steam_community_announcements
Maintenence Patch - July 4, 2026
By AlphaBeard
211.50
- Autoexplore will now only dig in order to reach revealed objects of interest.
- Autoexplore is now less prone to discard its last target if interrupted.
- Fixed a bug that caused saves to load with a stale zone cache.
- Fixed a bug that caused cybernetic fist weapons to remain on your hands after being unimplanted.
- Fixed a bug that caused the required skills to highlight garbage and harvestables to be swapped.
- Fixed a bug that caused solar cells to not recharge.
- Fixed a bug that caused torches to not automatically douse or light, and never expire.
- Fixed some overly bright cyan tiles next to convalessence pools in Bethesda Susa.
- [debug] Added an "unexplore" wish to reset knowledge of the active zone.
- [debug] Added an option to draw autoexplore flood filling.
- [debug] Added an option to disable zone thaw restrictions.
- [modding] Added a Test menu option to the map editor which will quickly load you into a playable version of the map.
- [modding] Added a Recent menu option to the map editor which will remember your ten last opened files.
- [modding] The map editor's open file dialog will now default to your last chosen file's directory.
- [modding] Fixed blueprint readouts in the map editor getting stuck on screen.
- [modding] Fixed a bug that caused modded sounds to not play on linux.
- [modding] GameObject.Property and GameObject.IntProperty can no longer be null.
- [modding] The.GameContext is no longer unassigned.
- [modding] The LiquidSpitter mutation can now be configured via XML. The Pool attribute controls the blueprint to use (including the starting volume), and the InitialLiquid attribute controls the liquids placed in each pool and their proportions (e.g., "water-3,salt:2-5" will cause salty water of various concentration to be spit).
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