melee combat. You must penetrate their armor to successfully inject.
 * Chronology entries logged while you're in love are now much sappier.
 * Added a chronology entry for losing the lovesick status effect.
 * Autoexplore now ignores freshwater if you don't have room to carry it.
 * Natural missile weapons now require ammo once they're dismembered.
 * If you go to the worldmap and immediately return to a noted location in the same worldmap tile, you now properly appear in that location.
 * Fixed some severe memory usage issues during long-running games with thousands of items (mostly ammo stacks).
 * Fixed Temporal Fugue lag issues in long-running games when there are thousands of items in your inventory (mostly ammo stacks).
 * Fixed an issue when you canceled out of the pour dialog where you were still asked how many drams to pour.
 * Fixed an issue preventing you from escaping out of string-entry dialogs (for example, entering the amount you want to pour out of a container).
 * Fixed an issue causing buggy behavior in the new UI after certain direction selection dialogs.
 * Fixed an issue where some screens didn't display controls if the new UI was enabled but the new inventory UI wasn't enabled.
 * Fixed some bad interactions between zoom and panning popups in the old UI.
 * Fixed an issue that prevented you from clicking on items in the nearby items list.

June 16, 2017

 * Added new tiles for the following creatures and items.
 * elastyne skin suit
 * elastyne skull cap
 * starapple
 * apple farmer's daughter
 * Added a chronology entry for falling in love.
 * Shields can no longer be wooly.
 * Light sources no longer give off light while equipped in the thrown weapon slot.
 * Spring-loaded shoes now work properly when you mod them via tinkering.
 * Villagers of Joppa are now properly interested in secrets about all salt marsh locations.
 * Ironshank now has a maximum movespeed penalty of 80.
 * Added some new descriptions.
 * great saltback
 * great saltback corpse
 * honey skunk
 * great magma crab
 * Added some new functionality to the new inventory UI.
 * Added item weight to inventory item lines and category tabs.
 * Added an indicator for current weight and total carry capacity.
 * Scroll positions now properly stick after manipulating an item.
 * Ctrl+D now drops the currently selected inventory item.
 * Ctrl+A now eats the currently selected inventory item.
 * Ctrl+R now drinks the currently selected inventory item.
 * Ctrl+P now applies the currently selected inventory item.
 * Fixed the thrown weapon slot not being equippable by clicking.
 * Added an icon for meds.
 * Changed the icon for tools.
 * [coming soon]If you drink deeply of the psychic well, beware what may find you at the bottom...

June 9, 2017

 * Added a new music track for Golgotha.
 * We incorporated the combat changes from the beta branch into this week's main-branch patch. Here's a summary of all the changes.
 * Some penetration bonuses on weapons were bugged, such as the +1 and +2 bonuses axes and cudgels got, respectively. We fixed these bugs, but we removed the axe and cudgel bonuses since they're part of an older design. Instead, we replaced them with different critical hit behavior for each weapon class.
 * Cudgels now get +1 penetration and daze on critical hits.
 * Axes now get +1 penetration and cleave on critical hits.
 * Long blades now get +3 penetration on critical hits.
 * Daggers now get +1 penetration and cause bleeding on critical hits.
 * We tweaked all melee weapon stats to account for these changes.
 * Two-handed weapons now grant a flat +1 penetration bonus instead of having a higher strength mod cap. Their damage was also shifted up a tier.
 * The sharp melee mod works again.
 * Gaslight kris and gaslight flyssa work properly again.
 * We also tweaked some of the melee weapon skills.
 * Axe: The Cleave penalty is now capped at half your strength mod, rounded up.
 * Short blade: Shank's cooldown is now 10 rounds if you shank from your primary hand. It's still 20 otherwise.
 * Short Blade Proficiency now grants +1 to hit and you make primary-hand short blade attacks as if your quickness were 25% higher. This means you make five attacks for every four that your normal-speed opponents make. These faster primary-hand attacks can trigger offhand attacks.
 * Long Blade: Reduced Improved Aggressive Stance's to-hit penality from -4 to -3.
 * New weapon mod: masterwork. Masterwork weapons score critical hits twice as often.
 * Added a new tile and flame animation for great magma crabs.
 * Glowfish can effectively bite now.
 * Chitinous puma can once again equip their natural claws.
 * If you use psychometry while confused, identified artifacts are no longer named things like 'Uhummwuhwah'.
 * While on the world map, you can now 'l'ook at the tile you're standing on.
 * Fixed a bug that caused the critical hit target to change from 20 when you were charging.
 * Fixed a bug that caused the critical hit target to sometimes change when using a missile weapon.
 * Fixed some cases where NPCs' strength modifiers were used to determine the difficulty of dodging their projectiles.
 * Fixed an issue where creature AI wouldn't get mad at you when you used a combat power and missed with it.
 * Fixed the journal getting unbound when you reset to default keybindings.
 * Fixed an issue that caused the system menu to pop up when you escaped the inventory screen in the new UI.
 * Fixed some cases where abilities allowed you to attack phased creatures.
 * [modding] Changed the event parameter names for PerformMeleeAttack to "Attacker" and "Defender".
 * [modding] Refactored the 'PenHitBonus' parameter in Combat events to use the 'PenCapBonus' and 'HitBonus' parameters instead.
 * [modding] Moved the chance to trigger Jab (the Short Blade power) into an attacker based event.
 * [modding] The AttackerGetWeaponPenModifier event now allows modification of the attack's PenBonus and CapBonus.
 * [modding] Refactored melee combat so that the chance to perform an offhand attack with robo-hands or the Multiple Arms mutation resides in the AttackerQueryWeaponSecondaryAttackChanceMultiplier event, allowing for similar behavior via mods.

