1. Caves of Qud
  2. News

Caves of Qud News

The Moon Stair beta is here!

The beta for our latest feature arc, the Moon Stair, is here. Big picture, this arc includes the last late-game region, a new quest in the main questline, significant updates to the new UI, all new sound effects, and many, many gameplay changes. Everything is quite functional, but -- per usual -- it is subject to change and will get additional polish over the next several weeks.

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. Check out this thread if you want to post your feedback, or get access to a debug wish to fast-forward to the new quest.

Here are the patch notes, with the usual caveat that some small changes may be missing.

Live and drink!


[h2]NEW QUEST IN THE MAIN QUESTLINE[/h2]
  • There is now a new quest after returning from the Tomb of the Eaters. Talk to Barathrum in his study to learn more.
  • Added a new system for the creation of [redacted] in support of this quest.



[h2]NEW LATE-GAME REGION[/h2]
  • Added the last late-game region: the Moon Stair
  • Added new creatures: zero jell, unimax, dawning ape, n-dimensional starshell, dreamcrungle, monad, and dream wren.
  • Added a new village-like location -- Chavvah, the Tree of Life -- with several new NPCs.
  • Added a new side quest at Chavvah.
  • Added psychic biomes, limited to the Moon Stair.



[h2]UI[/h2]
  • Added a new Pixel Perfect mode, which forces zoom to snap to a perfect multiple of the pixel art. You can toggle it in the General options menu.
  • Added a new Docked mode that locks the combat log, nearby items list, and minimap. You can toggle it in the General options menu.
  • Added new UI for target pickers.
  • Added new UI for examining things with the Look function.
  • Added a new target reticle for some contexts.
  • The information bar when using the look/target pickers is now at the top of the screen.
  • The ability bar is now fully functional.
  • Added a new UI for the Options screen.
  • Added a new UI for the High Scores screen.
  • Added a new UI for the Help screen.
  • Added tooltips and highlights to attributes with bonuses during character creation.
  • You can now look at who you're talking to from the conversation UI.
  • Added binds for page up and page down.
  • Removed option to show tooltips when looking. It's now always works this way when the modern UI is enabled.
  • Tooltips shown by mouseclick now hide when keyboard or joystick buttons are pressed (please report any tooltips that do not behave this way).
  • Added a tooltip to the window layout lock button
  • Look now is now bound to left stick button by default in the modern input manager.
  • After firing a ranged weapon, your target for future shots is now more reliably what you shot at instead of what you hit.
  • Added two options for filtering the nearby items list to only takeable items and only items in the current tile (Options > Overlay UI > enable Show overlay nearby objects list). When both are enabled, the behavior approximates the legacy UI "only show contents of the current cell" option.
  • Refactored the imposter system for visual effects. This fixes many bugs where visual effect artifacts remained on the screen improperly.
  • Removed code and unused bits of Overlay UI that have been replaced with the Modern UI.



[h2]SOUNDS & MUSIC[/h2]
  • We're in the process of adding all new sound effects to the game. Several hundred have already been added. More to come.
  • Added ambient environmental sounds. For now: to Joppa, the salt marsh, and subterranean caves. More to come.
  • Added a new toggle and volume slider for ambient sounds to the General options menu.
  • Added a new music track in the Moon Stair.



[h2]NEW THINGS[/h2]
  • Added new cybernetic implants: grounding shunts and social coprocessor.
  • Added new items: palladium weave tabard, dazzle cheek, psychodyne helmet, black mote, and stasis casque.
  • Added a new liquid: warm static.



[h2]GAMEPLAY CHANGES[/h2]
  • We made some balance tweaks to the attributes of merchants.
    • Stiltground merchants are now higher level and have more Willpower.
    • Legendary merchants are now leveled appropriately for the difficulty tier their workshops are found in.
    • More kinds of merchants now have hired guards.
    • Adjusted the number of hired guards for several kinds of merchants.
  • We changed how the item mod 'gigantic' works and classified some creatures as 'colossal'.
    • The following creatures are classified as colossal: salt kraken, star kraken, great saltback, great magma crab, Rodanis Y, chrome pyramid, and [redacted].
    • Colossal creatures can no longer wear non-gigantic gear.
    • Non-colossal creatures can no longer wear gigantic gear, with the exception of gigantic weapons, which can be wielded in twice the number of hands they normally take to wield.
    • Most types of items can now be gigantic.
    • Gigantic weapons deal additional damage and may have other effects, depending on the weapon class.
    • Gigantic vessels now store twice as much liquid.
    • Gigantic grenades have double the radius.
    • Gigantic gems and precious nuggets have 5x the trade value.
    • Gigantic energy cells have twice the energy capacity.
    • Swarm racks are now gigantic and no longer occupy back or arm slots.
  • The Quantum Jitters defect is now worth 4 points.
  • Svardym are no longer considered a sultanate faction.
  • There is now a teleport gate in the rusted archway.
  • You can no longer trade with creatures who are engaged in melee combat.
  • Having an adjacent inanimate object as a target no longer counts as being engaged in melee combat.
  • Robots with the Wings module can no longer fly while EMP'd.
  • Set the region tier of the Six Day Stilt to 2.
  • Krakens who have a party leader no longer wander in the characteristic kraken style.
  • Item-based bonuses to throwing range are now functional on geomagnetic discs.
  • Cheap credit wedges are now excluded from dynamic encounters.



