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Caves of Qud News

No Feature Friday this week; back next week

Hey folks,
No Feature Friday this week as we have team members traveling. We'll be back next week.

Live and drink.

Feature Friday - November 24, 2023

206.37
  • Added a move menu, default binding shift-M.
  • Added a "Move to Point of Interest" clickable button to the top right of the new UI, between the buttons for Character Sheet and Autoexplore.
  • Stat saps are now always considered at least Tough opponents.
  • Gigantic items now produce more wire in wire extruders.
  • Autoact now explicates the reason it stopped via the message log more often.
  • Pathfinding now works harder to avoid digging through walls with wiring, piping, or gearboxes.
  • Hidden things being discovered no longer necessarily interrupts autoact.
  • Sparking baetyls no longer ask for Sparafucile's masterwork weapons.
  • Blast cannon projectiles ("pressurized energy") are now treated as mass nouns ("some pressurized energy", not "a pressurized energy").
  • Attempting to activate a ganglionic teleprojector from its interaction menu while the ability is on cooldown no longer fails silently.
  • Lagroots, junk dollars, and other urchins no longer interrupt autoact through mere hostility.
  • Requesting gifts via the water ritual now operates on one item at a time if the NPC has a stack of them.
  • When you die while confused, a confused version of your name is no longer recorded with your score.
  • Legendary dervishes of the Sightless Way are no longer incorrectly titled as servants of Ptoh.
  • Torches are now extinguished by being submerged in liquid.
  • Made Value + and - binds able to share bound keys with Move Up and Move Down.
  • The option "Use text autowalk threat indicator" is now called "Use text version of the autoact interrupt indicator instead of flashing red box".
  • You can now return to the Recoil menu by escaping out of interaction with a recoiler.
  • The option "Use text version of the autoact interrupt indicator instead of flashing red box" is now in the Automation category.
  • The option "Use text version of the autoact interrupt indicator instead of flashing red box" now works consistently: it indicates the interrupting object with a pulsing red visual effect, if disabled, or with a descending yellow v character, if enabled.
  • Creatures now consider moving away from gases or walltraps that are damaging them a little more aggressively.
  • When creatures die while engulfed, items left behind are now left in the engulfer's inventory.
  • When creatures die, the location items left behind drop in is now more consistent.
  • Force bubbles no longer push anything when their owner is being pushed by another force bubble. This should prevent crashes from force bubble owners pushing each other.
  • The activated ability for force bracelets now synchronizes properly when the force bracelet is deactivated by its force fields are independently destroyed.
  • The icon colors applied by desecration now take priority over the icon colors applied by village history engraving.
  • Improved how some items are specified in Spread Klanq quest steps.
  • Slightly reduced the render layer of low walls.
  • Removed two extra spaces from interdictor lock-on messages.
  • Fixed the stats in the ability description of Cryokinesis.
  • Fixed a bug that randomly caused some items to be incorrectly flagged as needing two slots to equip.
  • Fixed a rare bug that caused a hard lock during world generation.
  • Fixed a bug with the repulsive device.
  • Fixed a rare bug with inventory stacking.
  • Fixed a bug that caused the glotrot cure to fail.
  • Fixed a bug that sometimes caused walls to paint incorrectly.
  • Fixed a bug that sometimes caused you to be described as disassembling "something", or for a disassembled item to be omitted, when disassembly was interrupted.
  • Fixed a bug that made automatic attacks on ignored enemies interrupt autoexplore.
  • Fixed a bug that made broken and engulfed statuses not appear in display names.
  • Fixed a bug that caused the "Attack ignored hostile creatures that you move adjacent to during autoexplore" option to cause you to automatically attack ignored enemies that you moved next to on a single manual step.
  • Fixed a bug that with item naming trying to name items after the world map.
  • Fixed a bug that duplicated items when you equipped one from the ground while having another in your inventory.
  • Fixed a bug that made the grounded effect prevent movement actions it shouldn't have, such as charging.
  • Fixed a bug that made miners continue to lay mines after being instructed not to.
  • Fixed a bug that made sparking baetyls imply they might take items from your inventory even if there were enough items to satisfy them nearby.
  • Fixed a bug that caused the looker to be unable to switch objects.
  • Fixed a bug that made merchants become temporarily incapacitated by restocking and soup sludges become temporarily incapacitated by growing their pseudopods.
  • Fixed some bugs with text filters applied to speech, like with birds and fish.
  • Fixed a bug that made geomagnetic discs unable to fly through gases.
  • Fixed a bug with important tonics having their "apply" and "apply to" interaction hotkeys swapped.
  • Fixed a bug with junk dollars' impaler behavior. Existing junk dollars in saved games will not be affected.
  • Fixed a bug that made rock tumblers and wire extruders work when unpowered. Existing furniture in saved games will not be affected.
  • Fixed a bug that caused the positive and negative cacophonic sounds for multiple simultaneous reputation changes to be played simultaneously, when applicable.
  • Fixed a bug that made morphogenetic geomagnetic discs fail to work properly.
  • Fixed a bug that put confused quest names in Reclamation quest steps if you were confused when Girsh nephilim spawned.
  • Fixed a bug in the activation message of Shield Wall.
  • Fixed a bug that caused mutation permutation to occur repeatedly past the halfway point of the Mutating effect.
  • Fixed a bug that made some secrets display with inappropriately capitalized words in the middle of them.
  • Fixed a bug where your hagiographies claimed you penned a copy of a cookbook instead of the cookbook itself.
  • Fixed a messaging oddity in some messages about resistance to recruitment.
  • Fixed a missing space in some possible faction descriptions.
  • Fixed a bug that allowed duplicating a chord of light at Omonporch.
  • Fixed a bug that caused Stingers to not activate when lunging.
  • Fixed a bug that caused the golem mound's catalyst menu to be unopenable when a dram of slime was in your inventory.
  • Fixed a bug that prevented the 'Dayenu' achievement from progressing.
  • Fixed a bug that prevented the repulsive device from being removed.
  • Fixed a bug that caused dynamic quests to sometimes become unfinishable.
  • Fixed a bug in the ability manager screen that casued a lockup when activating an ability in the middle of a drag operation.
  • Fixed a bug that caused a crash when quitting a game.
  • [modding] ProneOnHit now works on projectiles.
  • [modding] The mod manager now sorts mods case-insensitively.
  • [modding] The reference name of the highly entropic beings faction has been changed to Entropic.