June 2, 2017

 * We tightened up the logic governing which bonuses you get from equipment that's equipped on secondary appendages, such as a second head or second pair of arms.
 * You don't get AV or DV from equipment that's equipped on a secondary appendage, but you do get other bonuses, such as +resistances or +stats. This is the same logic as before, but it works more consistently now.
 * Secondary appendages are now marked with a grey 'x' on the equipment screen in the original UI (but not yet the new UI).
 * Almost always, a secondary appendage corresponds to a second (or third, or fourth) copy of an existing appendage, denoted with '(2)' in the appendage name. The exception is if a creature with no arms, say, gets its first set of arms; those arms will be secondary.
 * Hands (2) no longer appears before Hands in the new equipment screen UI.
 * Updated the display names of animated walls, doors, and tables.
 * Added the possibility of encountering legendary animated walls, doors, or tables.
 * Gave legendary animated furniture appropriate proper names based on whether they're walls, doors, or tables.
 * Newly sentient beings, such as animated walls, doors, and tables, can now remind you what it's like to be a child when you share water with them.
 * Found and fixed a major contributor to late-game memory issues.
 * If you somehow end up as a merchant, your inventory no longer restocks with merchant wares, obliterating the items in your existing inventory as a side effect.
 * Removed the mod tier from the display names of flaming, freezing, and electrified mods.
 * Clarified that flaming, freezing, and electrifying effects happen on hit, not penetration.
 * We fixed some issues with melee combat.
 * Charge now properly applies its penetration bonus.
 * Horns now uses its mutation level to determine its to-hit bonus instead of your Agility modifier.
 * When you have Helping Hands equipped and you attack with empty robo-fists, they use Helping Hands' flat Strength score of 23 instead of your own strength score.
 * Fixed an issue where sprinting didn't properly apply melee to-hit penalties.
 * Removed the vestigial HitDice property from melee weapons.
 * Fixed some issues causing flickering between fullscreen and windowed mode when the in-game options and the launcher options didn't match.
 * We made some additional changes to melee combat balance in a beta branch on Steam. If you'd like to help us test these changes, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. (Thanks!) The changes are listed below.
 * Some penetration bonuses on weapons were bugged, such as the +1 and +2 bonuses axes and cudgels got, respectively. We fixed these bugs, but we removed the axe and cudgel bonuses since they're part of an older design. Instead, we replaced them with different critical hit behavior for each weapon class.
 * Cudgels now get +1 penetration and daze on critical hits.
 * Axes now get +1 penetration and cleave on critical hits.
 * Long blades now get +3 penetration on critical hits.
 * Daggers now get +1 penetration and cause bleeding on critical hits.
 * We tweaked all melee weapon stats to account for these changes.
 * The sharp melee mod works again.
 * Gaslight kris and gaslight flyssa work properly again.

May 26, 2017

 * You can interact with the world in a few new ways.
 * You can sit on chairs.
 * You can smoke from hookahs.
 * You cat light fires at campfire remains.
 * You can put out campfires.
 * You can now sleep in bedrolls.
 * Sultans now occasionally get married, cementing alliances with various factions and guilds.
 * At sultan weddings, guests occasionally give gifts to the sultan.
 * Depending on the course of a sultan's life, you now occasionally find their wedding gifts at historic sites.
 * Stopsvalinn no longer shows up in dynamic encounters.
 * Creatures (including you) now walk over non-damaging liquids, like slime, while auto-pathing.
 * Creatures (including you) now try to avoid walking through acid while auto-pathing.
 * You should now always be able to remove two-faced helmets.
 * Helmets with terrifying or serene visage and gesticulating gauntlets no longer occupy multiple heads or hands slots, respectively.
 * Improved baseline memory usage by an additional 20%.
 * Fixed some rare exceptions with history text generation.
 * Fixed an issue that sometimes caused too many zones to remain in memory.
 * Fixed a rare exception when find an encounter from the world map.

May 19, 2017

 * Gave Golgotha a small visual makeover when tiles are enabled.
 * Added a tile for conveyor drive units.
 * Added a tile for conveyor belts.
 * Animated conveyor belt tiles.
 * Added a tile and description for the Hook for Feet defect.
 * Added a tile and description for the Beak defect.
 * 'Pour' is now the default action for water containers in your inventory rather than 'drink', making it less likely to accidentally drink from canteens full of acid.
 * Merchants no longer restock their inventories if they belong to your party.
 * Removed the double chat popups from most creatures.
 * Sultans no longer insist that cities be named after their regnal numbers (for example, 'III City').
 * You may no longer trade with your Temporal Fugue clones.
 * Items thrown by clones now immediately fade from existence in the player's dimension.
 * You can now properly read books that you donate to Sheba Hagadias.
 * Stairs should now always be properly linked between levels.
 * Cave systems, watervine patches, desert canyons, and historic sites are now more consistent when using the same world seed.
 * Made some big memory improvements.
 * Reduced baseline memory usage by about 25%.
 * Fixed several memory leaks.
 * Slightly reduced saved game file sizes.
 * Fixed some incorrect pronouns in text generation.
 * Fixed some rare infinite loops during history generation.

May 12, 2017

 * Added and updated some sound effects.
 * open and close wooden door
 * open tech door
 * hover over UI element
 * acquire a fungal infection
 * Added procedurally-generated names for starapple farms.
 * Added procedurally-generated names for pig farms.
 * Made some gossip more interesting and specific.
 * Initiating the water ritual is no longer ever the default dialog option.
 * Sleep immunity from Sleep Gas Generation no longer applies to Narcolepsy or exhaustion from Adrenal Control.
 * Myopia is working as intended again.
 * Smart use no longer interacts with party members.
 * Fixed a typo in the option to initiate the water ritual.
 * Fixed a few grammatical errors in the chronology.
 * Removed Yempuris Phi from dynamic encounters.
 * Graphical elements like the map note indicators no longer disappear after a textbox appears over them in look mode.
 * You can no longer initiate the water ritual with clones.
 * Clones of containers are now empty.
 * Clones of items with ammos slots are now empty.
 * Fixed some blank popup messages during merchant encounters.
 * Fixed the default Journal keybinding when J is in use as a secondary keybind.

May 5, 2017
This week, we're introducing two new feature arcs that have been in development for a few months. The first is the Journal. As you play Caves of Qud, you accumulate a bounty of knowledge. We added a journal that tracks important locations you discover, gossip and lore you come across, historical snippets you learn about ancient sultans, and your character's chronology. You can also add your own notes to the journal and keep track of interesting places on the world map.

The second is the Water Ritual. The reputation system lets you befriend any of Qud's sixty plus factions by treating with or slaying faction leaders. We expanded the rewards for earning high reputation and gave more cultural texture to the process by adding the water ritual, a custom based on sharing precious fresh water with a faction leader to secure a bond with their kinfolk. When you engage in the water ritual with a faction leader, you can spend reputation to learn secrets that get logged in your journal, earn rewards specific to that faction, or recruit the leader to your party.

The details are below.


