Version history/2016

December 30, 2016

 * Added a minimap (Options > Overlay UI > Show minimap). It defaults to off.
 * Added rarely-occurring, historic-esque ruins to the underground caves.
 * Reordered the keybinding menu to put useful commands up top.
 * Removed the extraneous 'Use Mutation' keybind.
 * Removed the 'search' command. Now you automatically search when you enter a tile. Your chance of finding hidden things is based on your Intelligence.
 * All 4 historic dungeons are now discoverable via shrines, engravings, and paintings.
 * Waste, trash, and scum-based historic locations now occasionally contain conveyor belts.
 * Unstable Genome no longer triggers indefinitely.
 * Reduced the amount of qudzu in rusty biomes.
 * Gave Mafeo some plump mushrooms.
 * Gave apothecaries some vinewafers.
 * Added a few more sultan shrines to historic locationts.
 * Added a nice iron fence around sultan shrines in historic locations.
 * Added an alternate keybind (northeast) to store an item in a container.
 * Fixed relics sometimes generating in unreachable tiles.
 * Fixed an issue causing blink-based relics to grant immunity to all damage.
 * Fixed a rare exception in the Brain component.
 * Fixed an issue with case-sensitivity on the textures folder in a mod.
 * Added a missing acid pool type.
 * Added a missing oil pool type.
 * Fixed [redacted].

December 23, 2016
The Sultans of Qud: Part 1

Qud is a layer cake of fallen civilizations. If you've read the Baccata Yewtarch's influential history book, "Frivolous Lives", you know that the past 1,000 years were dominated by minor humanoid kingdoms and Girsh attacks. Before that was the Age of the Eaters, when the mysterious progenitors ruled from lofty spires now buried under shale. In particular, the lives of 5 great sultans have been preserved through cultural artifacts and oral tradition.


 * We've introduced the first part of our Sultans of Qud feature arc.
 * Each game now includes a procedurally-generated history from the Age of the Eaters.
 * There are 4 historical sites located throughout Qud (more to come in future patches), each one at a different degree of difficulty that corresponds to its location on the world map. Their names, descriptions, locations, contents, historical significance, and look & feel are procedurally-generated and different each game.
 * Historical sites are populated by cults that worship a particular sultan. Each cult is a coalition of members from other factions, most of which favor the sultan due to some event in Qud's history. The 5 cults are different each game, and each one functions as a faction. You can view your reputation with the cults on the Reputation screen.
 * Historical sites contain relics. Relics are powerful items that were generated during the course of history. Many of their properties are new effects and are based on the circumstances of their creation.
 * Shrines to the former sultans are located throughout Qud. They depict significant events from the sultans' lives.
 * New mods: painted and engraved. Painted and engraved items also depict events from the histories.
 * Sometimes, looking at a shrine, painted item, or engraved item reveals the location of a historical site. If it does, you get a quest to visit that location.
 * Sometimes, looking at a shrine, painted item, or engraved item reveals the location of a historical relic. If it does, you get a quest to recover that relic. The relic locations aren't revealed on the map; they are individual levels that exist inside some historical site.
 * We added a guaranteed sultan shrine to the upper right corner of Joppa. Looking at this shrine reveals a nearby historical location that's usually appropriate, though challenging, for the early game.
 * Added some new creatures, furniture, and traps for the historical sites. We'll be adding more in the coming weeks.
 * A few additional notes:
 * The historical dungeon maps are generated via a new method that produces tremendous variety from themed templates. They take longer to generate, and we haven't optimized the algorithm yet. We'll improve its speed in the coming weeks.
 * There's a lot going on behind the scenes to generate the histories and the historical sites, and there are definitely bugs. Please report them and we'll fix them!
 * We'll be adding more unique features to the various types of historical sites in the coming weeks. We'll also be adding more sites, mechanics, and a story arc that this into the main quest in Part 2. Stay tuned.
 * You can now give procedurally-generated books to Sheba Hagadias at the Six Day Stilt.
 * Tweaked the value of procedurally-generated books.
 * Autosave now defaults to 'on'.
 * Fixed an invalid entry in mid-tier gun tables.
 * Fixed some issues causing double-key entry reads.
 * Fixed some exceptions causing graphical effects like torch flickering to stick around on screen.
 * [Modding] Added the ability for skills to have any part, including mutations, as prerequisites.
 * [Modding] mutations.xml now supports a Stat field to change the level-modifying stat of a mutation.

