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Caves of Qud News

Feature Friday - July 21, 2023

204.95
  • Point-defense systems can now target dart projectiles, in the same tracking category as arrows.
  • Fjorn-Kosef's fists no longer have antimatter cells slotted into them, nor are they considered weird artifacts.
  • Made improvements to how NPCs equip gear.
  • NPCs are now better able to use fidget cells.
  • Stasis now prevents bloodsplatter and similar effects.
  • Colossal creatures can now equip large boulders.
  • When you dominate a creature, your companions now stop attacking it.
  • When you get lost on the worldmap, you no longer always wind up in the center of the parasang.
  • When you become unlost via an unconventional method, you now get the usual message about regaining your bearings.
  • Nests and nest-like creatures who are villagers should no longer collapse after they finish spawning.
  • Items that are temporary, coated in dangerous liquids, or in the process of being eaten away by acid can now be given to or taken from NPCs via the trade screen, except you still cannot sell them.
  • Creatures that leave trails of objects behind them no longer fall through the floor when they leave a pit in the space behind them.
  • Krakens no longer do their two-step move on the worldmap.
  • Fixed some issues causing energy cells with the radio-powered mod not to recharge correctly.
  • Fixed a bug that made it only possible to disarm weapons equipped in hands or in missile slots.
  • Fixed a bug that disqualified items from becoming magnetized based on total stack weight rather than weight per item.
  • Fixed a bug that made it impossible to look at fungal infections. Existing fungal infections in saved games will not be affected.
  • Fixed a bug where Reverse Engineer success messages would refer to the artifact by its unidentified name.
  • Fixed a bug that made padded items worthless.
  • Fixed a bug that caused errors when some creatures tried to retreat via teleportation.
  • Fixed a bug that made leyline puppeteers, enigma cones, and enigma caps only able to accept two item mods.
  • Fixed the default subterranean wall type in baroque ruins.
  • [modding] The Lost effect is no longer hardcoded to JoppaWorld; being lost is now tracked per world.
  • [modding] Fixed a bug that made removing Photosynthetic Skin cause errors with bleeding.


205.42 - beta
  • Changed the default bind for the Factions page to ctrl+f.
  • Fixed a bug that caused Light Manipulation to cast ambient light even when out of charges.
  • Fixed a bug that caused some popup selections to cancel autoexplore immediately after.
  • Fixed an issue that caused a spurious option popup when selecting a category in the trade menu.


If you enjoy our weekly updates, please leave a positive review. Every one helps!

Feature Friday - July 14, 2023

204.93
  • NPCs now use Berate, Empty the Clips, and Juke (especially if they also know Pointed Circle).
  • Improved the messaging around Berate, Intimidate, Menacing Stare, Juke, and Empty the Clips.
  • If you have the Wings mutation and Jump and your flight ability is not presently disabled, you can now jump over creatures.
  • Creatures who are lost can no longer give directions to other creatures who are lost.
  • You can now generally get directions from robots when lost, if they're willing to talk to you.
  • To-hit bonuses on armor now specify that they apply to melee combat.
  • Added a message for using an exit teleporter.
  • Made a few more creatures able to give you directions if you get lost.
  • More severed ooze parts are now green.
  • Warden Indrix now has Intimidate.
  • Fixed a bug that made to-hit bonuses on armor not work.
  • Fixed a bug that made the Hampered movespeed penalty from wielding a heavy weapon removable by things that cure negative status effects.
  • Fixed a bug that caused you to grow two tails after eating the Cloaca Surprise.
  • Fixed a bug that caused pure warm static not to glitch other liquids when mixed.
  • Fixed a bug that prevented you from gaining mental defects via brain brine.
  • Fixed a bug that made ovens fail to appear as points of interest.
  • Fixed a bug that made Slime Glands have a usable range of one square less than it was supposed to have.
  • Fixed a bug causing the chronology entry for permanent mind transfer to sound as if it were describing an existential crisis.
  • Fixed an instance of excessively godlike pronoun capitalization in agolflies' description.
  • Fixed more bugs in petting messages.
  • [modding] The DataDisk part now supports a number of fields for controlling the type of data disk generated:
    • TargetBlueprint allows a specific blueprint to be designated.
    • TargetType allows a type of recipe (Build or Mod) to be specified.
    • TargetTinkerTier allows a desired tinker tier (the tier of the highest bit required) to be specified.
    • TargetTier allows an item tier to be specified.
    • TargetTechTier allows an item tech tier to be specified.
    • TargetTinkerCategory allows a tinkering category to be specified.
  • [modding] Various blueprints for data disks of specific types have been added:
    • BuildDataDisk and ModDataDisk for disks with item and mod recipes, respectively
    • TinkerTier1DataDisk through TinkerTier8DataDisk for disks of the respective tinker tiers
    • TinkerTier1BuildDataDisk through TinkerTier8BuildDataDisk for item recipe disks of the respective tinker tiers
    • TinkerTier1ModDataDisk through TinkerTier8ModDataDisk for mod recipe disks of the respective tinker tiers
    • ArmorBuildDataDisk, AmmoBuildDataDisk, GrenadeBuildDataDisk, HeavyWeaponBuildDataDisk, MeleeWeaponBuildDataDisk, PistolBuildDataDisk, RifleBuildDataDisk, TonicBuildDataDisk, and UtilityBuildDataDisk for item recipe disks of the respective tinkering categories
  • [modding] Mutation defects are now flagged with Defect="true" on either the category or mutation itself, instead of being tied to the category display name.
  • [modding] GameObject now has a generic method HasPart(), similar to GetPart().
  • [debug] Added a "population: findblueprint: blueprint" wish that calculates the probability of the specified [blueprint] appearing at least once in each population table.
  • [debug] Added a "population: generate: table#amount" wish that generates the specified population table an amount of times, showing a breakdown of what was rolled.