 * We added the journal. By default, it's bound to 'J'.
 * The journal has five tabs.
 * Locations.
 * The locations tab lists locations you learn about in game, categorized by type.
 * When you learn a new location, it'll appear in this tab. You can learn locations by finding them yourself or by learning about them via another method, like the water ritual.
 * When you go to the world map, there's a marker on the worldmap tile that's home to the location. The description of the worldmap tile includes all the location notes it contains.
 * The alt display on the worldmap shows an alternate icon for locations with notes.
 * You can toggle off the worldmap markers for a category by hitting Tab on the Locations tab.
 * When you enter into a category, you see all the locations of that category and their distance in parasangs to the nearest landmark. 1 parasang = 1 worldmap tile.
 * You can hit Tab or Space on a specific location to track it on the worldmap. When a location is tracked, it appears green and flashing.
 * You can enter your own notes on the Locations tab by typing +. Your notes appear under the Miscellaneous category.
 * You can delete notes with -.
 * Gossip and Lore. Currently, this tab contains any gossip you learn through the course of the game. Gossip is a type of secret that you can learn during the water ritual. See notes on the water ritual below.
 * Sultan Histories. When you reveal a secret about a sultan, it appears in this tab categorized by the sultan's name. As you reveal more secrets, they'll appear in chronological order.
 * Chronology. This tab tracks the narrative of your character's life. This is the same chronology that appears in your death summary. You can add or deleted player-added entries by typing + or -.
 * General Notes. Use this tab to add any additional notes you'd like. Example: "I hate the crab."
 * As part of the conversion of character knowledge to journal entries, we refactored world generation and the location discovery process. When you discover a special location, such as a ruined site, historic site, goatfolk village, lair, merchant, pig farm, super secret location, etc, it'll be added to your journal now.
 * If you descend from the worldmap to a tile with a location note, you have the option to descend directly to that location.
 * Added procedurally-generated names for goatfolk villages and ruined sites.
 * We added the water ritual and removed the Offer Gift power.
 * You begin the water ritual through conversation with a faction leader. You'll know faction leaders by the backstory relationships they have with other factions when you look at them.
 * You start the ritual by sharing 1 dram of (usually) water with the faction leader. If you do, you gain 100 reputation with the leader's faction, and you gain or lose reputation with factions that like or dislike the leader, respectively.
 * Once you're engaged in the water ritual, you have several options. Here are some of the common ones.
 * Share a secret.
 * Depending on the types of secrets this faction is interested in, you may be able to share a secret with the leader. Check out the right column of the Reputation screen to see what types of secrets each faction is interested in trading. Potentially sharable secrets include anything in the Locations, Gossip and Lore, or Sultan Histories tabs of your journal. If a leader is interested in your secrets, you'll get a choice of a few to share. If you share one, you get reputation with the faction leader. Each leader only has a certain amount of bonus reputation they can give you toward their faction.
 * You can only share each secret once. Once you do, it's out in the world.
 * You can't share a secret with the faction you learned it from. Who you learned each secret from and who you shared it with are listed in your journal.
 * Learn a secret. The leader shares a secret with you. The type of secret depends on the faction.
 * Share gossip. Factions tend to want to hear gossip about themselves. If you have some, they'll reward you with extra reputation.
 * Learn a skill. Faction leaders can teach certain skills in exchange for reputation.
 * Join the party. In exchange for a lot of rep, most leaders are willing to join your party.
 * Special (oooo). Some factions have special rewards.
 * Added a new skill: Customs & Folklore.
 * Tactful (150 sp, 19 int): Whenever you start the water ritual with a new creature, you get an extra 25 reputation.
 * Trash Divining (150 sp, 21 int): Whenever you rifle through trash, there's a 5% chance you piece together clues and discover a random secret.
 * Lowered starting reputation with the villagers of Joppa and Fellowship of Wardens.
 * Some other notes:
 * Changed the logic for finding directions. Now, only humanoid creatures can give you directions if you're lost.
 * Fixed an issue with the new input manager not detecting gamepad stick x-axis movement properly.
 * Fixed an OSX launch issue.
 * Fixed a rare exception instantiating Sheba Hagadias.
 * There are countless details; we're sure we're forgetting to mention a few. Play around and explore for yourself. Live and drink!
 * Fixed Sheba Hagadias losing all concept of literacy.
 * Fixed an issue causing equipment-based attribute bonuses to not work.

April 21, 2017

 * Added a new fungal infection: waxflab.
 * Added a new type of fungus puffer: rosepuff.
 * Removed the max strength cap from cudgel-like fungal infections that colonize your hands.
 * Added tiles for all the fungal infections.
 * Updated the Corpus Choliys to include an account of waxflab.
 * Gave a chat component to the following creature types (their capacity for speech varies).
 * humanoids
 * apes
 * antelopes
 * most other mammals
 * robots
 * crabs
 * oozes
 * unshelled reptiles
 * tortoises
 * fish
 * arachnids
 * birds
 * worms
 * plants
 * Made birds extra chatty.
 * Fixed some grammar issues with popup messages.
 * Party members now prefer not to attack things that share a tile with their party leader.
 * Fixed tinker-trained NPCs not being able to repair items.
 * Fixed some cases where multiple sets of limbs were given the same name.
 * Fixed some cases where fungal outcrops weren't removed when you cured glowcrust.
 * Lairs no longer generate on top of historic sites, wiping the sites out of existence.
 * Fixed some cases where natural equipment, like bites, ended up on the ground when the corresponding appendage was dismembered.
 * When you cure ironshank, you no longer have a residual movespeed penalty.
 * Fixed some cases where plant-based lairs didn't generate properly.
 * Journal, water ritual, and faction work proceeds behind the scenes.

April 14, 2017

 * Six Day Stilt merchants, and other rare merchants, now periodically refresh their wares.
 * Added new tiles for these artifacts: hoversled and helping hands.
 * Sultans now occasionally abdicate their thrones or get murdered under mysterious circumstances.
 * Sultan counselors now occasionally suggest abdication to their sultans. This can result in various outcomes, some of which are not great for the counselors.
 * Sultans are now guaranteed to become sultans during the course of their lives. We expect as much from them.
 * Gave the following creatures new descriptions.
 * bear
 * barkbiter
 * all the cragmensch
 * Gave clockwork beetles more robotic attributes.
 * You can now use Rebuke Robot to rebuke clockwork beetles.
 * You're now prompted to stop traveling on the world map if glotrot causes you to start bleeding.
 * The container UI now lets you store water containers and other objects that are filtered out of the trade UI.
 * Fixed some issues that improperly caused the player to be destroyed.
 * The overlay UI scale is now a slider.
 * Capped the brightness and contrast settings to prevent completely unusable values.
 * Continued behind-the-scenes work on the journal and water ritual feature arcs.

