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Caves of Qud News

Feature Friday - May 21, 2021

201.103/202.63
  • Added the ability to direct companions to engage with enemies aggressively or only engage defensively. When only engaging defensively, your companion will not look for hostile targets to attack on its own initiative, only attacking targets in reaction to aggression against itself or another party member.
  • If you and your companion both have Trash Divining, you now receive any secrets they discover by rifling through trash.
  • The Lacquered item mod can now be applied to a wider range of items with hard surfaces and not just rustable metal items.
  • Cloaks are now eligible for more item mods.
  • Hookahs can now have common item mods like painted and engraved.
  • Basic toolkits are now a bit more valuable.
  • Extradimensional robots no longer leave behind non-extradimensional scrap when killed.
  • Extradimensional glittermensch no longer drop non-extradimensional gemstones when damaged.
  • Robots no longer leave behind ashes when killed by fire and lasers.
  • The Love and Fear quest now has an additional step, more dialogue, and can now be completed after Kith and Kin.
  • Neelahind now has her new dialog if you return Kindrish.
  • Severed body parts now use shorter versions of the names of the creatures they were severed from..
  • You can now swap positions with neutral, immobile creatures that have become mobile due to uplifted status (e.g., a turret that's a village warden).
  • The AV and DV values of equipment are no longer averaged across multiple Floating Nearby slots.
  • If you autoexplore while you have the capacity to dig, you now dig through walls to get to new locations rather than striking a wall once then stopping.
  • Clarified that Wings gives 300 reputation with birds and winged mammals, not 400.
  • Primordial soup sludges catalyzed by brain brine now spit dilute brain brine rather than the pure stuff.
  • Messages about damage you've dealt now only ignore visibility if you are adjacent to what's being damaged.
  • The Cybernetics tab of the Equipment screen now displays body parts using simpler language (e.g., "Hands" instead of "Worn on Hands").
  • Improved generated text for "living as a nomad" snippet.
  • Tweaked the stats of umber frock.
  • Point-defense drones no longer consume charge when traveling on the world map.
  • Added more safeguards against members of the same party deciding they should kill each other.
  • Made companions joining party leaders in other zones more reliably immediate.
  • Made companions joining party leaders able to overcome Stuck and Overburdened effects.
  • Fixed a sequence break where you could asked your dynamic starting village about the Barathrumites after you started More Than a Willing Spirit.
  • Fixed a bug that let you encode the psionic bits of an esper's psyche onto your own multiple times if you repeatedly dealt killing damage with one action.
  • Fixed a bug that caused creatures to stand still when their next step would take them over a hostile plant.
  • Fixed a bug that caused the position of the cursor to become unclear if you modded an item on the Tinkering screen with the last mod in the list.
  • Fixed a bug that caused you to get equip failure messages when other creatures with complex equipment setups used temporal fugue.
  • Fixed a bug that made some mopango burrow through walls when they were not intended to.
  • Fixed a bug with gas-breathing mutations that caused their damage not to get attributed to the breather.
  • Fixed a bug that caused some items not to stack after they had been repaired.
  • Fixed a rare build error when a village was generated in a biome, such as slimy or tarry terrain.
  • Fixed a bug in village farm and garden placement.
  • Fixed a bug that caused hyperbiotic chairs owned by the Barathrumites to show up in Bethesda Susa.
  • Fixed a bug that caused hyperbiotic chairs owned by the Barathrumites to be treated as a different item type from other hyperbiotic chairs.
  • Fixed a bug that caused hyperbiotic chairs owned by the Barathrumites to not be automatically identified when you were promoted to Journeyfriend.
  • Fixed unwanted asterisks appearing in tomb mural text.
  • Fixed a typo in the Wings mutation description.
  • Fixed a color issue in some dynamic quest dialog.
  • Fixed color bleeding in the names of Templar phylacteries.
  • Fixed a bug in Ereshkigal's dialog.
  • Fixed a bug that caused two versions of the [redacted] secret to exist.
  • Fixed a bug that caused various text-based indicators to be flipped on followers.
  • Fixed a bug that caused Charge rendering to not respect flipped tiles.
  • Fixed a bug that caused flower fields creatures to spawn in Bey Lah.
  • Fixed a bug that caused some artifacts to retain their unidentified tile appearance after being identified.
  • Fixed a bug that caused [redacted] to be rendered inert when the player was blocked from entering.