205.39 - beta
  • Added binds for Mark Target and alternate fire modes.
  • Added support for up to 4 binds for an action.
  • Item containers can now be scrolled with the scroll wheel.
  • Reduced and standardized the sensitivty of scroll views.
  • Fixed a bug causing interaction from the looker to select the default action immediately.
  • Fixed a rare exception in commandDelayTimers.
  • Fixed the store items binding.
  • Fixed the binding for collapse and expanding categories in the item picker.
  • Fixed the binding for scrolling long descriptions on the tinkering screen.
  • Fixed several bindings for various tinkering screen commands.
  • Fixed night vision cybernetic not toggling state.


If you enjoy our weekly updates, please leave a positive review. Every one helps!

Feature Friday - July 7, 2023

204.91
  • Springing now affects power skating.
  • NPCs now use Intimidate and Menacing Stare.
  • Baetyls no longer request bizarre carnage.
  • Mechanical cherubim now prefer to use oil for the water ritual.
  • NPCs are now more willing to throw things and fire missile weapons at forcefields and at targets hiding behind trees.
  • Friend to fungi and fungus-ridden creatures now get recolored dark and bright magenta, respectively.
  • Immobile creatures may now move using Juke.
  • Pathfinding on the world map now prefers to go around the Rainbow Wood.
  • Campfires and campfire remains that are buried under solid objects no longer prevent another campfire from being built nearby.
  • Added new descriptions for some articles of clothing.
  • Reduced the volume of the stasis field sound effect.
  • Targets are now unset if you pick them up, equip them, implant them, slot them, load them, or used them as a component.
  • Fixed a bug that made pouring neutron flux from one functional magnetic bottle to another issue a false warning about lack of magnetic containment.
  • Fixed a bug that made NPCs able to reload a weapon and fire immediately.
  • Fixed a bug that caused Terrified effects which were supposed to suppress the use of activated movement abilities to fail to do so.
  • Fixed a bug that caused trining lampreys to not self-replicate.
  • Fixed a bug that caused jumping and ejection seat animations to sometimes display your tile with the wrong colors.
  • Fixed a bug that caused a quills object to be unequipped into your inventory if a prior mutation was glitched into Carapace via warm static.
  • Fixed a bug that made Templar phylacteries reference a confused name if they generated while the player was confused.
  • Fixed a bug that caused strange phrasing in tomb inscriptions about books.
  • Fixed more grammar oddities in third-party petting messages.
  • Fixed a typo in Hortensa's conversation.
  • Fixed a bug causing text following commas to be inappropriately removed from item names in some contexts.
  • Fixed a bug that caused the stripping of color formatting to fail on some nested color patterns.
  • [modding] Added SourceID, SourceBlueprint, KillerID, and KillerBlueprint properties to dropped corpse objects. ID properties will only be populated if the relevant object already had an ID when the corpse was generated.