December 9, 2016

 * Added a new music track to the main menu.
 * Added a wind particle effect to salt dunes maps and world map tiles.
 * New glove mod: gesticulating
 * Added new descriptions for the following items.
 * fossilized remains
 * small sphere of negative weight
 * scrapped waydroid
 * dormant waydroid
 * Handwritten books now have gold titles. Procedurally-generated book have white titles.
 * Bookbinders now sell both handwritten and procedurally-generated books.
 * Updated the tile colors of bronze, silver, and gold security doors in Bethesda Susa.
 * Replaced the sconces in the Temple of the Rock with braziers.
 * Items belonging to temporal fugue clones now fade from existence when the clone does, even if they've since left the possession of the clone.
 * Bottles and vases are now listed as water containers.
 * Powers with burst-shaped effects, such as pyrokinesis, cryokinesis, and stunning force, are now properly range-restricted when you target with them.
 * Fixed Sheba Hagadias awarding XP for a single book more than once. Exchanging multiple copies of the same book still works.
 * Fixed axe powers Whack and Trip not triggering properly.
 * Fixed an issue that occasionally caused the player's current zone to be inactive.
 * Fixed some text display bugs in the descriptions of floating glowsphere and elastyne items.
 * Fixed the spring-loaded mod appearing as 'wooly' on tinker screens.

December 2, 2016

 * We added Steam leaderboard support for the daily and weekly challenges.
 * For both challenges, only your first attempt counts. We might tweak this logic for the weekly challenge later.
 * At character death, on the Game Summary screen, your rank is shown, along with the 5 players immediately in front and behind you.
 * We plan on adding support for leaderboard browsing later.
 * We added some new item mods and made some related changes.
 * New armor mod: feathered
 * New armor mod: scaled
 * New armor mod: wooly
 * New helmet mod: serene visage
 * New boot mod: spring-loaded
 * Renamed 'spring-loaded plastic boots' to 'bounding boots'.
 * Croccasins now increase reputation with unshelled reptiles instead of decreasing it.
 * New book: On Humanoid Mimicry of Animals and Plants, which explains why some creatures like it when you wear clothing that mimics them while others don't.
 * You can no longer gain your bearings by talking to creatures who refuse to speak to you.
 * Clones of non-player creatures no longer have the description, "It's evil you."
 * Fixed an issue causing books to be categorized as 'misc' items after loading a game.
 * Fixed an issue causing thrown weapons (including geomagnetic disc) to occasionally disappear after being thrown.
 * Fixed an issue causing the new UI to occasionally remain visible after being disabled.
 * Fixed an issue causing ganglionic teleprojector to lock up player input.
 * Fixed an exception caused by inanimate objects trying to take actions.

November 23, 2016

 * We made some music and sound updates.
 * Added a new music track to the village of Joppa.
 * Music now plays continuously if it's enabled.
 * Music now instantly mutes when you disable it. Same with sound.
 * We tweaked some tile art.
 * Added new tiles for herding and guard dogs.
 * Added new tile for dreadroot.
 * Added new tile for liquid weeps.
 * Changed juicing cannibal's tile and color.
 * Changed cannibal's color.
 * Changed giant beetle's tile and color.
 * Changed tiles for slugsnout, two-headed slugsnout, and firesnout.
 * Changed pig's tile.
 * Changed great saltback's tile.
 * Changed phase spider's tile.
 * Changed the tiles for some glow-wight cultists.
 * Changed the tile for turrets created with Tinker.
 * Converted the character build library to the new UI.
 * Added buttons to the new UI that let you zoom the view.
 * The new UI now properly represents health info when you have analgesia.
 * You can now repair rusted items.
 * The repair cost for a particular item is now fixed per world seed.
 * There are now less hostile faction encounters in the watervine swamp.
 * Fixed an issue that caused the trade screen to crash, and items to be lost, when you tried to trade a luminous mote.
 * Fixed an issue that caused some object descriptions to appear in the wrong colors.