Feature Friday - May 14, 2021

201.102/202.62
  • Added a new movement command: Move to Point of Interest (default mapping: backspace). The command prompts you with a list of points of interest that you've discovered on the local map, then it autowalks you to the one you choose.
  • Your companions' tiles now face the same direction as you do.
  • Akimbo and Decapitate are now toggleable.
  • Added better messaging when autoact is interrupted for reasons that may not be obvious, such as when one of your companion starts fighting something.
  • NPC evaluation of which items to equip now takes move speed bonuses and energy-supply-dependent stat bonuses into account.
  • Autoact is interrupted less frequently due to trifling companions such as burgeoned plants.
  • Autoact is now interrupted by returning to the beginning of a sphynx-salt-induced precognitive vision.
  • Mayor Haddas no longer generates as hated by pariahs or the Farmer's Guild.
  • Default attacks such as fists no longer show up as physical features.
  • Dynamically named items and extradimensional items are now marked as important by default.
  • Bridges are visible again.
  • Improved hostile creature AI to be better at advancing toward you when other creatures are in the way.
  • Implants that are unidentified but installed on your body now have their real names displayed in becoming nook terminals.
  • Attempting to create a campfire when there's already a campfire nearby now prompts you to move to the existing one if you aren't already next to it.
  • Otho no longer has precognitive visions of the [redacted].
  • Changed the tile and ASCII character color of oilskins to light black.
  • Items offered as quest rewards by Warden Indrix are now always identified.
  • Activating Stopsvalinn now works when it is equipped in a hand.
  • You now see combat messages you are involved in even if the other creature involved is invisible.
  • Liquid pools now conduct electricity.
  • Fixed a bug that caused some adverse tonic reactions to lock up the game.
  • Fixed creatures not being dragged when successfully hooked by Hook & Drag.
  • Fixed Time Dilation not activating.
  • Fixed some buggy behavior when using multiple sphynx salt tonics.
  • Fixed a bug that caused you to not get the reputation bonus with highly entropic beings from the Space-Time Vortex mutation.
  • Fixed a bug that caused liquid coverings to incorrectly flash color.
  • Fixed a bug that caused Zothom the Penitent, Doyoba, Dadogom, Gyamyo, and Yona to be treated as if they didn't have proper names.
  • Fixed some rogue punctuation in Barathrumite dialogue.
  • Fixed typo in Q Girl's dialog.
  • Fixed a persistent case of double-pariah naming.
  • Fixed a grammar error in the death messages of companions with pseudo-plural pronouns.
  • Fixed a bug that caused creatures to attempt to attack gas clouds they had been injured by.
  • Fixed a bug that generated error messages in some liquid behavior, mostly in Golgotha.
  • Fixed a bug that made some uniquely named recoilers have odd names.

Epic science fantasy roguelike Caves of Qud adds new game modes with checkpoints

Not a big fan of permadeath? Good news for you as Caves of Qud, the awesome science fantasy roguelike epic, now has new game modes in Beta.

Read the full article here: https://www.gamingonlinux.com/2021/05/epic-science-fantasy-roguelike-caves-of-qud-adds-new-game-modes-with-checkpoints

Feature Friday - May 7, 2021

201.99
  • Added two new tracks for the [redacted].
  • Improved creatures AI for movement and use of activated abilities. As a result, Companions are now less prone to inexplicable states of inactivity.
  • When joining their party leader in a new zone, creatures now enter the zone closer to the party leader.
  • Your own fungal spores no longer interrupt automovement.
  • Compute power now improves the performance of ganglionic teleprojectors.
  • Compute power now improves the range of electromagnetic sensors.
  • Smart use now triggers interaction on unsealed liquid containers like vases.
  • The fill interaction no longer appears on liquid pools.
  • Renamed goatfolk savage to goatfolk bully.
  • Warden 1-FF no longer generates as being hated by pariahs or the Daughters of Exile.
  • Yla Haj no longer generates as being hated by the villagers of Ezra, the Consortium of Phyta, or pariahs.
  • The currently selected item in the trade UI now displays the name and weight for a single item and not the entire stack.
  • Barathrumites now more consistently use your current guild rank in conversation.
  • Clones of molting basilisks now behave more like normal molting basilisks.
  • If you talk to Otho in person before using the communications panel after completing More Than a Willing Spirit, the Grit Gate doors that should open for you now do.
  • Fixed a bug that let you trade over long distances using telepathy.
  • Fixed a bug that caused brain brine to fail to give mental defects.
  • Fixed a bug that caused items meant to grant telepathy fail to do so.
  • Fixed a bug causing non-crossfaded music to not play properly.
  • Fixed a bug that caused robots detected by an electromagnetic sensor implant to continue to be tracked after the implant was removed.
  • Fixed a bug that caused some uppercase 'E' letters to disappear from weirdified text.