April 7, 2017

 * Added a helmet mod, two-faced, that grants an additional face slot.
 * Refactored helmet tables into and helmets and hats (known collectively as headwear).
 * Added a rare book mod, illuminated, that increases the book's value.
 * Added secluded scriptoriums.
 * Added legendary scribes and new overland encounters for their scriptoriums.
 * Added a new liquid: ink.
 * Ink catalyzes primordial soup into inky sludges with inky pseudopods.
 * Gave phials a new tile.
 * Phial color now changes based on the liquid it contains.
 * Reduced the capacity and cost of phials.
 * Reflavored the jungle pygmies as the Naphtaali tribe.
 * Updated the description for the various Naphtaali, Naphtaali corpse, Naphtaali limbs, and chrome idol.
 * Made Dueling Stance a requirement for Improved Dueling Stance.
 * Increased the chance goatfolk leave corpses behind.
 * We made a few improvements to autoexplore.
 * Added a message when there are no available autoexplore paths to the remaining explored areas on the map.
 * Added a message when autoexplore stops due to a hostile creature.
 * Fixed some cases where you'd take an extra step after seeing a hostile creature.
 * Autoexplore no longer factors in unexplored wall tiles into its pathfinding.
 * Fixed an issue caused by unreachable tiles becoming reachable via terrain modification.
 * Autoexplore now visits tiles with trash in them if you have the Tinkering power 'Scavenger'.
 * If your body doesn't have arms and you gain the Multiple Arms mutation, one of your new hands now counts as a primary slot.
 * Fixed an issue with auto-drink not automatically drinking. You had one job.
 * Fixed an issue with upward stair generation.
 * Fixed fake errors when dynamic population tables were referred to blueprint inventory builders.

March 31, 2017

 * You can now use nano neuro animators or cans of Spray-a-Brain to make tables sentient.
 * There's now a very small chance any given table is sentient.
 * You can now dominate sentient walls, doors, and tables.
 * Fixed a bug that caused you to be unable to spray brains onto doors.
 * Added a new book: From Entropy to Hierarchy by Q Girl.
 * We replaced the old container storage UI with a much better variant of the trade UI.
 * Additional trade actions are now grouped under a submenu of the trade screen.
 * Open shafts drop you directly on top of a wall less often.
 * Fixed the reload keymind in the new input manager.
 * Added an option to globally enable or disable mod support.
 * Fixed the message log and status bar options not working properly without the overlay UI fully enabled.
 * Fixed option drop-down menus not rendering properly and increased their size.
 * Vendors no longer repair or recharge items when you don't have enough water to pay for the service.
 * Fixed some issues with double inputs when escaping screens.
 * Fixed a rare exception with generic ammo.
 * Fixed the inventory screen sometimes appearing on top of the new UI.
 * Fixed loading text not appearing when it should.
 * Fixed some typos.
 * We're also working on a journaling system and expansion to the Water Ritual. Stay tuned!

March 24, 2017

 * We added... well, just read below.
 * Added a new high-tech item, nano-neuro animator, that makes a nearby wall or door sentient (it'll support more inanimate objects soon).
 * Added a cheaper, consumable competitor for the nano-neuro animator: Spray-a-Brain.
 * Added body types and body parts for animated walls and doors.
 * Added a faction: newly sentient beings.
 * There's now a very small chance that any given wall or door is sentient.
 * Updated compass bracelet's tile.
 * Made some enhancements to the new input manager.
 * Rebinds are now be properly saved between sessions.
 * Improved the 8-way directional sensitivity.
 * D-pad left and right now scroll through your activated abilities.
 * While scrolling through abilities, 'X' activates the selected ability. Left trigger + 'X' enters the ability screen.
 * Next page and previous page bindings now work properly.
 * Menu navigation directions now repeat when held.
 * You can now navigate to the "buy a new mutation" option on the character screen.
 * Holding the Alt button while moving now force attacks in that direction.
 * There are now force attack action bindings.
 * Added key repeat delay and rate sliders to the Controls options menu.
 * Trade bindings now work properly.
 * Fixed canceling causing double input on several screens.
 * Fixed the pick direction screen not accepting diagonal inputs.
 * Removed unused 12-gauge shotgun ammo.
 * Salt dunes tiles now properly animate.
 * Fixed some memory use issues on the high score screen.
 * Fixed some rare exceptions in the following parts: AnimatedMaterialSaltDunes, AIPilgrim, Daylight, LiquidVolume, Juke.
 * Fixed a rare exception with rendering effects.
 * Fixed cases where the overlay UI stopped responding when you exited to the main menu.
 * Fixed the mouse wheel not working on the keybind screen.
 * Fixed controls in the new inventory screen sometimes incorrectly appearing disabled.
 * Fixed a spurious serialization error.
 * Fixed a scripting mod compilation error.

March 17, 2017

 * We added a new input manager that supports gamepads out of the box. It's still prerelease content; we'll be expanding support and tweaking the default bindings in the coming weeks.
 * Added a new options menu: Controls. You can access key bindings and enable the new input manager from this menu.
 * The default movement mapping is: left stick to point in a direction + right trigger to move. You can also hold down right trigger and point the left stick around to move quickly.
 * You can also rebind to direct movement. If you do, the Move North/South/East/West commands tilt 45 degrees right when you hold the Alt button (left trigger by default). So, to move NE, you hold left trigger and move north.
 * These are the current default mappings on an Xbox controller.
 * left stick + right trigger: move
 * A: interact
 * B: get
 * X: ability menu
 * Y: walk (move in a direction until you hit a wall)
 * left bumper: wait a turn
 * right bumper: fire missile weapon
 * dpad up: go up stairs or to the worldmap
 * dpad down: go down stairs or to the local map
 * right stick: look
 * click right stick: reload missile weapon
 * select: menu
 * start: inventory
 * left trigger + B: get nearby
 * left trigger + Y: autoexplore
 * left trigger + left bumper: rest until healed
 * left trigger + right bumper: throw
 * Added, changed, or tweak tiles for the following objects.
 * pocketed vest
 * black, ash-stained, and cloth robes
 * furs
 * woven and vine-weave tunics
 * wool kilt
 * crude and filthy toga
 * bark armor
 * ring mail
 * basic toolkit
 * stun rod
 * box of crayons
 * Joppa and Grit Gate recoilers
 * iron mace
 * grenades
 * albino monkey braid
 * Glass bottles now visually respect the liquids they hold. They appear empty when they're empty; otherwise they show the color of the liquid they contain.
 * Updated the slimy shaft tile.
 * Added options for fullscreen mode and target framerate (Options > General).
 * Improved the navigability of the overlay options.
 * Fixed books and artifact stories not working when accessed from the new inventory screen.
 * Fixed monsters being able to melee attack you through floors if they were directly above or below.
 * Fixed very excessive memory use when browsing the contents of a container that contains many items, particularly liquid volumes.
 * Fixed an exception on the Quests screen.
 * Fixed several cases of excessive garbage generation.
 * Removed some baseobjects (basefloat, tool) from dynamic encounters.