Hooray! You can now 'voluntarily amputate your own limbs' in the last major update before full release for the best roguelike out there




I keep Caves of Qud and Dwarf Fortress in the same mental filing cabinet. Both consist of a very thin layer of graphics (though thicker now in Dwarf Fortress' case) spread atop a fathomless clockwork of interlocking gameplay systems and strange simulations. They are, if you ask me, two of the best and most impressive games ever made, and now Qud has gotten even wider, deeper, and weirder...
Read more.

Caves of Qud update adds a ton of new content to 9/10 Steam roguelike

There's no shortage of fantastic Steam roguelikes, and Caves of Qud is one of the top rated for a reason. It's a colossal undertaking that's earned an 'overwhelmingly positive' 95% Steam rating since it launched in early access in July 2015, and a huge update delivers a wealth of new things to do and find. While it might not have the name recognition of Hades, Dead Cells, Spelunky, Dwarf Fortress, or The Binding of Isaac, this is certainly one roguelike you won't want to miss out on.


Read the rest of the story...


RELATED LINKS:

Caves of Qud adds massive new dungeon in Tomb of the Eaters update

Creatures of the 7th Plague Major Update is OUT NOW!

Hey everyone,

One of the biggest Caves of Qud updates, Creatures of the 7th Plague is out now! This year-long patch is full of new content: Boss fights, factions and new quests! Watch the brand-new update trailer:

[previewyoutube][/previewyoutube]

[h2]The Creatures of the 7th Plague Update features:[/h2]

  • Arrival of the Girsh Nephilim, 7th plague of the Gyre, mythic beings whose cradles are tucked throughout the caves of Qud as five new dungeons
  • Next leg of the main quest: a climactic battle with the Putus Templar at the foot of the Spindle
  • Finalized, fully native gamepad and Steam Deck support
  • Hundreds of new visual and sound effects
  • New UI for the hotbar & Abilities screen and new icons for every ability
  • New creatures (mechs!), skills, furniture, items, implants, and more




You can read the full update with all the patch notes here: https://store.steampowered.com/news/app/333640/view/3802788059284257843

This will be our last major update to Caves of Qud before we shift our focus completely to the 1.0 release. You can follow along with updates here on Steam but also on the Kitfox Community Discord or the Official Caves of Qud Discord.



Now who's ready for some Nephilim?!

-Kitfox + Freehold