202.59 'beta' branch
  • We added new game modes.
    • Classic
      • This is the standard Qud experience with permadeath. Nothing has changed.
    • Roleplay
      • Checking pointing at settlements. When you die, you have the option to reload from the last checkpoint. Your checkpoint is automatically set whenever you enter or leave a settlement. You can also set your checkpoint manually while at a settlement by hitting Esc and then 'c'.
    • Wander
      • Checking pointing at settlements.
      • Your reputation with every faction starts at 0 (or higher), meaning most creatures start neutral to you. Aggressive creatures of neutral factions will still attack you.
      • You get no XP for kills.
      • You get more XP for discoveries, completing quests, and performing the water ritual. This amount scales with your level.
    • You can't change your game mode once you start a game.
    • You can now check your game mode, turn counter, and world seed in game by hitting Esc and selecting Game Info.
  • We reworded the debug options around disabling permadeath to make them clearer.

Feature Friday - April 30, 2021

201.98/202.58
  • Villagers now indicate direction when guiding you toward quest givers in the village.
  • Carapaces and quills now appear in creature descriptions as physical features.
  • True Kin who gain mutation points can now access mutation options in the character sheet.
  • Added new dialog to goatfolk.
  • Added a message for when you enter a holy place. This won't apply to existing saved games.
  • Newly sentient beings now properly offer to teach you to think like a child during the water ritual.
  • Individual animated artifacts are now always identified.
  • Grenades now detonate when damaged.
  • Force fields are now 100% resistant to heat, cold, and acid, and 50% resistant to electricity.
  • Stasis fields are now immune to damage.
  • Creatures now avoid activating Phasing if it's already active.
  • Creatures now use Phasing defensively.
  • Normality gas now damages highly entropic beings.
  • You can no longer ask the mopango about the repulsive device before speaking to Lebah about it.
  • Default [Scrap] objects no longer appear in the moango hideout.
  • For the Kith and Kin quest, you can no longer question Eskhind's sisters until you're deputized by Neelahind.
  • The death of clones and duplicates of NPCs critical to the Kith and Kin quest no longer forces the quest to fail.
  • Added a period to the end of fractus damage messages.
  • Improved the grammar in Berserk's remaining duration message.
  • Improved some grammar in the assessment after A Call to Arms.
  • When you [redacted], you are now more consistently treated according to your reputation.
  • The beginning of A Call to Arms now interrupts autoact.
  • Otho yelling for you now interrupts autoact.
  • Barathrumite repairs to Grit Gate after A Call to Arms now take place while you are traveling overland in addition to other forms of time passing.
  • When the Barathrumites repair destroyed doors and force projectors after A Call to Arms, they are now as accessible to the player as pre-existing versions would have been.
  • Fixed a bug that prevented things that were supposed to happen when a creature or item was destroyed from happening, which had an especial impact on the assessment after A Call to Arms.
  • Fixed a bug that prevented Barathrumite crops from being registered as such during A Call to Arms.
  • Fixed a bug that made the eastern force projector of Grit Gate fail to be disabled at the beginning of A Call to Arms when there is an attack from the east.
  • Fixed a bug that made Barathrumite repairs to Grit Gate after A Call to Arms repair a maximum of one thing each time you visited Grit Gate after enough time had passed for repairs instead of a minimum of one thing.
  • Fixed a bug that caused power to continue passing through broken portions of power grids.
  • Fixed a bug that granted the Starry Demise achievement when creatures other than the player were crushed under the weight of a thousand suns.
  • Fixed a bug that caused the Children of Mamon to request the wrong liquid while performing the water ritual.
  • Fixed a bug that caused dynamic factions with hyphens in their names to generate errors.
  • Fixed double punctuation in some melee combat messages.
  • Fixed the capitalization of names that start with a single character followed by a hyphen.
  • Fixed a bug that could occur under esoteric circumstances only known to be triggered by mods.
  • [modding] Legendary creature naming is now handled via Naming.xml.
  • [modding] Generation of gender names, person terms, immature person terms, formal address terms, offspring terms, sibling terms, and parent terms is now handled via name styles defined in Naming.xml, not via Genders.xml. Pronoun generation is still handled by Genders.xml.