March 10, 2017
{       "shaders":{ "vignette":{ "enable":"false" }       }    }
 * We made a bunch of enhancements to the paper doll equipment screen. It's still flagged as prerelease content, but you can enable it here: Options > Overlay UI > Prerelease: Use over inventory screen.
 * The new overlay inventory is now also used for item pickup and container manipulation.
 * Item filters now entirely hide the filtered categories.
 * Item filter buttons now properly respond to the 'use' key.
 * You can page up and down now.
 * You can use + and - to open and close item categories.
 * Items are now properly sorted alphabetically.
 * Fixed several filter icons in the inventory list.
 * Fixed some issues with scrolling through the inventory list or the paper doll.
 * Updated the look and behavior of many graphical elements.
 * Item selection is now properly restored when the screen refreshes.
 * If the overlay UI and inventory are enabled, the original equipment screen doesn't appear when you tab through your character screens.
 * Added tiles for several pieces of natural equipment.
 * wings
 * carapace
 * horns
 * stinger
 * quills
 * burrowing claws
 * flaming and freezing hands
 * Added a tile for mechanical wings.
 * Updated torch tiles.
 * Sultans now occasionally fake their own deaths or have their deaths wrongly reported.
 * Added some sultan events involving chariot accidents.
 * Improved the grammar of sultan history snippets.
 * Fixed some cases where looking at a painted or engraved item didn't reveal the proper historic site or give the right quest.
 * Fixed an issue that was causing the secrets about the location of the Ruin of House Isner not to appear in procedurally-generated books. The secrets are back in!
 * Added a new textbook to the corpus of text that the procedurally-generated books draw from.
 * Fixed an issue that caused the player to occasionally become a member of the Beasts faction, resulting in neutral NPCs acting hostile toward you.
 * Added new options to the main Options screen.
 * Display vignette
 * Display scanlines
 * Brightness level
 * Contrast level
 * [debug] Added a wish to clear the player's faction membership: "clearfactionmembership". You can use this wish to fix the hostile NPC bug in older saves.
 * [modding] The look cursor is now more compatible with full-color tiles.
 * [modding] Display.txt is now moddable. You only need to include the text you want to override in Display.txt. For example, here's the full text of a mod that disables the vignette:
 * [modding] Display.txt now supports a "tiles" category with "width" and "height" variables. You can use it to reskin the game with an alternate tile aspect ratio.

March 3, 2017

 * We added a new drag-and-drop prerelease inventory screen for the new UI. It's available via the "Prerelease: Use overlay inventory screen." option under overlay UI options. It's work in progress and has some bugs. Feedback is welcome!
 * Equipment is manageable via a drag-and-drop procedurally generated paper doll based on your character's body
 * Left click to bring up the item's interaction window
 * Right click to view an item's tooltip
 * Filter buttons along the top allow you to quickly filter to specific categories
 * Updated the stilt well picker dialog
 * Updated the pour choices dialog
 * Fixed several issues with screens under the current popup acquiring input or navigation selection
 * Fixed the AI trying to force prison a target and then shoot it with light manipulation
 * Fixed Enuch's character creation skill list
 * Fixed some stair placement issues in bethesda susa
 * Fixed an issue where phase webs would sometimes leave you permanently phased if you saved while you were stuck in them
 * Fixed some historic-style areas not having proper tile surface paint
 * Fixed an issue with move-speed adjusting equipment not properly applying bonuses
 * Fixed an issue with call to arms that wasn't properly respawning Q Girl in the correct circumstances.
 * Fixed dynmically mixed liquid volumes not having the proper vapor temperatures
 * Fixed a stack overflow error when containers disintegrated on the ground from contained fluids
 * [modding] Merged blueprint changes will now propagate changes to children

February 24, 2017

 * We added hatters, glovers, armorers, and haberdashers.
 * Added hatter, glover, armorer, and haberdasher tents to the Stiltgrounds.
 * Added legendary hatter, glover, armorer, and haberdashers. You'll find their workshops as new overland encounters.
 * Descending into a pit or open air while flying no longer grounds you.
 * Added more variety to the geometry of historic sites.
 * The Quest screen now has a scrollbar, scrolls smoothly, and properly wraps text.
 * Added an option to scale the minimap (under Overlay UI).
 * Added an option to scale the nearby items list (under Overlay UI).
 * Monster AI now uses the Cudgel powers Conk, Slam, and Demolish.
 * Monster AI now considers broken and rusted item statuses when considering what gear to equip.
 * Oboroqoru and rhinoxes now have a few more cudgel powers.
 * Slam now properly requires a cudgel to use.
 * Liquid volumes no longer interfere with other smart-useable objects.
 * 'Spread Klanq' quest steps now properly complete when you spread Klanq to the proper target.
 * Made the Pax Klanq quest sequence a bit more robust.
 * You can no longer choose a square without a target when you charge.
 * Creatures that live on walls no longer spawn in the middle of a solid group of walls.
 * Fixed some cases where objects spawned on stairs.
 * Consuming an Eater's fleshcap no longer permanently decreases quickness.
 * For clarity, we renamed 'Eater's flesh' to 'elcatl' and 'Eater's fleshcap' to 'Eater's flesh'.
 * If you have burrowing claws and you use a skulk injector, you no longer lose your claws when the effect wears off.
 * Made it clear that invoking the Chaos Spiel infuriates Asphodel.
 * Added more messaging for shaking off dazings and stuns.
 * Fixed some rare cases where commands were being issued twice in the overlay UI.
 * Fixed some cases where overlay UI elements incorrectly displayed on top of each other.
 * Fixed an issue causing the selected conversation option not to be highlighted when a conversation started.
 * Fixed some rare cases where dismembered limbs didn't drop the items they had equipped.
 * Fixed some rare occurrences of objects cloning themselves when slipping on slime.
 * Fixed a rare hang during map generation.
 * Cleaned up the text for becoming afraid.
 * Fixed a typo in the hulk honey damage message.
 * Removed and from dynamic encounters.

