# 4.0.0
## Backwards compatibility
- Old qualia: safe
- Mods: safe
## Content additions
- Six new entities
- New items (including guns and new wands)
- New blocks (including blocks to change music and fog color)
- More fanart qualia backgrounds
- Three new achievements
- New fruit femme variants
## Improvements
- Tiamana cutscenes are now skippable
- Death and rosary bead cutscenes are now skippable on the first viewing
- Improved the music player (adds missing tracks and track titles to match OST publications)
- Added script detection for mods: `res://mods//mod_init.gd` will be instantiated as a node whenever a mod is loaded
- Haze hand now affects gels
- Made wildebeests quieter
- Guard cube visual effect can now be disabled with right-click
- Default window mode is now maximized
- Slightly optimized some collision checking
## Bug fixes
- Fixed firmament embrace not working on new qualia
- Fixed entities being able to attack through walls
- Fixed guard cube shimmer effect interfering with water rendering
- Fixed ball and heart trails interacting weirdly with the sky
- Many minor bug fixes related to entities
- Fixed minor shift of the divine menu at particular screen sizes
- Fixed barrier blocks allowing placements over entities
- Fixed dropped items sometimes not reacting to explosions
- Fixed preta texture being stretched
- Fixed preta's hurt animation not playing
- Fixed lag stutter caused by explosions when many dropped items were loaded
- Fixed item depositing not checking max stack size of an item
- Fixed minor inconsistencies between friend wand and ball wand
- Fixed weird knockback behavior for gels
- Removed the ability to ignore item cooldowns by switching between two of the same item type
- Fixed cakra blocks being slightly smaller than one block
- Disable the ability to place invalid blocks (most commonly as a result of an already patched bug that would allow the hoe to obtain invalid letter blocks)
- Fixed haze hand sending spider-like entities to the sky
## Balance changes
- All blocks that were limited to stacks of 5 are now treated like regular blocks (starting at stacks of 50, then increasing with buds). This restriction was originally for lag-prevention and balance reasons, but the stack size had little effect on the overall apotheosis cycles and I think people can figure out for themselves if certain blocks are too laggy to use heavily
- Haze hand knockback tweaked
- Entity pushing mechanic tweaked
- Buffed final boss health
- Increased detection range of manikins and pretas