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Caves of Qud News

Feature Friday - May 5, 2023

204.71
  • The watervine farmer calling now starts with bonus reputation with the Farmers' Guild.
  • Ticking vents are now limited to spawning 30 clockwork beetles in total.
  • Fungal infections on hands now display their stats as melee weapons.
  • You now fall to the ground if you lose your wings in-flight.
  • Gave equimaxes double-muscled.
  • Creatures are now more willing to attack force fields and plant growth and, sometimes, dig through walls to reach an enemy.
  • Gigantic creatures now break most beds and chairs they attempt to sleep or sit in.
  • Certain liquids are now converted to other liquids if they react with a desalination pellet.
  • The target selection prompt for stasis and force projectors now refers to a field rather than a wall.
  • You can no longer enter the [redacted] if you do not bear the Mark of Death.
  • The bit cost of item modifications is now in part based on the base item's tech tier instead of its general tier. This mostly has no impact, except that it's now easier to mod recoilers even if they port you to late-game locations.
  • When a creature is pushed or pulled due to an effect that propels them through the air (e.g., Slam, gravity grenade), they no longer interact with liquid pools they pass over.
  • Pariahs in pariah groups no longer exhibit extremely antisocial behavior like leaving trash trails and swallowing things whole.
  • Attempting to sleep on a bed or sit on a chair with a neutral creature in its square now swaps positions with the creature, if possible, rather than asking if you want to attack them.
  • Added new descriptions for several creatures.
  • Removed an outdated version of Electrical Generation from electrofuges and gave them the newer one.
  • Improved some suboptimal grammar in tombstone messages.
  • Fixed a bug that occasionally made exploding items explode multiple times.
  • Fixed a bug that allowed you to complete quests with temporary items.
  • Fixed a bug that caused permanent clones of narratively important NPCs to flag the original as dead when the clone died.
  • Fixed a bug that made geomagnetic discs not overloadable.
  • Fixed a bug that prevented NPCs from reloading some missile weapons.
  • Fixed a bug that made the fists installed by fist replacement cybernetics persist after the implant was removed.
  • Fixed a bug that prevented the player from automatically equipping a torch on game start.

Feature Friday - April 28, 2023

204.69
  • Slugsnouts and leering stalkers no longer use their ranged weapons at point-blank range.
  • Reverted last week's change about not being able to open doors if you can't access your extremities. Now, certain creatures won't open or close doors based on behaviorial factors.
  • Made it harder to get to [redacted] if you don't have the Tomb of the Eaters quest.
  • You can no longer travel to [redacted] while in a body that's not your own.
  • The deployment of portable walls and stasis projectors is now animated.
  • Increases the frequency Ruin of House Isner secrets appear in generated text, which had become less frequent since the last corpus refresh.
  • Messaging for secrets discovered via Trash Divining is now sensitive to the "Display popups when noting information in your journal." option.
  • Revamped some creature descriptions.
  • Fixed a bug causing some sentences to refer to a creature when they should have referred to a piece of the creature's equipment.
  • Fixed a bug that made some creature detection effects continue highlighting creatures if you switched bodies into something lacking the detection capacity.
  • Fixed a bug where heavy weapons were categorized as rifles in tinkering categories, resulting in heavy weapon schemasofts with no blueprints.
  • Fixed a bug where the Hampered effect was categorized as mental, which caused it to terminate Sunder Mind.
  • Fixed a bug in the construction of some trader restocking messages.

Feature Friday - April 21, 2023

204.68
  • We made some changes to geomagnetic discs.
    • They no longer bypass walls or doors.
    • They no longer have unlimited range for reaching their initial target.
    • They no longer target the same creature twice in a given throw.
    • They no longer rely on the thrower's vision to find targets.
    • Their base charge use is lower.
    • Their charge use is now asserted on every bounce.
    • When disabled due to lack of charge, they now fail to activate and are not thrown.
    • When targets are out of phase with them, they now attempt to hit the target and fail, rather than refraining from the attempt.
    • Previously, when used by NPCs, they would use the NPC's strength bonus for the to-hit calculation rather than agility bonus if the strength bonus was higher. They no longer do this.
    • Deft Throwing and parabolic muscular subroutines now improve their chance to hit.
    • Their appearance in flight is now that of their tile.
    • Seeing one in action now identifies it.
    • Fixed a bug that made them fail to target some hostile creatures who had not yet noticed the player.
  • The move speed penalty from equipping heavy weapons is now surfaced as a status effect, Hampered.
  • You can no longer open or close doors if you are unable to move your extremities.
  • Creatures with no hands or hand-likes can no longer open or close doors.
  • A chronology entries is no longer recorded for trying to rename a companion who already has a proper name.
  • Unidentified thrown weapons no longer autoequip to the thrown weapon slot.
  • Equipment, inventory, and some companions now persist when an object is glitched via warm static. ((Beguiled/proselytized creatures will still lose interest if new body can't support them))
  • Reduced the number of "target temperature reached" messages issued by transkinetic cuffs.
  • Improved the journal verbiage when you learn a secret that's known by a faction but not the faction you learned the secret from.
  • Improved the grammar across many spots in text generation.
  • Fixed a bug that caused Spread Klanq quest steps not to complete after a save/load cycle.
  • Fixed some situations where inanimate objects would become targeted during a multi-weapon ranged attack.
  • Fixed a bug that occasionally caused you to fall in love with quest-related statues or statues created by lithofex gazes, even if there was no reason to love them.
  • Fixed a bug that caused pure warm static to not glitch objects its container shattered on.
  • Fixed a bug that caused the inventory or equipment screen to be rendered blank when you glitched yourself via warm static.
  • Fixed a bug that made fungal infections not operate properly when occupying left/right/upper/lower body parts. This fix won't affect existing fungal infections in saved games.
  • Fixed a bug that caused dynamic quests steps requiring an item not to complete in some circumstances, like receiving the item as a gift during the water ritual.
  • Fixed a bug that caused dynamic quest steps requiring an item not to complete if you already had the item in your inventory at the start of the quest.
  • Fixed a bug that made in-place disassembly of energy cells slotted into sockets often fail if you had other energy cells that could stack with that one in your inventory.
  • Fixed a bug that caused [owned by you] to appear on sold items if you had stored them in a container at any point prior.
  • Fixed a grammar error in some sentences involving compacted bone matter.

