2026-09-11 20:34 UTC · Community Announcements · wormywormgirl
Any armor item can now be a replica, just like melee weapons. Replica armor is clearly named and labeled, and has 66% the protection values of regular armor.Replaced all of the budget steel/fake chain and plate armor found in mansions and museums with replica armor.Added code to ensure that replica items maintain their replica status even when transforming, as in the case of loosening a chainmail vest.Replica weapons and armor do not benefit from the STURDY or DURABLE_MELEE flags, even if they describe being sturdy/durable.Removed the "budget steel" material from the game.Tool batteries have b
2026-09-08 22:14 UTC · Community Announcements · wormywormgirl
Weapon-only styles like Niten Ichi-Ryu were failing to use the basic unarmed techs (kick, punch, headbutt) when a character was unarmed, resulting in said character failing to learn unarmed or benefit from extra damage from worn items. This has been fixed.Several musical instruments were obnoxiously good armor when worn. This is no longer the case.The bone flute is less entertaining than all other instruments on account of it being a bone you drilled holes in.Fixed some messaging for NPCs playing music.UPS is gone as a concept. A few items still run on it, so the item hasn't been fully deleted
2026-09-03 03:30 UTC · Community Announcements · wormywormgirl
Movement modes no longer work in deep water. You are swimming, there's not much to be said about your posture beyond that. In the future it might make sense to have fast swimming ("running") vs regular swimming ("walking"), but the movement modes as they currently exist are not able to properly model that as swimming uses totally different code.A broken leg will only cause you to fall over if half of your legs are broken. This means that e.g. a cephalopod can lose a few arms before having to worry.Cephalopods can now drive cars and operate bicycles.Quadrupeds with one broken leg can still craw
2026-08-29 20:47 UTC · Community Announcements · wormywormgirl
Added the electric spanner. This is an autolearned recipe for a homemade mod which helps you cock your crossbow if you are not strong enough to use it, reducing the weapon's strength requirement by 4. The device uses lithium batteries and must be switched on (activate your crossbow) to work. It will not fit on the heavy, pistol, or latchet crossbow, as these all use nonstandard cocking methods. Due to it being a huge pain to code it the other way, at present charge is not reduced per load and instead just slowly drains over time, so remember to turn the thing off when you're done.The electric
2026-08-25 16:57 UTC · Community Announcements · wormywormgirl
I was going to wait a few days like usual, but there was another old crafting group entry that was throwing the same bearing error message I already fixed 3 times today. So I may as well push this now so I can get that fixed.Fully rebalanced acid resistances and damage to items from different acid effects. This should now behave much closer to what was always intended with TLG's acid. Remember once again that this is the item's resistance to being damaged by acid, and does not determine whether it keeps you from getting splashed.Fixed that stupid bearing error message AGAIN aaaah@Federkiel sub
2026-08-25 14:41 UTC · Community Announcements · wormywormgirl
Due to my intelligence and skill, I accidentally didn't properly apply the fixes in the last hotfix. Now they're fixed but actually. These were:Fixed an error related to the removed bearing ball recipe.Fixed an error related to "junkfood_allergen". Both of these errors were harmless, but annoying.Removed the large adjustable wrench from the game. This wrench didn't really do anything special and wasn't a pipe wrench like apparently everyone thought, so it wasn't even a decent weapon, just an unnecessary variation on a common item.Additionally, in this update:Greatly boosted the acid resistance
2026-08-25 11:00 UTC · Community Announcements · wormywormgirl
Fixed an error related to the removed bearing ball recipe.Fixed an error related to "junkfood_allergen". Both of these errors were harmless, but annoying.Removed the large adjustable wrench from the game. This wrench didn't really do anything special and wasn't a pipe wrench like apparently everyone thought, so it wasn't even a decent weapon, just an unnecessary variation on a common item.