February 17, 2017

 * Added legendary gunsmiths. You'll find their workshops as new overland encounters.
 * Added secluded distilleries.
 * Added legendary ichor merchants and new overland encounters for their distilleries.
 * Added a new music track "Moghra'yi Remembrance Circle" to desert areas
 * Legendary creatures guarding the relic chests on the last levels of historic sites are now leaders of their respective cults.
 * Relic quests now properly complete when you equip or activate the relic directly from a chest.
 * You no longer get multiple chronology entries for visiting the same historic site.
 * Fixed an exception when looking at cybernetic credit wedges.
 * Move Up and Move Down keybinds will now cycle through multiple objects in a cell in look mode
 * Added UI options to show or hide plants and pools in the nearby items list, defaults to hide
 * The new UI multiple-choice dialog now correctly supports capitalized hotkeys
 * Taught the AI to use: bezerk, force wall and the new long blades tree
 * Updated several NPCs and creatures to the new skills
 * Reduced the frequency of several items of stacked walls and furniture occuring in a single cell in areas generated by the historic-style dungeon builder
 * Changed XP Bar to more conventionally display percentage of progress through only the current level's xp
 * Fixed dismember allowing you to dismember with non-axe weapons
 * Fixed invisible objects showing up in the nearby items list
 * Fixed issues with relics with several stat boosts not being properly displayed, applied or removed
 * Fixed issue with relics applying their boosts in inappropriate slots
 * Fixed some layout issues with the popup choice window
 * Fixed some issues with level stacking of mutation power-granting relics
 * Fixed the trade button in the new ui conversation screen being un-navigable
 * Fixed XP and HP bars sometimes not resizing properly
 * Fixed fungal infections dropping as items
 * Fixed fungal infection items showing up on dynamic tables
 * Fixed a few rare cases where Calloused's bonuses would stop applying
 * Fixed some cases where you'd end up with multiple stairs up in a square
 * Fixed some cases where you'd end up with a missing stairs down
 * Fixed many effects that were incorrectly rendering in non-active zones
 * Improved the layout of conversations
 * Improved the readability of the selection highlight on new ui dialogs
 * [modding]Added stat: : wish to modify a stat basevalue
 * [modding]Added statbonus: : wish to modify a stat bonus
 * [modding]Added statpenalty: : wish to modify a stat penalty
 * [modding]Added xp: to award a given amount of experience
 * [modding]Added cureglotrot and cureironshank wishes
 * [prerelease content]Metamorphosis no longer duplicates inventory and non-natural equipment and transfers your own equipment during transformations.

February 10, 2017

 * Added a new type of overland encounter: secluded workshops.
 * Added legendary shoemakers (and their hired guards).
 * Each legendary merchant has a distinct maker's mark that they use to brand their artisan wares.
 * Added a new faction: merchants' guild.
 * You can now give your followers randomly chosen names from their particular cultures.
 * You can also give your followers randomly chosen names from your character's own culture.
 * Added unique name generators for the following factions.
 * insects
 * oozes
 * crabs
 * reptiles
 * humanoids
 * fish
 * worms
 * baboons
 * various animal factions
 * various plant factions
 * New UI: added a new sidebar for interacting with objects adjacent to you (Options > Overlay UI > Show overlay nearby objects list). Left-click on an object in the sidebar to interact with it contextually, and right-click on it to get a list of options. It's especially convenient for picking up adjacent items.
 * Each data disks description now includes the Tinker level required to build the item.
 * Refactored each region's list of creatures that can become legendary and get their own lairs.
 * Tweaked lair population.
 * Tweaked the way merchant guards are generated.
 * Greatly improved the formatting for multiple-choice dialogs in the new UI.
 * Fixed an issue where the amaranthine prism sometimes [redacted].
 * Removed 'a scroll bound by kelp' from dynamic encounters.
 * [modding]You can now specify static reasons for why various factions admire or dislike faction leaders. Use the StaticLikeReason and StaticHateReason tags on a creature with the GivesRep part.
 * [modding]NPCs now inherit from BaseHumanoid instead of Humanoid.
 * [modding]Fixed an issue where inherited objects tried to override existing xtags.

February 3, 2017
These are the new & updated powers. Check them out in game for the stat requirements and costs.
 * We revamped the Short Blade skill! The last iteration of Short Blade was a bit too powerful. Shank let agility-focused melee characters completely dump their strength stat, and Rejoinder was just too efficient at dealing out damage. With the redesign, Short Blade should now fall within the range of the other newly revamped skills, though it's more flexible in terms of possible cross-pollination with other skill trees.
 * Short Blade Proficiency: You get +2 to hit with short blades.
 * Bloodletter: Your short blade attacks that penetrate have a 75% chance to cause your opponent to bleed (0-1 damage per turn. toughness save; difficulty 20 + your agility modifier). The opponent saves to stop bleeding each round, and the save difficulty decreases by 1 each round. This effect can stack a number of times equal to 1 plus your agility modifier.
 * Jab: When you wield a short blade in your offhand, you make offhand attacks twice as often. This bonus applies to organic hands (natural and mutated) but not robotic hands.
 * Hobble: You make an attack with a short blade in your primary hand, looking for a weak spot in your opponent's armor. If you hit, you penetrate exactly once and hobble them (-50% movespeed for 16-20 rounds).
 * Pointed Circle: Whenever you juke an opponent while wielding a short blade in your primary hand, you make a free attack. If you have Bloodletter, the attack's chance to cause bleeding is 100%.
 * Rejoinder: Once per turn, when an opponent misses you with a melee attack, there's a 40% chance you make a free attack with a short blade you're wielding.
 * Shank: Activated; cooldown 20. You make a melee attack with a short blade in your primary hand (preferred) or offhand. If you hit, the attack gets +2 penetration for each negative status effect your opponent suffers from.
 * The following changes are related to the Short Blade rework.
 * Reduced Juke's cooldown to 40 rounds.
 * Reduced Juke's skillpoint cost to 200.
 * Tumble now reduces Juke's cooldown to 20 rounds.
 * Reduced Tumble's skillpoint cost to 150.
 * Aggressive stance and dueling stance now bestow their bonuses on short blades you have equipped, as long as you have a long blade equipped in your primary hand.
 * Eunuchs start with Hobble instead of Shank.
 * Changed the wall destruction calculation for Slam. Now you destroy walls with AV less than 5 times your strength modifier instead of 10 times.
 * Increased the AV of marble walls.
 * Quests to recover historic relics now properly complete when you pick up the relic.
 * Fixed a bug that caused all of Qud's lairs to cluster around Joppa. They are now more evenly distributed through Qud.
 * You can no longer find legendary versions of existing NPCs (e.g., "Esmeralda, the legendary Warden Ualraig").
 * Added chronology entries for the following actions.
 * beguiling a creature
 * proselytizing a creature
 * renaming a follower
 * discovering the location of a historic site
 * visiting a historic site
 * recovering (some) historic relics
 * Added an upper bound to particle effects.
 * Added a button for auto-explore to the overlay UI.
 * Added a warning before you quit without saving when permadeath is enabled.
 * Mimics now properly copy the tile of their target.
 * The 'wait' command in any keybinding is now mapped to numpad5 for the purpose of targeting yourself.
 * Fixed the title of Corpus Choliys.
 * Gave plated knollworm the right tile.
 * Target rifles no longer appear in dynamic encounters.
 * Excluded several NPCs from dynamic encounters.
 * Fixed an exception when completing the quest, Spread Klanq.
 * Fixed a crash and some rendering issues on the text version of the highscore screen.
 * Fixed weekly/daily seed flags sticking around inappropriately when you picked them, backed out, and then started another game type.
 * You now get the Unstable Genome message after the levelup message, not before.
 * Fixed a rare exception with reputation when you moved across maps.
 * Fixed some stair placement issues in Bethesda Susa.
 * Reduced a bunch of performance issues in runaway memory situations.

