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Caves of Qud News

Feature Friday - August 4, 2023 - Improved the animation when petting creatures

204.98
  • Added a new command, "Replace energy cells" (Ctrl-R by default) -- brings up a prioritized menu of your items that have energy cell slots so you can choose one to slot a new cell into.
  • When replacing an energy cell in an item that is equipped or in your inventory, the highlighted default is now the first cell available.
  • The remove cell option in the replace/install cell menu now shows what the currently slotted cell is.
  • Took off the metal classification on psychodyne helmets.
  • NPCs can now use Sweep.
  • Sweep now sometimes traverses from right to left.
  • Increased the animation speed of missile traversal using Akimbo and Sweep.
  • Mind Over Body now lets you travel on the world map while famished.
  • It's no longer possible for villages to build their habitats out of the non-existent 'bones' of plants.
  • As improvised weapons, tonic injectors are now considered short blades. Injectors in saved games will not be affected.
  • Burrowing Claws no longer extends its special behavior against walls to your other melee weapons.
  • If Burrowing Claws is toggled on and you attack a wall, you now attack with your burrowing claws instead of your wielded weapons.
  • Gave frogs some more frog-like characteristics.
  • Creatures no longer attack force fields they own or can pass through in the attempt to reach their targets.
  • Increased the default priority of the read interaction for books and scrolls once they've ready been ready.
  • The cooldown of Ultra Fire is now affected by Willpower.
  • If you're a telepath who is missing their tongue and you attempt to proselytize a creature who you can't make telepathic contoct with, the failure message is now clearer.
  • Explicitly targeting a creature for a missile attack by placing the targeting reticule over them now switches your target, even if you already have one. Explicitly targeting an inanimate object now switches your target, only if your previous target was also an inanimate object.
  • Made electrical discharges from power grids a little more corrigible.
  • Figurines no longer rarely give you reputation with nonexistent factions.
  • Improved the animation when petting creatures.
  • Fixed some strange naming patterns when already-legendary creatures immigrated to villages.
  • Fixed a bug that caused Sweep to have no action cost.
  • Fixed a bug that caused creatures to use Sweep with non-heavy missile weapons.
  • Fixed a bug that caused Hooks for Feet to not equip its hooks unless the mutant already had shoes on when they acquired the mutation.
  • Fixed a bug that made autoexplore still try to burrow when your Burrowing Claws were toggled off.
  • Fixed a bug that gave Kickback multiple chances to take effect when using Akimbo.
  • Fixed a bug that caused Force Bubble to think it was still toggled on if the entire force bubble was destroyed.
  • Fixed a bug that caused your evil twin to occasionally be friendly.
  • Fixed a bug that caused crypt sitters to be leashed to the wrong tile when crossing zone boundaries.
  • Fixed some incorrect broodpuff descriptions.
  • Fixed a typo in the Donation Level: Kasaphescence achievement.
  • Fixed some grammar in quest text.
  • [modding] Added a serialized ModVersions dictionary to SerializationReader which can be referenced when overriding IPart.LoadData to preserve save compatibility.
  • [modding] LiquidVolume.Fill() now calls Empty() with NoDestroy: true.


205.49 - 'beta' branch
  • Replaced the combat slash animation with a new one, with three grades of intensity for 1, 2-3 and 4+ penetrations.
  • Changed the penetration SFX to match the 1, 2-3 and 4+ tiers.
  • Input is now buffered, which should eliminate missed inputs when entering keyboard input very quickly.
  • Rebinding menu navigation keys is now allowed.
  • Added a new animation for bludgeoning damage
  • Added a new block animation.
  • Added modern VFX for abilities: flaming hands, flame breath, Aloe Pyra, flaming vents.
  • Added modern VFX for items: flamethrower.
  • Fixed an issue where input would sometimes become nonresponsive after binding a key.
  • Fixed some bugs with rebinding a key forgetting all the defaults.
  • Improved conflict checking logic for main keybinds and abilties screens.

Dwarf Fortress publisher Kitfox helping roguelike Caves of Qud to release

Caves of Qud from Freehold Games is probably the absolutely wildest roguelike I've ever played and now the developers are teaming up with Dwarf Fortress publisher Kitfox Games to publishing it with the final release in 2024.

Read the full article here: https://www.gamingonlinux.com/2023/07/dwarf-fortress-publisher-kitfox-helping-roguelike-caves-of-qud

Feature Friday - Boulders are now less flammable.

