Source: Steam Community (opens in a new tab)
We enabled biomes.
- A few weeks ago, we added a prototype for biomes, which alter the flora and fauna of maps and appear procedurally throughout the overworld and underground each game. This week, we enabled them by default and removed the biome option from the Debug menu.
- Currently, there's a slime biome, an asphalt biome, and a qudzu biome. Each has 3 grades.
- Qudzu symbiotes in the qudzu biome are no longer hostile toward qudzu. Hey symbiotes, qudzu are your friends now.
- The qudzu tile's background color is no longer brown when the qudzu is unattached from a wall.
We've started to work on a new population engine for the cave systems that aren't affiliated with the major dungeons. The engine is aware of the geography of the cave. Now you find things like:
- a tough monster and its treasure horde in the far reaches of a cave
- more artifacts in isolated cave pockets
- freshwater pools with glowfish and glowpads
- recently departed campsites
- tarnished ruins with turrets
- sparking baetyls
- Expect tweaks and more cave work soon.
Glowcrust was sometimes failing to successfully colonize a body part. That doesn't happen now.
When you contract multiple glowcrust infections, you now properly grow multiple 'fungal outcrop' body parts.
All description text is now obfuscated when you're confused.
Master butchers can now properly harvest black puma haunches.
Fixed some issues where beguiled creatures didn't change their behavior when beguiled.
Fixed an issue causing some valid character codes to be treated as invalid.
Fixed an issue where repeatedly equipping and unequipping an item that modified your reputation would keep reducing your reputation.
Fixed an exception in the area of effect targeter.
Changed the bridge tile.