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Caves of Qud News

No patch this week, Feature Friday resumes next week

Hi all,
We're skipping the patch this week due to some travel. We'll be back next week!

Live and drink.

Feature Friday - February 17, 2023

204.59
  • Spacetime vortices can no longer be coated in liquids.
  • We made some performance improvements to spacetime vortices. They no longer immediately load new zones when spawned, meaning playing with Spacetime Vortex and Quantum Jitters should be smoother.
  • The Discharge power from the Electrical Generation mutation now requests confirmation before targeting yourself.
  • Barathrumite tinkers now spawn with a leather cloak rather than a cloth robe they cannot wear.
  • Baetyl rewards received as part of the [redacted] creation process are now written to the message log.
  • Gaslight weapons now consistently display their powered performance in the tinkering UI, rather than gaslighting you about their stats.
  • Fixed a bug that caused the reputation bonus from the custom visage implant to persist when swapping bodies.
  • Fixed a bug that made creatures with random cybernetic implants sometimes receive implants in excess of their license tier.
  • Fixed some bugs with Juke, like how juking out of your own force bubble left the forcefield in place until you moved again.
  • Fixed a bug that prevented dreamcrungles from becoming sated after you woke up peacefully.
  • Fixed a bug that caused mutation ranks not to stack with the [redacted] if you gained ranks from multiple sources.
  • Fixed a bug that caused [redacteds] with the custom visage implant not to apply their reputation bonus when controlled.
  • Fixed a coloration issue with dromad caravan journal entries.
  • [modding] Added IfZoneVisited conversation predicate, which is true when the specified zone ID has been visited by the player. Fixed the RemoveItem/RemoveSpeakerItem delegates.

Feature Friday - February 10, 2023

204.58
  • Pickaxes now count as axes for melee purposes.
  • Pickaxes and nanopneumatic jackhammers now display rules text for their wall penetration behavior.
  • Gigantic pickaxes and nanopneumatic jackhammers, and burrowing claws on gigantic creatures, now destroy walls in half as many penetrating hits.
  • NPCs with air current microsensors or optical multiscanners implanted no longer reveal stairs to you. The exception is if the NPC is your follower and close enough for you to hear them.
  • Added an animation to jumping.
  • Arrows wielded as melee weapons now use the Short Blades skill.
  • Dawngliders have a flaming bite again.
  • Turret tinker followers now respect being told not to set up turrets.
  • You now get an appropriate failure message when you try to apply a tonic to a robot.
  • The repulsive device can no longer be taken back from the Children of the Tomb.
  • Conveyor belts now stop animating when their drive is destroyed or disabled.
  • Animated doors and walls are now affected by Slam as creatures, not as walls/doors.
  • Stunning from Slam can no longer allows a successful save on a natural 20.
  • Slam now propels creatures across pits in the middle of their path of being slammed.
  • Slam now moves items on the ground along with a slammed creature regardless of whether the creature dies as a result of the slam.
  • Slam now shakes the camera if the player is anywhere in the chain of creatures moved, rather than only if the player is the initial target.
  • Creatures are no longer blocked from being moved by Slam by non-square-occupying items on the ground.
  • Death due to the damage from being Slammed through walls now has case-specific death messaging.
  • Using Slam while engulfed now results in slamming the engulfing creature in the direction indicated (unless you choose no direction, in which case you still Slam yourself).
  • Creatures that are rooted in place can no longer be knocked prone.
  • You are no longer considered able to move your extremities while enclosed in furniture like an iron maiden, regen tank, or sarcophagus.
  • Removed the penetration cap from phase spider bite.
  • NPC and starting player equipment usage is now less willing to use non-melee-weapon items as improvised melee weapons.
  • Fixed an issue causing fungal infections to misbehave.
  • Fixed a bug that made creatures fail to equip items over natural gear.
  • Fixed a bug with applied tonics that looked at the applying creature's attributes rather than the applied-to creature.
  • Fixed an issue with the rendering of taproot floor in Chavvah's keter.
  • Fixed a rare infinite zone generation bug when generating dynamic quests after all secrets have been exhausted.
  • Fixed a bug that caused amnesia to trigger on the world map.
  • Fixed a bug that rarely caused the Bell of Rest to recall the player directly over an open pit, killing them.
  • Fixed a bug that caused data disks to give every effect when used as hamsa.
  • Fixed a bug that caused qudzu and their symbiotes to not rust your items.
  • Fixed a bug that caused beguiling via cooking effects to always fail.
  • Fixed a bug that caused creatures temporarily beguiled via cooking effects to replace your permanent followers.
  • Fixed a bug that caused limb regeneration faculties to fail to regenerate dismembered treads and hardpoints from cybernetics. (Treads and hardpoints already severed in saved games are not affected.)
  • Fixed a bug when you acquired Monochrome in the body of a dominated creature that resulted in being permanently unable to cure it.
  • Reverted the input manager change that caused some issues on Linux machines. This will re-break some issues on MacOS without the bugfix enabled, but now it's broken in a more historically normal way.
  • Fixed a bug that caused some small inconsistencies in spawns.
  • Fixed a bug that made Slam destroy items on the ground in the same square as a slammed creature in some circumstances.
  • Fixed a bug that usually made Slam's damage message from hitting walls not be displayed.
  • Fixed a bug that could cause crashes when wading and proneness interacted.
  • Fixed a bug that caused some NPC and player equipment loadouts to feature items being equipped multiple times in the same loadout.
  • Fixed a bug that could cause games to crash on startup.
  • [modding] Body parts added by cybernetics (motorized treads, gun rack, equipment rack, magnetic core) are no longer tracked as extrinsic (like body parts added by helping hands and two-faced headgear). They're instead considered long-term parts of the body in the same way limbs added by mutations are.
  • [pets] Creatures no longer fruitlessly try to attack Gloaming or Either/Or. You'll have to re-redeem these pets for this change to take effect.