November 18, 2016

 * We did some more work on the new UI.
 * Added a new option to show tooltips instead of console 'look' text when right-clicking on an object (under Overlay UI).
 * Added a new option to show tooltips instead of console 'look' text when clicking or tapping on an object in look mode (under Overlay UI).
 * Greatly improved the performance of world generation.
 * The Six Day Stilt librarian no longer accidentally destroys the books you give her.
 * Fixed some melee weapons not properly granting their Ego bonus.
 * Fixed an issue that caused objects to be covered in liquid many times (e.g., 'covered in lava, covered in lava, covered in lava').
 * Fixed an issue that caused the OK button for input dialogs to not work.
 * Fixed an issue where your input to a popup menu would also be conveyed to the menus underneath.
 * [modding]World generation is now fully moddable via the worldbuilder nodes in worlds.xml.
 * We continued working on a big feature arc leading up to procedurally-generated histories for the past sultans of Qud. Historical objects like regions, locations, and items will eventually be incorporated into world generation, and important historical events will be depicted through the art and oral traditions of Qud's present inhabitants. Here are some examples of historical events.
 * "At the Battle of Duazomor Mesh, Mehur Shwytep fought as a mercenary to liberate vines. He wielded a radiant axe with such prowess, that it became forever known as Radiantacus Vinesgift."
 * "After striking a deal with frogs, Falawar Farumoshum convinced them to help him found a tavern in Hagaruk for the purpose of cooking meals inspired by emeralds. They named it the Tavern of the Lustrous."
 * "In early 809, Namumet assassinated the sultan of Qud over an ordinance prohibiting the practice of contemplating the meaning of things. She won and seized the crown. She was 10 years old."

November 3, 2016

 * We fixed portable wall and changed how it works.
 * Portable wall is now a consumable item that creates 9 contiguous wall tiles in a pattern of your choosing.
 * Added a description to portable wall.
 * Added a new wall type: foamcrete.
 * In rusty biomes, qudzu now tend to cluster on walls, where they can.
 * New UI: multiple-choice dialogs and popups are now navigable via the keyboard or gamepad.
 * New UI: multiple-choice dialogs now respect hotkeys.
 * Player names are now trimmed of whitespace. This means typing 'space' and pressing 'Enter' while naming your character now gives your character a random name.
 * We made a few tweaks to the process of curing fungal infections.
 * Leech corpses and bloated leech corpses now have distinct display names. This change means it's now clear which corpse is required for the fungal cure, hopefully eliminating the specific frustration of thinking you've cured your infection when you really haven't.
 * Salt kraken corpses and worm of the earth corpses are no longer included as possible fungal cure components.
 * We tweaked the position of the stairwell leading to the lower levels of Grit Gate again. We removed the stairwell added last week, and made the old stairwell in the upper-right corner of the map accessible once you complete the quest 'More Than a Willing Spirit'.
 * Tinkers now start with freshwater.
 * The empty glass bottles sold by ichor merchants now properly store liquids.
 * Fixed a broken sand dune tile on the world map.
 * Fixed an issue with creature pathing when phased.
 * The water baron lobby has won a great victory: you can no longer net extra water by pouring water into a pool of more water.
 * Fixed some weird interactions between bleeding and player mods, including an issue causing the bleeding effect to stack multiple times.
 * Fixed the 'time-dilated' status effect from appearing multiple times in status descriptions.
 * Updated the copyright date.
 * Anthro and phytopologists of Qud are beginning to gain insight into the lives of the Sultans, Eaters who ruled Qud ages ago. Cultural artifacts have revealed factoids such as this one:
 * "Near the location of Canontau, Yyroq Mon Mad was captured by bandits. He murdered their leader by writing him out of the annals of history, and was thenceforth known as Inkshouter."