January 27, 2017

 * We revamped the Cudgel skill! These are the new & updated powers. Check them out in game for the stat requirements and costs.
 * Cudgel Proficiency: You get +2 to hit with cudgels.
 * Bludgeon: Whenever you hit with an cudgel, there's a 50% chance to daze your opponent (-4 int, -4 agi, -10 movespeed) for 3-4 rounds. If you daze a dazed opponent, they're stunned for 1 round instead (cannot take actions and 0 DV).
 * Conk: Activated; cooldown 10. You make an attack with a cudgel at an adjacent opponent. If you hit, you automatically daze your opponent. If your opponent is already stunned, you instead knock them unconscious for 30-40 rounds (unconscious opponents wake up dazed when they take damage).
 * Backswing: Whenever you miss with an axe or cudgel attack, there's a 25% chance you make an additional attack. You can't backswing off a missed backswing.
 * Slam: Activated; cooldown 50. You make an attack with a cudgel at an adjacent opponent at +1 penetration. If you hit, you slam your opponent backwards up to 3 spaces, pushing other creatures and breaking through walls if their AVs are less than 10 times your strength modifier. Opponents who get pushed are stunned for 1 round plus an additional round for each space pushed. Opponents who are pushed through or against walls take extra weapon damage for each wall. Colossal opponents don't get pushed but are still stunned for 1 round. You can also use this power to destroy a wall or door if its AV is less than 10 times your strength modifier.
 * Demolish: Activated; cooldown 100. For the next 5 rounds, your chance to daze with cudgel attacks is 100% and Slam has no cooldown. To use Demolish, Slam must be off cooldown, and using Demolish puts Slam on cooldown.
 * Historic frills, toys, and gaws now fabricate legendary versions of creatures instead of normal ones.
 * You can no longer eat robot limbs, but you can disassemble them for scrap.
 * Added a new wall type, rock salt, for subterranean layers under the Great Salt Desert.
 * Added a new wall type, tangled mudroot, for subterranean layers under the jungle and salt marsh.
 * Gave legendary robots more robotic names.
 * Added a new tile for deep shafts.
 * Now when an ubernostrum tonic regenerates an arm, it regenerates the accompanying hand too.
 * You can now pick up bedrolls.
 * When a creature is damaged while sleeping, it now wakes up in a daze.
 * Stunned creatures now have 0 DV.
 * Electric snails now always leave corpses behind.
 * Fixed an issue causing creature lairs not to generate.
 * We made the map generation for creature lairs much more interesting.
 * Dismember no longer triggers if you don't have the dismember skill or a dismembering weapon.
 * Fixed some ruin maps not having the correct encounters based on their tiers.
 * You can no longer accidentally navigate to the message log resize buttons.
 * Skills that require certain weapon types now properly recognize natural weapons if they're of the right type.
 * Fixed several issues that sometimes prevented ruined areas from generating.
 * Fixed an issue that caused interacting with a baetyl to occasionally freeze the game.
 * Fixed an exception in generated histories that caused historic site map generation issues.
 * Fixed a rare error with missile weapons.
 * Reduced memory load by ~100MB.
 * Reduced starting save file size.
 * Shortened world generation time.
 * Shortened game object creation time.
 * Added a version number to the main menu in the new UI.
 * [modding] Limb and Head base object types are now settable with HeadBase and LimbBase tags. For example:  . By default the base object for limbs is the Corpse object.

January 20, 2017

 * We revamped the Axe skill! These are the new & updated powers. Check them out in game for the stat requirements and costs.
 * Axe Proficiency: You get +2 to hit with axes.
 * Cleave: Whenever you hit an opponent with an axe, there's a 75% chance you cleave their armor, giving them a -1 penalty to their AV. This penalty can stack a number of times up to your strength modifier.
 * Dismember: Activated; cooldown 30. You make an attack with your axe at an adjacent opponent. If you hit and penetrate at least once, you dismember one of their limbs at random and they start bleeding (1-2 damage per turn. toughness save; difficulty 35). Additionally, your axe attacks that penetrate have a percentage chance to dismember: 3% for one-handed axes and 6% for two-handed axes.
 * Charging Strike: When you charge an opponent with an axe and hit, if you cleave their armor, they get an additional -1 penalty to their AV. If you have Dismember, your chance to dismember when charging with an axe is doubled.
 * Hook and Drag (same as before, but lower cooldown and better documented): Activated; cooldown 50. You grab an opponent's limb with the heel of your axe and pull them toward you. If successful, you pull your opponent with you as you move and make a free attack with your axe. Your opponent is forced to move with you but can attack you while moving. Your opponent gets a chance to resist the move (strength save; difficulty 20 + your strength modifier) and a chance to break free at the start of their turn (same save). This effect lasts for 9 rounds or until you dismember the opponent.
 * Backswing: Whenever you miss with an axe attack, there's a 25% chance you make an additional attack. You can't backswing off a missed backswing.
 * Decapitate: Heads are added to the list of possible limbs you can dismember. If you chop off the only head of an organic opponent, they're killed instantly. If they have multiple heads, they start bleeding profusely (2-3 damage per turn. toughness save; difficulty 35).
 * Berserk!: You work yourself into a blood frenzy, and for 5 rounds your chance to dismember with axe attacks is 100%. To use Berserk, Dismember must be off cooldown, and using Berserk puts Dismember on cooldown.
 * Made tortoises slower.
 * The historic relics that are mentioned in the histories and the guaranteed relics on the bottom levels of historic sites now live in clearly demarcated relic chests somewhere on the dungeon level. If you seek them out, expect to find some named cultists who don't appreciate your intentions. Note there's still a small chance to find other relics elsewhere in historic dungeons, such as on tables or wielded by creatures.
 * Sultan shrines, sultan pantheons, and arenas that appear in historic dungeons no longer block off portions of the map or generate partially off screen.
 * Tweaked how often sultan shrines, pantheons, and arenas occur in historic sites.
 * Hotkeys are now preserved between games. If you replay your last character, you get the same hotkeys. Different characters get an approximate hotkey mapping.
 * You can now two-way trade items with your party members.
 * Added highlights for static villages & dungeons to the ALT highlight display.
 * Added highlights for discovered historic sites to the ALT highlight display.
 * Fixed several issues with the ALT highlight display.
 * Force fields, statisfields, pyrokinesis fields, and cryokinesis fields are no longer visible in unexplored areas.
 * Robots now spark instead of bleed, and oozes now bleed slime.
 * Added more variety to the cognomens given to sultans when they're born.
 * Added more map generation variety to the historic sites.
 * The surface level of historic sites now incorporates the terrain of their surrounding region.
 * The overlay UI ability list now displays hotkeys.
 * Removed 'test dummy', a really tough beetle used for debugging. Will he make a return???
 * Removed the occasional cultists who preached loading screen quotes.
 * You no longer get messages when you walk over different types of floors.
 * Fixed an issue with save game serialization that caused various bad things to happen, including Argyve refusing to complete his knickknack quest.
 * Fixed another issue causing historic sites to generate on top of static dungeons.
 * The default action for empty injectors is no longer 'apply'.
 * Fixed the rendering issues with the message log history.
 * Fixed some rare cases where damage destroyed natural equipment like carapaces.
 * Fixed a few rare cases where the stairs at the lowest level of a historic dungeon lead to dead ends.
 * Removed a few improper objects from appearing in dynamic encounters.
 * Fixed some cases where baetyls refused to accept the items they demanded.
 * Removed a few impossible baetyl demands.
 * Fixed an issue causing XP to be rewarded for each level of a historic site if you discovered the site without a quest.
 * Fixed skill color coding to respect purchaseability.
 * Fixed skill descriptions appearing off the bottom of the Skills screen.
 * Fixed bookshelves and tables appearing empty until you interacted with them.
 * Fixed several issues where overlay UI buttons didn't work if their default keyboard keys were mapped to directions.