Feature Friday - February 3, 2023

204.56
  • Increased the default HP for all items.
  • Increased the default HP for all armor to 100.
  • Put the Phase harmonic modulator implant in cybernetic loot tables.
  • On the equipment screen, when you default interact with a natural weapon, you once again attempt to equip over it. You can press Ctrl+Space to look at it instead.
  • You no longer autoexplore over dilute warm static.
  • Items unintentionally dropped by your companions are now auto-picked-up when the "Auto-pickup special items" option is enabled.
  • Natural gear of gigantic creatures is now always gigantic (including +3 damage and Slam bonus for cudgels).
  • Rampaging sultans who earn a title as a result of their rampage are no longer called the Untitled.
  • Removed the "flower" object from the game but left "flowers", making baetyl requests less ambiguous.
  • Creatures are now pickier about equipping gear over their natural gear if the natural gear might be better.
  • Added some more wall descriptions.
  • Made magnetic bottles in trader (particularly tinker) inventories more reliably generate empty.
  • Tweaked the ANSI in sultan murals.
  • Fixed a bug that made glowmoths and gamma moths fail to attack.
  • Fixed a bug that made True Kin register as mutants.
  • Fixed a bug that made normality gas pumps use two slots even when you had giant hands.
  • Fixed a bug that made some creatures' natural gear disappear when they gained some physical mutations.
  • Fixed a bug that made most creatures' natural gear that had previously been visible in their descriptions stop showing up.
  • Fixed a bug that made the Ruin of House Isner fail to have a guaranteed critical on its seventh shot.
  • Fixed an issue that occasionally occurred with Sheba Hagadias's detail color.
  • Fixed a grammar issue with some implant-related historical messages.
  • Fixed some grammar errors in historical information and village quest text.
  • Fixed several issues with MacOS and non-English keyboard layouts.
  • Improved the grammar of some polygel duplication messages.

Feature Friday - January 27, 2023

204.53
  • Chimeras can now eat the Cloaca Surprise and Crystal Delight.
  • Extra floating nearby slots you obtain are no longer removed by transformative meals.
  • Any time the player is forced to drop an item, that item is now considered a "special item" until the next time the player or a companion of the player picks it up, meaning autoget will pick it up if "Auto-pickup special items" is on.
  • Space-time vortices caused by Quantum Jitters now have a short delay before they begin moving.
  • Creatures' natural weaponry can now be equipped over, generally. This change resolves various cases of natural weapons appearing twice in creature descriptions. It also allows creatures to equip items over some natural weapons, like bites and claws.
  • Shield Wall can no longer be activated without a shield equipped.
  • Natural gear can now be interacted with from the equipment screen.
  • Gigantic items can no longer be randomly generated by tinkering.
  • Transkinetic cuffs are now actually spawnable.
  • Extradimensional True Kin are no longer unable to install implants. (Existing instances in saves will not be affected.)
  • Made metachrome weapons count as gigantic (and so get the +3 bonus) but reduced their base damage roughly by half.
  • Palladium electrodeposits now implant into the head slot of your [redacted], if available.
  • The "Auto-pickup ammo" option no longer strips energy cells out of devices.
  • You can now harvest plump mushrooms from mushroom cases.
  • You can no longer pour neutron flux to or from magnetic bottles if they aren't in working order.
  • You're now warned when pouring neutron flux from a magentic bottle to an unsafe container.
  • Schrodinger pages now display their faction when offered as a reward.
  • Renamed cactus cherub to fractus cherub.
  • Fractus cherubim are now considered members of the fractus species.
  • All urshiib now have the Triple-jointed mutation.
  • You can now throw recycling items or items fitted with filters down the Sacred Well.
  • Turret tinkers are considered now hexapedal robots.
  • Robot cheburim are now considered wheeled robots.
  • Drillbots have short blades skills now.
  • Pulse field magnets can no longer pull away natural gear.
  • Small spheres of negative weight can now have some mods.
  • You can no longer get infinite chrome keys from Otho.
  • The hindren of Bey Lah are now interested in secrets about Kindrish.
  • Heartbiter goatfolk now have the modern Adrenal Control mutation instead of the old one.
  • Asphodel no longer becomes unresponsive at certain phases in the Earl of Omonporch quest.
  • The gesticulating mod strength bonus now scales with item tier.
  • Wheeled creatures like the mopango charioteer now have two wheels.
  • Phase cannons are now considered heavy weapons.
  • You can no longer get Chavvah's roaming keter by traveling to the map above Eyn Roj.
  • Modified the stats of Wardens Esther so that they appropriately spawn 4 clones with Temporal Fugue.
  • Table [redacted] no longer have blue detail color.
  • Fixed a bug that caused skulk injectors not to be consumed if you were already under the effects of one.
  • Fixed a bug that caused certain invalid limbs to break the Atzmus menu.
  • Fixed a bug that caused old saves with Issachari present to behave strangely.
  • Fixed a bug that caused some effects not to be listed in your status effects readout on the main screen.
  • Fixed the pronoun for the Slam bonus in the description of gigantic plural weapons.
  • Fixed a grammar issue in message for fully identifying an artifact.
  • Fixes Tau's gender.
  • Fixed some grammar in generated text.
  • [modding] Robots and [redacted] are no longer considered mutants by the method GameObject.IsMutant().
  • [modding] Fixed an error that could occur with custom Options.xml loading
  • [modding] Added optional predicates to several GetCreatureAroundPlayerLevel methods in EncountersAPI.
  • [modding] ModColossal is no longer hardcoded to be disallowed as a bonus mod, so its settings in Mods.xml are better adhered to.