204.96
  • Quartzfur items can now get three item mods.
  • Phylactery squires now carry steel bucklers instead of steel shields.
  • Autoexplore no longer explores inside a vantabloom radius.
  • When autoexplore finds nothing left to explore, but there are unexplored regions inside vantabloom darkness, an appropriate message is now displayed.
  • Autoexplore no longer explores through solid walls if you're (temporarily) phased.
  • Burrowing creatures are now more willing to pathfind through walls.
  • Mopango now have the claws normally granted by their species' Burrowing Claws mutation.
  • Taking and then giving an item to a merchant follow now removes the merchant stock designation and makes them more likely to equip it.
  • Wax nodules are now takeable.
  • Boulders are now less flammable.
  • Made ashes more stackable.
  • Improved the grammar in messaging around metamorphic polygel and ashes.
  • Made improvements to some spark shower visual effects.
  • Fixed bugs that prevented NPCs from equipping phylacteries and pickaxes.
  • Fixed a bug that prevented NPCs from using offensive activated abilities provided by equipment.
  • Fixed a bug that made having a nanopneumatic jackhammer equipped caused you to try to autoexplore through walls even when the jackhammer was unpowered.
  • Fixed a bug that caused scrambled waydroids to sometimes be hostile to your companions and vice versa.
  • Fixed a bug that caused the droid scrambler to work unreliably when in the inventory of a companion.
  • Fixed a bug that caused you permamently blink out of existence if you dominated Aoyg-No-Longer at the wrong time.
  • Fixed a bug that caused a clone of Aoyg-No-Longer, if one is present during the quest, to sometimes zip away instead of the original.
  • Fixed a bug that caused warm static to rarely not apply a random effect.
  • Fixed a bug that caused non-adjacent map squares with a clear path to them to become explored even when not lit.
  • Fixed a bug that prevented Empty The Clips from applying its effect if you didn't have at least a single pistol equipped.
  • Fixed a freeze when attempting to view the incantations for your golem when you have several thousand chronology entries.
  • [modding] IActiveParts now include the result of GetActivePartLocallyDefinedFailureDescription() (as "LocallyDefinedFailureDescription") in their debug internals if their status is LocallyDefinedFailure.


205.45 - 'beta' branch
  • Added new visual effects for several abilities: teleportation, slammed, digging, and temporal fugue.
  • Added new visual effects for several types of deaths: decapitation, transmuted, consumed, lased to death, and immolated.
  • Added new visual effects for several missile weapons: all lead slug weapons, laser rifle, chain laser, laser pistol, point defense laser, spitting seed plant, and light rondure.
  • Added new visual effects for several other items: HE grenades, neutron flux, and hookah.
  • Added new visual effects for throwing.
  • Added some icons for death messages. More to come.
  • Added new tiles for some flashing status indicators: swimming, wading, covered in spores, flying, and sprinting.
  • Fixed a bug preventing key repeat looking.
  • Removed "laptop defaults" keybind options. The new defaults should be usable without numpad.
  • Improved conflict-checking logic for main keybinds screen.
  • Controls that had all bindings removed no longer revert to defaults when loading.


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Dwarf Fortress's publisher is now helping the best early access roguelike across the finish line after 8 years on Steam




fter an 8-year stint in early access, the brilliant Caves of Qud is due to hit 1.0 next year with the help of Dwarf Fortress publisher Kitfox Games. It seems like a good match, with Dwarf Fortress being a big source of inspiration for the indie roguelike sim...
Read more.

Meet Kitfox Games! They are co-publishing Caves of Qud 1.0 with us!

Hey friends!

We want to introduce you to a couple of our friends at Kitfox Games, community manager Alexandra and director Tanya. Kitfox is here to help us ring in a new era of Caves of Qud development. Today, we'd like to all announce together that the game will fully launch out of Early Access next year, 2024! Kitfox will be helping us do that, and hopefully as many people as possible will enjoy the fruits of those efforts. We made a new trailer to announce the upcoming launch and publishing partnership, so please do watch it and send it to those of your friends who weirdly haven't bought the game yet for some reason:

[previewyoutube][/previewyoutube]

If you like the new visual effects you see in the trailer, you can check 'em out in game now, on the beta branch! (right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch)

Feature Fridays will continue, as well as everything else we normally do, but we'll also be popping up regularly with news and updates surrounding other ways to chat and hype and enjoy the game together. For example, you're welcome to join the Qud channel on the Kitfox Discord server, or come meet some Kitfoxes at the Gamescom booth this year, where we'll be showing Qud to mystified Germans alongside Dwarf Fortress.

Kitfox will probably livestream the game on their Twitch channel in the coming days or weeks, so keep an eye out there too, if you want to hang with some fellow mutants or even give them a few pointers on how best to enjoy our journey under the salt sun.

You can sign up for our email newsletter for updates directly to your inbox!

Excitedly,
Brian (AlphaBeard), Jason (ptychomancer), Alexandra & Tanya