January 13, 2017
Aggressive stance: While wielding a long blade in your primary hand, your long blade attacks gain +1 penetration but -2 to hit. Defensive stance: While wielding a long blade in your primary hand, you gain +2 DV. Aggressive stance: You lunge through one empty space at an opponent and make an attack at +2 penetration. You must move through the empty space. Defensive stance: You make an attack at an opponent then lunge backward 2 spaces. Dueling stance: You make an attack at an opponent at +1 penetration. The attack is guaranteed to hit and penetrate at least once. Aggressive stance: You make an attack against all adjacent opponents. Defensive stance: You push all adjacent creatures back 1 space and attempt to trip the ones that are opponents (strength save; difficulty 30). Dueling stance: You make an attack at an opponent and attempt to disarm them (strength save; difficulty 25 + your Agi modifier). The attack is guaranteed to hit and penetrate at least once.
 * We revamped the Long Blades skill! These are the new powers. Check them out in game for the stat requirements and costs.
 * Long Blade Proficiency. You gain access to two stances.
 * Dueling Stance: You gain access to dueling stance. While wielding a long blade in your primary hand, you get +2 to hit.
 * Lunge. Activated; cooldown 15.
 * Swipe: Activated; cooldown 15.
 * Improved Aggressive Stance: Your penetration bonus in aggressive stance is increased to +2, but your to-hit penalty is increased to -4.
 * Improved Defensive Stance: Your DV bonus in defensive stance is increased to +3.
 * Improved Dueling Stance: Your to-hit bonus in dueling stance is increased to +3.
 * En Garde!: Activated; cooldown 100. For the next 10 rounds, Lunge and Swipe have no cooldown.
 * Added some variety to sultan birth events.
 * Changed the map generation algorithm for overland ruins to be based on the much better historic site algorithm.
 * When you get the Quills mutation, you now always start with 300 quills.
 * Fixed a bug causing you to occasionally get less than the documented 80-120 new quills when you level up Quills.
 * Removed stray '^k' characters from most descriptions.
 * Gave Pax Klanq a little more HP.
 * Empty bookshelves are now visually distinct.
 * When you have a target selected, your target's health estimate is now displayed on the left side of the top status bar.
 * Historic sites and other dynamic areas are no longer generated on top of important static locations.
 * When you left-click on an object, you now move up to that object and interact with it instead of trying to swap places with it.
 * Fixed the overlay conversation UI not respecting variables or random-option dialogs.
 * Fixed several issues causing failed map builds.
 * Fixed some issues that caused the middle levels of Grit Gate to not generate.
 * Fixed some spurious tooltip popups when changing screens.
 * Give artifact' dialogs are now mouseable popups.
 * Greatly reduced memory usage during map generation.
 * Added an overlay system menu.
 * Added a button for the system menu.
 * Added support for look mode in the overlay UI.
 * Added an option to disable blood splatters under Options > Debug.
 * You can now bind a key to trade while using the overlay UI.
 * Added better support for navigating options with the keyboard.
 * Added the ability to escape from several choice dialogs such as 'manually equip' and Klanq infection.
 * Fixed a bug that caused your character to lose Unstable Genome before you manifested all your mutations.
 * The minimap no longer blocks clicks.
 * Fixed a display issue when backing out of a trade in the overlay UI.
 * Fixed some graphical effects disappearing after loading or thawing a zone.
 * Fixed the ability descriptions cutting off before the bottom of the window on the ability screen.

January 6, 2017

 * We spruced up and individualized the historic sites.
 * Added a 'circuitry' element to sultan mythologies. You may start to see references to circuit boards, logic gates, computerization, and horrific soldering projects.
 * Added an electrical effect to circuitry-based relics.
 * Added arenas, weapon racks, gun racks, and armor racks to soldier, gladiator, barracks, and arena-affiliated sites.
 * Added more sultan shrines to sultan-worshipping sites.
 * Added full pantheon sultan shrines (megashrines) to sultan-worshipping sites.
 * Added shale walls with various types of mineral deposits to jewel, jeweler, geologist, and dig-affiliated sites. These walls have a small chance of leaving behind a gemstone when destroyed.
 * Added holographic shale and meteorite walls with peridot deposits to star, astrologist, observatory, astronomer, stargazer, and light-affiliated sites.
 * Added new piece of high-tech furniture called quantum rippler to chance, gambler, and gambling hall-affiliated sites. Mhm.
 * Added some new gemstones: sapphires, emeralds, and peridots.
 * Added a text-mode UI to High Scores for leaderboard browsing.
 * Added an overlay UI for High Scores.
 * Added an overlay UI for Options.
 * Added a UI option to disable full-screen color effects (e.g., skulk and night vision) for accessibility.
 * Added an overlay UI for conversation.
 * Added support for sliders and single-select options on the Options screen.
 * Added sound effect and music volume sliders to the Options screen.
 * Fewer inappropriate creatures should climb out of space-time vortices.
 * You now get a popup message when you enter a map with your evil twin.
 * Fixed the formatting on some books.
 * Fixed an issue where getting pushed through sticky liquids caused you to lose turns.
 * Fixed torches auto-lighting if they aren't in a hand slot.
 * Fixed glotrot messages for other creatures being shown to player.
 * Fixed a one-pixel gutter appearing around the overlay UI controls.
 * Fixed security door rendering.
 * Fixed the minimap not updating after loading a saved game.
 * Excluded Fist of the Ape God from dynamic encounters.
 * Turrets chirping in view now terminate autowalk, explore, and wait actions.