October 28, 2016

 * We refactored the population of ruins maps.
 * Tweaked the baseline populations of underground ruins to be slightly more challenging.
 * Ruins now include a variety of special encounters found in underground caves.
 * Underground ruins no longer have the same flora as surface ruins.
 * We did some work on the new UI.
 * Added a multiple choice dialog.
 * Added buttons for increasing and decreasing the message log font size.
 * Fixed some missing ASCII character mappings.
 * Fixed some popup menus overflowing the screen.
 * Reduced the number of mutation points granted by the Amphibious defect from 4 to 3.
 * Fixed a big bug with movespeed calculation. Getting your movespeed above 100 now properly makes you move faster.
 * Things with brains no longer catch on fire when standing in the same tile as a campfire.
 * Let's say you mentally dominate a baboon, level up, and want to buy some skills for your baboon friend/thrall. Previously, based on the way NPC attributes were calculated, sometimes you couldn't purchase the skill even if your thrall had the prerequisite attributes. Now you can.
 * Tusks are no longer a substitute for horns. After all, tusks are teeth.
 * 1-point mutationts are no longer included in the choices when you buy a mutation.
 * When you buy a new mutation, exclusions defined in mods are now properly respected.
 * Creatures no longer fail to equip their natural weapons, like claws and bites, when they're stuck in webs or sticky liquids.
 * The special event in the A Call to Arms quest no longer resets when you save and load in the middle of it.
 * Added a downward staircase to the center-right of the Barathrumite enclave in Grit Gate. These stairs let you descend through Barathrum's study level to the underlevels of Grit Gate.
 * Renamed the fungal jungle to The Rainbow Wood in the sidebar and message log.
 * Added salt pool and asphalt pool objects. Their absence was causing [empty] liquids to appear.
 * Fixed an issue with displaying of Warden Indrix's dialog.
 * Fixed an exception with arconaut and Mechanimist pilgrim shopping behavior.
 * Fixed a bug with domination that was causing maps to be remain and memory, leading to a slow but crushing memory leak.
 * Fixed a rare exception during light rendering.
 * Fixed a formatting issue with the opening Joppa story.

October 21, 2016
We have an announcement! Jason, one of our core team's two members, is now working full-time on Caves of Qud! Not only does this mean better weekly patches, but we'll also be bundling updates into bigger feature releases every few weeks. Stay tuned for more info. Until then, here's the first of our new and improved weekly patches.


 * Added a new quest to the end of the main questline: Pax Klanq, I Presume?
 * Gave Pax Klanq dialog.
 * Spruced up Pax Klanq's hut.
 * Renamed the fungal jungle to The Rainbow Wood.
 * Added a new fungal infection: Klanq. You may observe strange behavior among the infected.
 * Added a procedurally-driven quest: Spread Klanq.
 * Added a new item: quantum mote.
 * Added descriptions for Eater's flesh, Eater's fleshcap, and human remains.
 * Added Barathrum the Old.
 * Added Barathrum's study beneath Grit Gate.
 * The stairs leading to Barathrum's study are now locked and require a key.
 * Added Euclid, a Markov-fueled prattleplant that loves to talk.
 * Added new furniture.
 * bookshelves with more procedural books
 * Barathrum clock
 * Barathrum clock with Q Girl pendulum
 * brass foaminator
 * flux gauge
 * electrodicus
 * Added new book: Crime and Punishment
 * Spruced up Q Girl's space, giving her more workbenches and tinker furniture.
 * Goatfolk no longer always hate baboon faction leaders for disproving famous theorems.
 * Added message log entries for NPCs unequipping items.
 * Added message log entries for NPCs tossing items aside.
 * Added clickable tiles for moving to an adjacent map when zoomed in.
 * Fixed tile for Mechanimst catechist.
 * Fixed grammar issue with night-vision goggles' article.
 * Fixed Shem -1's name in the quest text for A Call to Arms.
 * Fixed a liquid duplication issue when pouring volumes onto empty containers laying on the ground.
 * Fixed an issue that caused the sizes of message boxes to grow as more were displayed.
 * Made the text fit better on some character creation screens in the new UI.
 * Slightly increased default UI reference resolution to better accommodate small screens.

October 14, 2016

 * We found and fixed a bug with Shank that contributed to its arguably broken power level. In addition to its current effect, it was also improperly reducing your target's AV by 2 as a holdover from its previous iteration.
 * Baetyls now accept all items with the same display name as the item they ask for. This change addresses situations where baetyls seemed to ignore what they asked for, but were really expecting another item with the same display name.
 * Birds have been removed from the faction encounters that can occur near Joppa.
 * Slime-spitting creatures in slimy biomes now correctly spit slime instead of [empty].
 * The opening story that you get upon arriving in Joppa now displays when the new UI is enabled.
 * Pouring freshwater on the skin now properly hydrates amphibious creatures.
 * Tam, the dromad merchant, no longer appears in underground caves.
 * Added support for yes/no popup dialogs to the new UI.
 * Added support for yes/no/cancel popup dialogs to the new UI.
 * The Escape key now properly quits string-input dialogs in the new UI.
 * The Enter key on the keypad now closes 1-button popup meus.
 * Fixed an issue causing some NPCs to reload their missile weapons before they needed to.
 * Fixed 1-point mutations still being included in the choices offered by unstable genome when you had either the Esper or Chimera morphotype.
 * Fixed a few map building recursion loops caused by horned chameleons.
 * Fixed an ASCII display error in fungal biomes.
 * [modding] You can now adjust the multiple of your agility modifier that Shank adds to penetration rolls. It's accessible in GlobalConfig.json.