Feature Friday - April 14, 2023

204.67
  • Quests to recover historic relics now include the name of the historic site in the quest text, in addition to the name of the level the relic is on. This does not necessarily mean the location of the historic site is revealed when you get the quest, though.
  • Leeches are no longer implied to produce chitin.
  • Spitting slugs now spit salty acid that evaporates over time.
  • Tweaked the artifact identification messaging.
  • Using an unidentified tonic now indicates that you have identified it with a message.
  • Large lists of pickable items with similar names now have a consistent sorting order, rather than items sometimes moving around in the list as you navigate it.
  • Colorless generic brooding puffs no longer appear in fungal sites.
  • Tree cherubim now equip their cherubic bark in the right place.
  • Non-player creatures who use Teleportation are now subject to its accuracy limitations.
  • Companions with force bubbles active no longer attempt to pathfind right up next to you, pushing you around.
  • There is a new companion interaction available, direct to change follow distance, that lets you direct companions to follow close by, at medium range, or far away.
  • Inanimate objects that are brought to life can no longer be brought to life a second time.
  • You can no longer activate the Flume-Flier of the Sky-Bear when wielding it is a weapon.
  • Gave the sizzling effect on liquid containers a more informative description.
  • Fixed a regression that allowed you to get infinite chrome keys from Otho.
  • Fixed a bug that caused physical transformations to incorrectly increase the base rank of other mutations.
  • Fixed a bug with generated village history text involving worshipped sultans.
  • Fixed a bug that prevented unlocking the Mutagenic Mastery achievement.
  • Fixed a bug that caused the Cloaca Surprise to give you an extra tail.
  • Fixed a bug that caused you to be unable to leave the current screen when possessing a creature with a party leader.
  • Fixed a bug that caused corpses and other objects to become targets after killing a primary target with akimbo pistols.
  • Fixed some grammar errors in damage messages.
  • Fixed a pluralization error when learning crafting recipes via the water ritual.

Feature Friday - April 7, 2023

204.66

  • Great magma crabs now leave behind basalt when they die.
  • Creatures will no longer prioritize equipping the gaslight chisel over better weapons.
  • The stated neutron flux requirement for the [redacted] quest now matches what Klanq requires.
  • Fire ant queens, segmented mirthworms, and worms of the earth can no longer spawn creatures on the world map.
  • Walls with pipes installed in them now get their ignition temperature raised to 1200 degrees if it was below 1200 degrees, preventing random villages with lava-based hydraulics in their wooden walls from instantly bursting into flame.
  • The Barathrum clock with Q Girl pendulum no longer sometimes break adjacent power systems when picked up. This will not affect clocks already loaded in existing save games.
  • Applied a probable fix for magnetic bottles issuing a warning while traveling on the world map, then exploding before the player has a chance to address the situation.
  • In most cases, any mods that could be applied to a piece of armor prior to magnetization can now also be applied to it afterward.
  • Tweaked item population tables.
  • Made some further improvements to electrical arc messaging.
  • Fixed a bug that caused bows to not automatically reload after firing.
  • Fixed a bug that caused bows to bring up a menu for type of ammo to reload with any time you had more than one type of arrow instead of automatically reloading with the same type of arrow if available.
  • Fixed a bug that caused the bilge sphincter to replace your stinger.
  • Fixed a bug that caused electrical arcs emanating from equipment to be described as coming from "somewhere".
  • Fixed a bug that made electrical arcs with no place to go cause errors.
  • Fixed a bug that caused some corners of the river Yonth to generate as blank zones.
  • Fixed a crash that occurred when multiple creatures occupying the same cell attempted to swap positions.
  • Fixed a typo in ixlthyxl's description.
  • Fixed a bug that made it possible to contract blurry vision and monochrome at the same time under exotic circumstances, potentially resulting in incurable monochrome.
  • [modding] Bonded companions with proper names now have display names of the form "Gatt Alhonyawr, hired guard" rather than "Gatt Alhonyawr and hired guard".
  • Added a "soundlog" wish to show the last 20 requests processed by the sound engine