Soon we'll be updating the beta branch with some architecture changes to prepare for localization. If you'd like to help us bang on it, keep an eye out!
210.10
GAMEPLAY & UI
- Added a new advanced option in the Prompts section: 'Show popups when you dismember or decapitate someone'.
- Added a new advanced option in the Debug section: 'Strip color formatting from UI text'.
- Added new directional keybinds to autowalk to specific edges of the map.
- Added a fallback font for the modern UI with many previously missing international unicode characters.
- Search text is now cleared when reopening the options or control bind menus.
- Search on the Skills screen now searches all skills, including unexpanded categories.
- Options that require a game restart to take effect now prompt you to do so upon exiting the menu.
- Creatures with photosynthetic skin now bask in the sunlight.
- The endgame score screen now displays the correct number of lairs you found.
- Switched the icons of Steady Hand and Steady Hands.
- Clarified that some abilities let you jump over creatures in Jump's skill description.
- The legendary mecha in Reclamation is now loved by the Putus Templar.
- Walls created via 3D cobblers or step sowers no longer inherit your phase.
- Love tonic effects should more reliably expire when old zones are loaded.
- Restocking merchants should more reliably dispose of unimportant items sold to them.
- Particle effects now respect visibility and won't render on top of objects that stand over them.
- The message for blocking now includes what shield you blocked with.
- Minorly improved performance across the board.
- Improved performance when many particle effects were active onscreen.
- Improved performance when you hold a light source at night.
- Improved performance when you move.
- Increased the render layer of the still chime.
- Windows builds are now 64-bit.
- DLC is no longer subject to the 'Enable mods' option.
BUGFIXES
- Fixed a bug that caused creatures to prioritize hostiles farther away, resulting in them frequently getting blocked in narrow passages.
- Fixed a bug that caused creatures to sometimes ignore stationary hostiles that were shooting at them.
- Fixed a bug that caused some epilogue conversations to be inaccessible when marooned.
- Fixed a bug that caused Jab to sometimes not work with chimeric hands.
- Fixed a bug that caused you to lose your followers when recoming at Gyl.
- Fixed a bug that caused custom time clocks to not display in other planes.
- Fixed a bug that caused water rituals with followers to skip awarding reputation for loved factions beyond the first.
- Fixed a bug that caused some control binds on non-English keyboard layouts to render incorrectly.
- Fixed some dynamic language when describing unknown jewelry.
- Fixed a typo in tongue twist.
- Fixed dynamic grammar issue with hindren scout's description.
- Fixed a bug that caused tooltips to get stuck open.
- Fixed a bug that caused tinkering line items to be unclickable.
- Fixed a rare bug in zone generation due to random baetyl rewards not generating properly.
- Fixed a bug that caused you to have multiple primary limbs if you regenerated a previously dismembered primary limb.
- Fixed a bug that caused 3D cobblers to ignore walls of the same type, even if they were visually different.
- Fixed a bug that caused the poisoned effect to sometimes ignore immunity.
- Fixed a bug on the Windows builds that caused prompts for opening Player.log to instead open an unrelated folder.
- Fixed a bug that caused the mod manager to close after a popup was dismissed.
- Fixed a bug that caused the mod manager to still receive key input while a popup was displayed.
- Fixed a bug that caused important items to be traded or stored when toggling all items to trade.
- Fixed a visual bug in the popup frame decoration.
- Fixed a bug that caused rare sultan statues to appear with missing textures.
- Fixed a bug that caused 'Melee attack nearest enemy' to walk on top of plants like dreadroots.
- Fixed a bug that caused items placed next to the golem mound to report as valid for construction but fail when asking Klanq to build it.
- Fixed a bug that caused Girsh Qon to lose the use of her shave flaps when absorbing the chord of Agolgot.
- Fixed a bug that caused Girsh Qon to confuse herself if under your control.
- Fixed a bug that caused various messages involving pariahs, such as those for petting, to become malformed.
- Fixed a bug that caused the individual steps for 'The Golem' quest to not complete when providing materials.
- Fixed a bug that prevented opening the character status screen if you had a mutation with an invalid variant.
- Fixed a message that referred to the wrong object when attacking a creature that blinks away on damage.
- Fixed a bug that caused disabling the zone transition autosaves to instead save on every transition.
- Fixed a typo in "Chiliad Creature Hoof" which prevented the blueprint from loading.
- Fixed a bug where the teleport animation didn't respect tile flippedness.
- Fixed a bug where Ornate Tables would change colors when items were placed on them.
- Fixed a bug where enclosed objects could appear above their encloser.
- Fixed a bug that caused some historic regions to generate without articles.
- Fixed a bug that caused common phrases for "cooking" to not generate.
MODDING & DEBUG
- [modding] Steam workshop mods now check for updates and prompt downloads if you've declared a version in your manifest.json.
- [modding] You can now add HistorySpice.json files to your mod, which will merge with the base HistorySpice.
- [modding] Added LoadBefore and LoadAfter to manifest.json, which can influence mod load order without creating dependency cycles.
- [modding] The XRL namespace is now checked for type name conflicts, which should prevent cases of silent incompatibilities between mods.
- [modding] Map files in subdirectories now merge together by their ID. If no ID is defined, the relative path is used.
- [modding] The game is now restarted when the mod configuration is changed to fully unload old mod data.
- [modding] Mod approval has been replaced by a one-time option to opt-in when installing a script mod for the first time.
- [modding] We added some new features to manifest.json.
- Mod dependencies can now be declared, allowing your mod to require and be loaded after others.
- Separate subdirectories can be loaded depending on what version of the game is running, allowing further mod compatibility.
- Subdirectories can also be loaded only if a certain mod is present, allowing optional interwoven features.
- Defining a manual LoadOrder is deprecated, in favor of dependencies.
- Refer here for usage: wiki.
- Mod dependencies can now be declared, allowing your mod to require and be loaded after others.
- [modding] You can now add a 'Textures' folders for your sprites anywhere in your project, respecting your manifest.json directories.
- [modding] Added an alert to the main menu if enabled mods are missing dependencies.
- [modding] Added a new GetBleedLiquidEvent, which defaults to the old BleedLiquid tag or property.
- [modding] XML files loaded by root now print an info block of file counts to the Player.log.
- [modding] Crystallinity is now added via its mutation entry, allowing its class to be changed.
- [modding] You can now define a 'Reputation' xtag for various state used by the GivesRep part, such as 'LovedBy', 'LikedBy', 'NotDislikedBy', etc.
- [modding] Conversation parts now have a disposal step after the conversation is over and no more events will fire.
- [modding] Combo options can now define a separate display value using '|', e.g. '0|None'.
- [modding] Adding an invalid object to cybernetics population tables no longer prevents world generation, instead logging an error.
- [modding] Various methods on Tinkering_Disassemble have been made public & static.
- [modding] Added an OptionFlag attribute, which can sync an option's value to a field or property.
- [modding] Added a Options.HasOptionValue method to check if an option has a player-configured value.
- [modding] Fixed a bug that caused displayed version numbers using the upgrade operator to be parsed as a color code.
- [modding] Fixed an exception when specifying invalid attribute requirements for powers.
- [modding] Fixed a bug that caused custom clock images to fill the available space in the status bar.
- [modding] Fixed a bug that sometimes caused the wrong extrinsic attack to be removed when processing a melee action.
- [modding] Fixed a bug that caused the default values of options to be ignored when used as conditions for manifest.json directories.
- [debug] Added 'shimmering' wish that gives you the effect of eating Eater's flesh.
Changed files in this update