October 7, 2016

 * Monster AI now properly considers maximum range when trying to use a missile weapon.
 * 1-point mutations are no longer included in the mutation choices offered by unstable genome.
 * Watervine farmers now correctly start with skillfull harvestry.
 * You no longer see flurry messages when invisible creatures open into a flurry of blows.
 * Updated descriptions for the following objects.
 * poison gas, scalding steam, and cryogentic mist
 * crusty loaf
 * hunk of cheese
 * Ekuemekiyyen greens
 * food cube
 * smoldered mushroom
 * Fixed an exception caused by a bogus item called FungusPuffer3.
 * Fixed some issues causing auto-movement to not always properly take into account new or destroyed walls.
 * Fixed an exception occasionally caused by covering items with liquid (e.g., spraying an item in your inventory with freshwater).
 * Fixed an issue that occasionally caused dismembered limbs not to regenerate.
 * Fixed an exception caused by monster AI using the area of effect abilities.

September 30, 2016

 * If you return to the surface from world map, without moving on the world map, you will return to the same location on the surface.
 * Added an overlay UI for the character confirmation and name screens during character creation.
 * Added an overlay UI inputting text.
 * Added an overlay UI for single-button popups.
 * Added an extra digit of precision to the dram display on the trading screen.
 * Fixed an issue with unstable genome incorrectly removing mutation points

September 23, 2016

 * We tweaked some of the parameters around fungal infections.
 * Have you contracted glowcrust? Are you wondering why you grow a fungal outcrop body part that's always unequipped? It's supposed to periodically grow luminous hoarshrooms that you can eat. Today, we fixed this unfortunate bug. Glowcrust apologizes for appearing like a parasite when it's clearly a symbiote.
 * Reduced the frequency of brooding azurepuffs and brooding goldpuffs in high-tier fungal biomes.
 * Ichor merchants now always sell desalination pellets.
 * Lowered the cost of desalination pellets.
 * We added a guaranteed apothecary and ichor merchant to the SE corner of the Stiltgrounds.
 * Slightly lowered the cost of Corpus Choliys.
 * When someone in a party kills a monster, they now gain XP based on their level, not the level of the creature that struck the killing blow. This change means that your lower-leveled followers, like beguiled creatures, gain XP at the correct rate.
 * Dominated creatures now gain XP.
 * The unstable genome mutation picker is now scrollable and displays details for each mutation option.
 * We split the option to allow mouse input into two options: 'Allow mouse input' and 'Allow mouse movement'. This change lets you enable mouse input without worrying about accidentally click-moving.
 * Gave Phinae Hoshaiah some basic dialog.
 * Fixed a bug that caused procedurally generated books to be worth nothing.
 * Fixed an issue causing ruin-based maps to fail to build past level 29 in the underground.
 * Added a chronology event for cloning yourself.

September 16, 2016

 * The update is early (and small) this week because we're attending the Roguelike Celebration in San Francisco! Talks from the event should be streamed. Check out https://roguelike.club for info.
 * Added procedural books to the inventories of some NPCs.
 * Added firing sounds for musket, borderlands revolver, semi-automatic pistol, and chaingun.
 * Added combat sounds for missing in melee and blocking with as shield.
 * Added reload sounds for pump and combat shotguns.
 * Changed some of Otho's dialog before he offers you the Earl of Omonporch quest.
 * Fix a few instances of dialog running over its bounding box.
 * Added a separator to the look, target, and fire selector menus to make the options easier to distinguish.
 * Snapjaws in Red Rock no longer spawn with high-powered grenades.
 * Fixed a rare exception when building slime biomes.
 * (modding) Added a new part, StandaloneMarkovBook, that can be added to a procedurally-generated book object to generate its contents based on a previously generated Markov chain. For example, 