[h2]MISCELLANEOUS[/h2]
  • Autoget can now unload weapons and empty liquid containers.
  • Campfires and torch sconces are now avoided to a much lesser degree by pathfinding.
  • Sometimes pilgrims you encounter are now lost. You can give them directions.
  • Teleport gates are now points of interest.
  • All creatures with proper names who are not player companions are now considered points of interest.
  • Artifact functionality that displays status indications in item descriptions, such as (nonfunctional) or (unpowered), no longer does so in context of tinkering item descriptions.



[h2]BUGFIXES[/h2]
  • Fixed a bug that prevented legendary creatures from awarding extra XP in some contexts.
  • Fixed a bug that caused legendary creatures to have too little XP for their level.
  • Relic missile weapons with the vibro effect now get any penetration bonuses they may have applied on top of the vibro effect.
  • Fixed a bug that caused armor categorized as Clothing to auto-equip as held in hand rather than worn.
  • Fixed a bug in pathfinding that caused occasional mishaps, in particular inexplicable penchants for walking through fractus.
  • Fixed a grammar error in some messages resulting from you decapitating your companion.
  • Legendary villagers no longer sometimes erroneously have two names.



[h2]DEBUG & MODDING[/h2]
  • When using the debug option 'Show quickstart option during character generation, pressing the keybind now only works on the first screen.
  • Autoget is now handled with the AutoexploreObjectEvent. Set E.Want = true and E.FromAdjacent = "Autoget". Users of the AutoexploreObjectEvent should now check the AutogetOnlyMode flag. You should only return "Autoget" (or equivalent) actions when this flag is true.
  • Moved MenuOption class from XRL.CharacterBuilds.UI to the XRL.UI.Framework namespace.
  • Removed old character code entries (Code="ab") from Mutations.xml, Subtypes.xml, and Genotypes.xml. Also removed the properties XRL.MutationEntry.MutationCode, XRL.SubtypeEntry.Code, and XRL.GenotypeEntry.Code.
  • The ModManager UI has an additional tag for loaded mods which have Harmony Patches.
  • Fixed overriding color palette in Display.txt
  • Added some helper methods to make color string templates easier: Markup.Color(color, text) and StringBuilder.AddColored(color, text)
  • ObjectBlueprints.xml now logs errors when setting a parameter that does not exist, or if the value can not be parsed.

Feature Friday on hold as we ramp up to the Moon Stair beta

Hello folks,
Yesterday's patch will be the last Feature Friday for a while as we tighten focus on our upcoming feature arc, the Moon Stair. We're still some weeks out, but our next step will be to put up a Moon Stair beta. So be on the lookout.

Until then, link and drink.

Feature Friday - July 22, 2022

203.54
  • Mysterious gunslingers now often generate with wide-brimmed hats and woven tunics.
  • When you put extradimensional gemstones in a rock tumbler, you now get their extradimensional smooth varieties out.
  • Newly sentient beings with onboard power generation can now power Jacked equipment. This change won't apply to creatures that already exist in saved games.
  • Dangerous liquids that are out of phase or that you're flying over no longer prompt you with a movement warning in autoexplore.
  • The default option when prompted to confirm the deletion of a save is no longer Yes.
  • The flattened remains one occasionally stumbles onto in the salt marsh is now considered interesting.
  • A creature ceasing to fly in the same tile as a giant clam now uses the same behavior as walking into that tile.
  • Bep no longer minds if you use the rock tumbler in the Yd Freehold.
  • Hookahs can now be sealed. This change won't apply to hookahs that already exist in saved games.
  • Creatures no longer attempt to equip Templar phylacteries in their primary hands.
  • Very smart creatures no longer activate Templar phylacteries if the wraith-knight would be hostile to them.
  • When you attempt to move into a tile with an animated door that's locked, you no longer attempt to open them.
  • "Kin" is now recognized as a plural noun.
  • Removed some unimplemented mutations from various creatures.
  • The bonus item mod chance from equipping multiple copies of the Otherpearl once again stacks multiplicatively.
  • Added a message when selecting 'replay last character' and no valid last character is present.
  • Fixed a bug that caused the mental action cost reduction from Two-headed to not get applied.
  • Fixed a bug that made point-defense drones fail to fire at some thrown objects.
  • Fixed some issues with the tile display of walls in villages.
  • Fixed a bug that caused some named items to have their original item type described strangely.
  • Fixed a bug that made it so that if fungal infections were occupying two Hand slots, each would try to also occupy a Hands slot rather than sharing one.
  • Fixed a bug that made it so that a fungal infection occupying a Hand slot could also occupy a Hands slot that was not the one associated with the Hand slot.
  • Fixed a bug that caused an invalid detail color to crash the game.
  • [modding] All wall tiles have been updated to use DetailColor as their secondary color instead of BackgroundColor.

