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Caves of Qud News

Feature Friday - March 15, 2024

206.69
  • Added new hamsa effects to various grenades.
  • All heavy weapons will now be reloaded before each individual shot while using Sweep.
  • Fixed a bug that caused the automove interrupt code to be incorrectly 'sticky' in some situations.
  • Fixed a messaging oddity when attempting to recoil to the court of sultans in combat.
  • Fixed a bug that caused some factions to not gift their cybernetics credit wedges via the water ritual.
  • Fixed a bug that caused irisdual beam to misreport its dealt damage.
  • Fixed a bug that allowed you to lunge with a dismembered stinger.
  • Fixed a bug that caused thermal and freeze grenades to not have appropriate hamsa effects.
  • Fixed a bug that caused armed mines to be reported as disarmed in their description.
  • Fixed a bug that caused the item category of the scrapped waydroid to be incorrect.
  • Fixed a bug that caused the 'Auto-pickup of zero weight items' but skip picking up items with fractional weight.
  • [debug] Added a new debug option to show current faction reputation when looking at creatures that grant reputation.
  • [modding] Name is now a required property of population groups.
  • [modding] Added a Name to every population group.

Feature Friday - March 8, 2024

206.68
  • The liquid font mutation no longer oozes liquid on the world map.
  • Popup menus with many options now ignore mouse position when scrolling with keyboard or joystick.
  • Added a confirmation dialogue before dismemebering yourself using metabolizing effects.
  • Flight and Swoop abilities now correctly display the falling chance.
  • The Fear Aura mutation no longer wastes a turn if there are no enemies to fear nearby.
  • The scrapepd waydroid is now categorized under Quest Items.
  • Automove while holding the movemnt input will now properly stop for all events that interupt autoexplore, even if the source is not visible.
  • Fixed a soft lock when a combat animation would continuously fail to render.
  • Fixed a bug that caused visual effects to sometimes stop playing permanently.
  • Fixed a bug that caused petting creatures to sometimes lock the screen for up to 10 seconds.
  • Fixed a bug that caused other NPCs petting creatures nearby to interrupt player inputs.
  • Fixed a bug that caused the jump ability to display its popup twice.
  • Fixed a bug that caused the shimmering visual effect to persist after a waking dream.
  • [modding] Added GameObject.HasItemWithTag(string) to search inventory and equipment for tagged items.
  • [modding] The QudChooseStartingLocationModuleWindow now adds a breadcrumb to the UI.

Feature Friday - March 1, 2024

206.67
  • You can now wear gigantic gauntlets on your giant hands.
  • The geomagnetic disc now benefits from being gigantic even while powered.
  • Engulfing creatures will now disgorge something they are digesting if they become part of the same party during the digestion process.
  • The temple mecha mk Ia's machined edge is no longer gigantic.
  • You will now auto-explore over fracti if it wouldn't damage you due to non-matching phase or faction reputation.
  • Fixed a bug that caused various coloration of creatures to be lost when in range of nightvision.
  • Fixed a bug that caused unidentified missile weapons to display their identified icon in the missle weapon status bar.
  • Fixed a bug that caused gigantic items to require even more limbs to equip if they were already equipped somewhere else.
  • Fixed a bug that caused creatures to immediately want to unequip a piece of gigantic equipment after equipping it.
  • Fixed a bug that caused equipment to not update how many limbs it uses after implanting giant hands.
  • Fixed a bug that caused giant hands to reduce the amount of limbs required to wear any item regardless of type, most notably gigantic armor.
  • Fixed a bug that caused the geomagnetic disc to sometimes consume double charge.
  • [modding] Dismembered limbs now copy all properties of their severed parts into a DismemberedProperties part.
  • [modding] Added AfterDismemberedEvent which can be used to add additional properties to the severed limb.
  • [debug] Added an 'implant' wish to directly add a cybernetic to yourself in an optional location: "implant:giant hands", "implant:pneumatic pistons:feet".
  • [debug] Added a 'modify' wish to create an item with a specific mod installed: "modify:crysteel gauntlets:gigantic".

Joppa and UI Rework + more! 🍄 Caves of Qud Dev News

Hey everyone,

It’s Alexandra from Kitfox Games with some development and community news! We are working towards the final, major content update before 1.0 release. Much like the Creatures of the 7th Plague, this one will have a ton of new features, bug fixes and improvements.

The team has been working on a full UI rework complete with fully mouseable, gamepadable, gorgeous updates for every screen. Here are some mockup screenshots of the new UI:



Joppa is also getting a refresh! Everyone’s favourite starting area is going to be as textured and lived-in as the rest of the world. More to show on this later!

Along with those major reworks, the update will also include:
  • Hundreds of new sound and visual effects
  • 40 new achievements
  • Several new narrative touches
  • Big bug fixes and performance improvements

You can expect this update to be released in Q2.

[h2]Jam with us![/h2]

The folks in the Caves of Qud community are doing another mod jam!! The theme this time around is...Vignettes.

Like last time, they'll be compiling mods from the jam into a modpack. Unlike last time, they're allowing C# scripting - so they've also extended the duration to a week. Beginner modders are still very much welcome and encouraged to join! If you've ever been curious to try modding now is the perfect chance!

The jam will run from March 15, 6:00 PM to March 22 6:00 PM EST.

To sign up for the jam visit: https://itch.io/jam/caves-of-qud-modding-jam-2
If you've got questions, visit us on the Kitfox Discord in the #⁠qud-jam channel

That’s all for now! We will have more details, about the major update in the coming months so stay tuned!

-Alexandra + Freehold

Feature Friday - February 23, 2024

206.66
  • Phase-shift grenades are no longer moddable with the redundant phase-harmonic mod.
  • Rivers in preset settlements now have the same object and wall-sparing behavior as random villages.
  • Added a new visual effect for night vision.
  • Radar now reveals [redacted].
  • Greatly improved the performance of complex hydraulic power systems.
  • Fixed a bug that caused you to violate the Pauli exclusion principal when surrounded by your own force bubble.
  • Fixed a bug that occasionally produced incorrect capitalization of your name in recipes you create.
  • Fixed a bug that caused your hunger level to not update when becoming famished via dilute warm static.
  • Fixed a bug that caused broadcast power receivers to be non-functional within interiors.
  • Fixed a bug that caused decarbonizers to self-destruct when firing their molecular cannon.
  • Fixed a bug that caused decarbonizers with invalid targeting to prevent the game from rendering.
  • Fixed a bug that caused delayed attacks from lithofexes and dreamcrungles to be aborted when loading a game.
  • [debug] We made some changes to wishing for mutations.
    • You should now prefix wishes for mutations with "mutation:", e.g. "mutation:beak".
    • You can wish for a mutation variant by adding it as a parameter, e.g. "mutation:beak:rostrum".
    • You can wish for a specific mutation entry using its display name, e.g. "mutation:stinger confusing venom".
    • If the mutation has variants and one wasn't specified, you are now asked to select one.
    • You will be asked to confirm when a fuzzy search is about to apply a mutation to you.