September 9, 2016

 * Added a new chromeling to Grit Gate, Shem -1.
 * We made a few changes to the mainline quest, A Call to Arms.
 * Removed the optional step for keeping Otho alive.
 * Added an optional step for keeping Sparafucile alive.
 * Added an optional step for keeping Shem -1 alive.
 * Mafeo is no longer replaced by an urshiib merchant if he dies.
 * Added new art for the inhabitants of Kyakukya.
 * New tile for Mayor Nuntu. *tips hat*
 * New tile for Svenlainard.
 * New tile and color scheme for Yurl.
 * New tile and color scheme for Kyakukya hunter.
 * New tile and color scheme for mushroom gatherer.
 * New tile and color scheme for worshipper of Oboroqoru.
 * New tile for statue of Oboroqoru.
 * New tile for Oboroqoru, Ape God.
 * Changed human child's tile and color scheme.
 * Changed scrap-clad hermit's tile.
 * Added a scroll bound by kelp to the human remains in the fungal jungle.
 * Added new sounds for the following actions.
 * seed-spitting vine ranged attack
 * slugsnout and two-headed slugsnout ranged attack
 * bows & dart guns firing
 * sparking baetyls sparking
 * Expanded the quest framework to support a new type of quest, coming soon.
 * Scouts report that Pax Klanq is genetically engineering a fungal infection to spread himself around Qud. It's resistant to the normal methods of treatment.
 * [modding]Added a new sound tag, MissileWeaponFire.

September 2, 2016

 * Added the mutation selection screen to the new UI. Since it's such an important and complicated menu, we expect to iterate on it a bunch.
 * Added some new encounters to the flower fields. Yonderbrush, forest fires, and bears, oh my!
 * Molten wax can now catalyze soup sludges.
 * Added waxen pseudopods.
 * Fixed soup sludges inheriting from the wrong sludge supertype.
 * Renamed security turret to the more appropriate "musket turret".
 * Changed musket turret's tile to a proper turret tile.
 * Added a new book tile.
 * Added new tiles for scrolls, some furled and some unfurled.
 * Gave each handwritten book a proper book or scroll tile.
 * Gave procedurally-generated books a random book or scroll tile and a random detail color.
 * Updated the descriptions for yuckwheat and yuckwheat stem.
 * Updated the description and eat message for canned mystery meat.
 * You can no longer chat with creatures across dimensions.
 * Braces, which are used to mark metadata, no longer appear in help topics.
 * Made a small update to the game credits.
 * [modding] Added a new part, RandomDetailColor, that assigns a random detail color to an object's tile.
 * [debug] Added some wish tools for debugging quests and conversations.

August 26, 2016

 * Added tile variants for various farmer NPCs.
 * Changed Mehmet's tile.
 * Changed Putus Templar warden name to knight templar.
 * Added a new tile for knight templars.
 * Added a new tile for knight templar faction leaders, warmongers amongst the true.
 * Tweaked the title modifiers on procedurally-generated book. Every book doesn't have a volume or edition number now.
 * Added more procedurally-generated books to Nuntu's bookshelf.
 * Procedurally-generated books are now worth various amounts.
 * Added a new overland tile for the Six Day Stilt.
 * Updated the tile for Shekhinah's hologram.
 * Added new overland tiles for the fungal jungle.
 * Changed Pax Klanq's skill profile. He's a master tinker now.
 * Changed Pax Klanq's attributes and HP.
 * Gave Pax Klanq a description.
 * Added wax blocks and wax nodules. They melt into molten wax.
 * Molten wax puddles cool into wax blocks or wax nodules, depending on the liquid volume of the puddle.
 * Molten wax now warms you if you step into it, drink it, or pour it on yourself.
 * Changed the descriptions of soup sludges.
 * Removed the fail chance from desalination pellets.
 * [modding] Added a new part, CommerceRangeValue, that lets you define a range for the commerical value of an item. Example: 

August 19, 2016

 * We did some work on the character generation screens for the new UI. You can enable the protoype UI by checking Overlay UI > "Enable overlay user interface elements" in the Options menu.
 * Added a character type selection screen.
 * Added a genotype selection screen.
 * Added a subtype selection screen.
 * Added a stat selection screen.
 * Fixed the brief flicker that occurred when you enabled or disabled the overlay UI.
 * Fixed Unstable Genome's display name.
 * Fixed a typo in the Select Arcology & Caste screen title.
 * Added a new liquid: wax.
 * Candles now drip wax.
 * Reduced the rates that soup sludges spawn.
 * Tweaked and added descriptions for some creatures and natural weapons.
 * brooding goldpuff and brooding azurepuff
 * slumberling
 * seed spit
 * spark tick
 * segmented mirthworm
 * scorpiock
 * We did some more prep work for the new Mechanimist library. Taking a page from librarians of the past, Mechanimist scholars are busy dusting off marble busts and casting globes from dawnglider eggs. Expect to see them soon.
 * [redacted main quest information coming out of the fungal jungle] Just listen to everything Pax Klanq says. He'll have a new request for you in a week or two.