Feature Friday - July 15, 2022

203.53
  • You and your companions are now highlighted blue instead of green on the alt overlay.
  • Obtaining a base skill by drinking brain brine now unlocks the skill tree instead of only unlocking the skill itself.
  • Books and artifacts marked important by default, but not explicitly marked important by you, are no longer excluded from the donation list.
  • Changed the donation message when the only books or artifacts you have are marked important.
  • You're no longer asked for confirmation when you move into a space with a pool of dangerous liquid if you're flying over the pool or not in phase with it.
  • Fixed a bug that caused the stat bonuses from Graftek grafts to carry over to clones even through the graft did not.
  • Fixed a bug that caused merchant advertisements not to generate.
  • Fixed a bug that caused the music tracks for Grit Gate and Ezra to allocate large amounts of memory.
  • Fixed a bug that caused the game to crash when choosing to start a new game.
  • Fixed a rare bug that caused reality stabilization fields to fire random events, causing world state to fluctuate.

Feature Friday - July 8, 2022

203.52
  • Legendary hindren pariah leaders are no longer called "*name*, Hindren Pariah Pariah".
  • Sprouting orbs and friendly junk dollars now respect phase and flight.
  • Signs now show their description on smart use.
  • The cryochamber plaques in Bethesda Susa now act more like signs.
  • Journal locations are now marked with a colored '?' to indicate whether you've visited that location.
  • Journal locations now note the date of your last visit.
  • Journal locations with the same name are now sorted by their time of discovery.
  • You can now use the Home and End keys to navigate to the top or bottom of the journal.
  • Your cursor positions within the journal are now remembered when you change tabs, until the journal is closed.
  • The 'Limit the input buffer to two commands.' option now defaults to on.
  • Gossip and lore learned indirectly, such as by cooking with psychal gland paste, now displays what the gossip was in the popup message.
  • Renamed the "Open Skills & Powers" keybind to "Open Skills".
  • Renamed the status effect Shatter Mental Armor"" to "psionically cleaved".
  • The 'villagers of Joppa' faction is no longer be present in alternate starts.
  • The usual default interaction on Schrodinger pages is now entangle.
  • Stopsvalinn now only makes its full powers available once it is identified.
  • Removed an exception that allowed temporary cooking ingredients to be used in cooking if they had no defined duration of their own.
  • Normality fields, kindled flames, and space-time anomalies no longer fall down pits.
  • Fixed some grammar issues in juice sap drain messages.
  • Fixed a bug that caused clones of flying creatures to show as if their Fly ability was activated even though they weren't flying.
  • Fixed a bug that prevented Shank from being used if the shanker was able to move their extremities.
  • Fixed a bug that caused the game to soft lock if you became a brooding puffer.
  • Fixed a bug that caused arrow penetration bonus caps to not apply when using compound bows and turbows.
  • Fixed a bug that caused canvas walls in villages to use the ASCII colors of their source creatures instead of the tile colors.
  • Fixed a bug that prevented pickaxes and nanopneumatic jackhammers from applying their penetration bonus against diggable objects.
  • Fixed a bug that caused deleting deleting entries from your journal's chronology to require two confirmations.
  • Fixed a bug that caused the ability bar status to not update properly.
  • Fixed a bug that caused the Yd Freehold to not show up in the worldmap alt overlay when ASCII mode was enabled.
  • Fixed a bug that caused the text based conversation view to be improperly placed if a conversation was initiated from a zoomed-in view.
  • Fixed a bug that caused the text options view to be improperly placed if a conversation was initiated from a zoomed-in view.
  • Fixed a rare bug that caused the main building in Golgotha to have a sealed exit.
  • Fixed a bug that caused sparking baetyls to spark very quickly when in a targeting view.
  • Fixed a bug that caused locations names to overflow the text sidebar.
  • [modding] Background color can now be defined in Display.txt.
  • [modding] Fixed a bug that prevented Display.txt from loading correctly.
  • [modding] Fixed a bug that prevented custom item mods from being craftable.