2026-08-25 06:48 UTC · Community Announcements · wormywormgirl
NPCs now know if they are vitamin deficient, and they will take vitamins or eat foods that contain necessary vitamins to fix this if they have access to them. This system isn't perfect, and NPCs that are surrounded by tasty food that doesn't have vitamins might prioritize eating that over healthier options. This game takes place in America so that might not be a problem.NPCs will make an educated guess about whether a food will make them nauseated or not, and will reject such items. Currently this means they will never eat a food with less than -5 (or -6 if they're a gourmand) enjotability. In
2026-08-22 10:07 UTC · Community Announcements · wormywormgirl
Because guns are dangerous, monsters which can shoot them ought to behave in a predictable manner. Therefore, monster special attacks that use guns are now standardized as follows: Grabbing, being grabbed, being blinded, being disarmed, being downed, being webbed, or having the maimed arm effect will prevent all monsters from using guns or similar attacks like crossbows and thrown rocks. Not all monsters are subject to all of these conditions, but if you see one of them on a monster, you know it cannot shoot. This does NOT apply to things like the yugg dart, where it's merely spitting a thing
2026-08-20 08:28 UTC · Community Announcements · wormywormgirl
Climbing up trees is now a proper climb check, looking at your weight, your athletics skill, your limb scores, et cetera. You can fail, and it's not the easiest climb to make.Climbing up ladders, both deployable and fixed, is also a climb check. Ladders are very easy to climb, so you shouldn't have too many issues with those.You can no longer climb basically anything besides stairs with your hands full. Stairs work the same as ever.The changes to climbing made it more difficult than intended to get big items off of rooftops. To counter that, and just to improve things in general, you can now d
2026-08-18 07:32 UTC · Community Announcements · wormywormgirl
Several fungal zombies had incorrectly set up special attacks, not for their fungal moves but for basic things like biting and scratching and grabbing. This has been fixed.Fungal spiders can inject you with a fungal infection.Learning the swimming proficiency is now ten times faster.Bears and zombears of all kinds now have a knockdown attack.Skeletal zombears are now quite a bit slower. They were really fast before for some reason.Added the poignard, a fencing weapon smaller than all the others. I threw this together because there weren't enough fencing options for smaller characters, and poig
2026-08-16 06:05 UTC · Community Announcements · wormywormgirl
Adjusted the chance for projectiles to hit items in a tile. Previously, this was purely based on the items' volume. Now, dispersion comes into play, and more accurate shots will be more likely to hit items. The main result of this is that if you want to waste a lot of grenades or ammo, you can use them to pulp corpses, provided they do enough damage, but also random items may get damaged more often.Smashing terrain and furniture, either with a melee attack or by shooting it, can now make quite a bit more noise depending on how hard you hit it. This may prompt enemies to realize they are being
2026-08-12 08:24 UTC · Community Announcements · wormywormgirl
Updated and fixed the ledge view math, it now behaves much more consistently on all Z levels.Monsters can now see down over ledges. Players still cannot see up onto ledges from below, this is coming.Treetops you aren't standing on once again block your view of areas beyond them, meaning that climbing a tree in the forest may afford you a better vantage point but it does not make you into some kind of an all-seeing tree god.Fixed a longstanding bug which was blocking hypovolemia from recovering until you lost blood again.Blood loss now actually affects NPCs who are not in your faction.Renamed m
2026-08-09 23:25 UTC · Community Announcements · wormywormgirl
Added two new hairstyles: twintails (long miku tails) and shag, which is like a choppy 80s style cut.Redrew the mullet and side shave (formerly "long punk") hairstyles in all 10 colors to better conform to visual standards.All 27 hairstyles are now visually represented in-game for male and female characters, and correctly come in all 10 available colors.Renamed several hairstyles to make them match what the image in the tile depicts. This should make things a lot clearer.Cleaned up and standardized the descriptions for all hairstyles.Fixed the weighting so you're far less likely to see random
2026-08-07 08:23 UTC · Community Announcements · wormywormgirl
Hordes now properly display on the overmap. You can disable this while looking at the map by pressing H. Remember that a horde does not mean "there are zombies here", it means "there is a group of zombies here and they are moving around." So like they're actually out on "patrol" instead of just milling around waiting for something to happen. Hordes can form and disperse for a variety of reasons.Earth ramps (not paved ones, yet) now visually line up (mostly) properly and behave much more like you'd expect: You can't cross to a low ramp tile except from a high one, and said tiles now actually lo
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