August 12, 2016

 * New piece of furniture: candelabra
 * You may now find the remnants of study alcoves in the caves of Qud. Who knows what befell their lettered occupants? Anyway, their valuable books are yours now.
 * Added a warning dialog if you try to sunder your own mind
 * Removed some invalid objects from dynamic population generation
 * Clicking on a specific object to use it while when it has adjacent objects it will no-longer ask what direction you want to use in
 * Fixed some missing tooltips
 * Fixed several UI screens not being escapeable with right click
 * Fixed an issue with main-menu logo size on very small screens
 * Fixed slime-spitting being applied to inanimate objects
 * Fixed the fused security door being flagged as takeable
 * Fixed the left part of the screen being improperly unclickable
 * Fixed some exceptions during gameobject creation. Temporary stand-in objects will be created and the originating exception logged instead of exceptions being thrown.
 * Fixed a rare exception when creating force bubbles
 * Fixed an AI issue that often caused freezes when descending into bethesda susa
 * Fixed a rare issue when stair builders ended up being built in the graveyard zone

August 4, 2016

 * Hey, all. The patches this week and next week are a bit light on content since we'll be attending the International Roguelike Development Conference in New York! Both of us (Brian and Jason) are speaking, and the talks will be streamed, so check it out if you're interested: https://www.twitch.tv/roguelike_con
 * Added a particle effect to campfires.
 * In support of the pursuit of knowledge, we added some book-related things.
 * Added procedurally-generated books. Who knows what wisdom is stowed in their pages?
 * New piece of furniture: bookshelf.
 * Replaced the table with a bookshelf in Nuntu's hut at Kyakukya.
 * Added a couple procedurally-generated books to Nuntu's bookshelf.
 * Fixed an issue with some true kin subtypes not having the proper resistances.
 * Fixed a formatting issue with Mehmet's dialog.
 * Fixed an issue with dual wield powers not applying correctly.
 * Changed the default MP gain for creatures with no subtype to 1 instead of 0.
 * [modding] We made some updates and fixes to the map editor.
 * Added a display for the currently selected blueprint.
 * Added a view for the selected cell.
 * You can directly edit the blueprints in the selected cell.
 * You can now delete blueprints from the selected cell.
 * Right-clicking now removes the topmost object in a cell.

July 29, 2016

 * We did a lot of backend work to add a framework for graphical effects.
 * Torchposts and braziers now produce smoke and flame particles.
 * Six Day Stilt cathedral braziers now burn an appropriately cyan light.
 * Expect more particle effects in future patches.
 * Added signs outside the hookah tents in the Stiltgrounds.
 * [modding] Yau can add a new tag, NoDataDisk, to objects with the TinkerItem part. This tag prevents data disks with that item's blueprint from spawning.
 * Updated descriptions for the following items.
 * basic toolkit
 * pickaxe
 * hoversled
 * Added a tile for fused security door.
 * Changed the background color on security door tiles to make them more readable.
 * Slog of the Cloaca's corpse is no longer included as a component for fungal infection cures.
 * Optimized the memory usage of ASCII graphical effects.
 * Mechanimst scholar monks continue their tireless efforts to construct a library at the Six Day Stilt. Some of the recent texts they've unearthed include:
 * Instructions for the Rarest of Circumstances
 * Skin; Accounts Vary Accordingly
 * Mustachioed Man Wears a Costume, Vol. VII
 * One sage has even gone so far as to claim that the number of texts in Qud may approach infinity...