205.37 beta
  • Increased the value of the leftmost tick of the repeat delay slider from 0 to 5.
  • Fixed the main menu X not highlighting on hover.
  • You can use the walk command again while looking to walk to the object you're looking at.
  • Fixed v positive and v negative binds changing objects in a stack in the looker.
  • Page Up and Page Down can now be used to navigate popups and the look menu.
  • Fixed the binding display on the book UI.
  • You can now use hotbar positional binds to trigger an ability even if that ability has a custom bind.
  • Fixed an issue when looking at a tile when you didn't have Walk bound.
  • Fixed an issue when using backspace on the number selection popup.
  • Fixed an issue causing page up and down to be reversed in some menus.


Please leave a positive review if you enjoy the weekly updates, every one helps!

Feature Friday - Jun 30, 2023

204.90/205.35 beta
  • Added new descriptions for some natural equipment.
  • Heightened Hearing, Sense Psychic, and electromagnetic sensors no longer alert enemies.
  • Ichor merchants now occasionally stock sap, putrescence, primordial soup, and (rarely) warm static.
  • The Light Source category is now initially expanded when equipping a thrown weapon.
  • Sense Psychic now allows you to perceive when someone creates an otherwise non-visible pyrokinesis or cryokinesis field.
  • Factory arms now properly move objects.
  • Being rusted now generally turns things red.
  • If a village records its history through tattoos, and a villager has a body that cannot be tattooed but can be engraved, they now spawn with an historical engraving.
  • You no longer auto-disassemble items in the course of modding them.
  • The trade screen no longer ever shows a negative post-trade weight.
  • Improved auto-equip failure messages, especially in cases where auto-equip failed on multiple body parts.
  • Improved messaging for the appearance and disappearance of pyrokinesis and cryokinesis fields.
  • The damage done by pyrokinesis and cryokinesis now depends on the phase that the field's creator was in at the time of creation.
  • Fixed a bug that made armor fail to auto-equip to an occupied but potentially available body part if the first appropriate body part was occupied by non-removable equipment.
  • Fixed a bug that caused odd grammar in the descriptions of your severed limbs.
  • Fixed a bug that caused you to get time cube messages when zero jells applied the effect to NPCs.
  • Fixed a bug that caused creatures to swap energy cells too frequently in items that have boot sequences with high charge draws.
  • Fixed a bug that caused psychic hunters to sometimes fail to spawn and prevent other creatures in the zone from moving.
  • Fixed support for the "Stack" hint, which will cause some ammunition populations not to be scattered all over the floor as individual objects.
  • Fixed a bug that made some farms generate with odd names.
  • Fixed a bug that caused some tinkerable items to display a in their name and give no bits when disassembled.
  • Fixed a bug that caused rusted robots who had their rusting repaired remain red.
  • Fixed a bug that caused your tongue to continuously regrow and rot away if you had Regeneration.
  • Fixed a bug that made initial cryokinesis field deployment use colors appropriate to pyrokinesis.
  • Fixed a bug causing graphical glitches with some force field interactions.
  • Fixed a bug that excluded disguise mod name elements from item pickup messages.
  • Fixed a bug that caused doubled punctuation at the end of village history tattoos.
  • Fixed some formatting issues with pet responses to being petted.

Gamepad support + new Abilities screen beta is now live!

Hi there,
We've been working on some UI features, including better gamepad support, a more robust input manager, and a whole new Abilities screen. That work is now live on the beta branch!

If you'd like to help us test it, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. Note: previous saves won't be compatible with this beta.

Please post your bugs here.

Live and drink, friends.

  • Merged all input managers down to one, meaning you no longer have to change settings for gamepad to work.
  • Made keyboard & gamepad input much more robust across the board.
  • We added a new Abilities screen ('a').
    • Added icons for every ability.
    • Added in-depth, dynamic descriptions for many abilities (the rest to come).
    • You can reorder abilities on the Abilities screen and they will also reorder in your hotbar.
  • We made several enhancements to the ability hotbar.
    • Your abilities are now automatically hotkeyed. You can change the hotkeys from the Abilities screen.
    • Added hotkeys for scrolling through your hotbars (default ctrl+1 - ctrl+5).
    • New ability icons also appear on the hotbar.
  • Added the new ability icons to the old UI sidebar. They also now respect the order of abilities on your ability screen.
  • Added a new, highly visible autoexplore danger indicator.
  • Holding down movement keys to move quickly is now safeguarded by the autoexplore danger indicator.
  • Added gamepad button glyphs for Xbox and PlayStation controllers wherever the UI indicates a button bind.