July 22, 2016

 * Made the zone builder more robust. You can now break out of infinite zone build loops as well as report the error to us.
 * Added some new descriptions to the world map.
 * The water tiles have been replaced with tiles and descriptions for the River Svy, the River Opal, Opal's duskwaters, the River Yonth, and a mountain stream.
 * Added a description to salt dunes.
 * Added a description to the fungal jungle.
 * Replaced some extraneous graphics quality options in the launcher with two simple options: Standard and No Vsync.
 * [modding] Mutations.xml now supports a Type paremater on mutations that overrides the default mutation types (physical or mental).
 * Fixed: Getting dragged through a sticky substance no longer consumes the creature's energy.
 * Fixed: Baetyls no longer try (and sometimes succeed in trying) to move around.
 * Fixed: Some faction-to-faction relationship changes weren't persisting into loaded games.
 * Fixed several items that use multiple slots not properly requiring them.
 * Fixed: The option picker dialog no longer hides the selection caret. It also scrolls properly now.
 * Fixed: During character creation, mutation selections no longer stick around around when you back up to the genotype selection screen.
 * Fixed: Your character's tile graphic no longer lags behind when you move while zoomed.
 * Fixed a typo in quadruped and fish bodies.
 * Fixed a typo in the description of Greybeard.
 * Fixed some issues with the map editor.

July 15, 2016

 * We added a framework for game sounds.
 * Added a few basic sounds.
 * Added an AmbientSoundGenerator part. [modding]
 * Added support for OpenSound and CloseSound tags on the Door part. [modding]
 * Added support for ReloadSound tag on the MagazineAmmoLoader part. [modding]
 * When you get a hunger or thrist warning on the world map, you're now asked if you want to stop travelling. If you choose to continue, you won't be spammed with more hunger and thrist popups.
 * The following properties are now available as Genotype and Subtype data: BodyObject, BaseHPGain, BaseMPGain, BaseSPGain, Tile, DetailColor, StartingLocation, MutationPoints and Reputation. [modding]
 * Items with clips and cells are now automatically unloaded when they're disassembled.
 * Added support for a mutation MaxLevel attribute in mutations.xml. The defaults is 10. [modding]
 * Added an option to cap keystroke buffering at two commands. It defaults to 'no'. From the Options menu, User Interface > 'Limit the input buffer to two commands'.
 * Fixed: Fungal infections no longer infect body slots equipped with natural equipment (for example, Carapace).
 * Fixed: Jewel-encrusted items no longer lose their jeweled display after you save and load. No more fake jewels. (although...)
 * Fixed: Stats now properly reset when you back up to the genotype selection screen during character creation.
 * Fixed: You can no longer have multiple 'lost' effects at one time.
 * Fixed: Priest of All Moons stat bonus are correct again.
 * Fixed: Liquid-spitting creatures like sludges no longer cause exceptions when they spit.
 * Fixed an exception that sometimes occured while curing fungal infections.
 * Reduced sandstone's HP pool.
 * Fixed: The rusted archway should always generate with stairs down now.
 * Added a level-up animation for the player.
 * Mechanimist scholars have resumed their work preparing the library at the Six Day Stilt cathedral for use.
 * Added a Corpus Generator to the Modding Utilities menu.
 * As some anonymous Qud author says, "Spittle flies from its bleating mouth into a ploughshare and dissolved his kingdom." [quoted from one of the countless hoary tomes unearthed by the Mechanimists]

July 8, 2016

 * Added a daily challenge.
 * We made some more modding enhancements.
 * Genotypes, castes, and callings are now data driven and can be modded. Check out genotypes.xml and subtypes.xml.
 * The Steam Workshop Uploader is now scrollable for small views.
 * You no longer have to restart the game for newly approved mods to take effect.
 * Changed some misleading language when you're evening up a trade with water.
 * Cleaned up some of the Skill descriptions.
 * Eater's flesh now has a special interaction with Mass Mind.
 * Removed some extraneous debug commands.
 * Added tiles for these items.
 * night-vision goggles
 * spectacles
 * folding chair
 * vinewood sap mask and gas mask
 * telescoping monocle
 * Added a new book: a scroll bound by a strand of kelp
 * "I come from the west. My parents sold me into slavery as a babe, though the practice had been formally abolished in Perth years earlier. As a boy I cut my teeth on the reefs of the Shore of Songs, and lulled the Pale Sea to sleep with many a hymn, that she might return our sailors from the Black Stair unscathed. How the melodies whisked inside my skull even then. I was given no name at birth, but the sailors called me Catu."