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Caves of Qud News

Feature Friday - January 28, 2022

203.9 - 'beta' branch
  • Added a new UI for the Continue screen and removed the stand-in overlay one.
  • Mouse input is now enabled by default.
  • On Roleplay and Wandor modes, Gyl is now a checkpoint location.
  • Creatures no longer spawn inside the [redacted] at Gyl.
  • Reduced the chance for low tier creatures to have high tier items like zetachrome.
  • Fixed a bug that caused the game to occasionally crash when you accessed a book.
  • Fixed a bug that caused some relics to generate with place names.
  • Fixed a bug that caused artifacts providing additional carry capacity to function when improperly equipped.
  • Fixed a bug that caused the hooks from Hooks for Feet to be placed in your inventory when buying new mutations.
  • Fixed a bug that caused popups about extradimensional psychic hunters to continue appearing after you left [redacted].
  • We started to add Steam Deck support.
    • When running on Steam Deck, the default scale is set to 1.25x.
    • When running on Steam Deck, the prerelease input manager is the default input mode.
    • When running on Steam Deck, the overlay keyboard will be displayed for text input fields.
    • Updated Steamworks SDK to 1.53a.

Feature Friday - January 21, 2022

203.7 - 'beta' branch
  • Added a new music track to deep caves.
  • Sleeping waydroids in the Grit Gate enclave are now friendly to Barathrumites.
  • Added two new shields: crysteel aegis and flawless crysteel aegis.
  • Added a new force attack binding to the prerelease input manager which will force attack in the currently selected direction. (defaults to alt+L1)
  • Widened the range of possibilities for relic missile weapons.
  • Tweaked the details and added several new descriptions for relic base items.
  • Relic curios that summon friendly creatures now typically summon higher-level creatures.
  • Relic tonics now provide two attribute/mutation points instead of one (or boost an attribute by two instead of one).
  • Added new descriptions for the following items: nanoweave vest and rainboweave cloak.
  • Added signs for gutsmongers' shops.
  • Added new tiles for the following objects: canned Have-It-All, canned mystery meat, bandage, desalination pellet, knollworm skull, blood-stained neck ring, miner's helmet, fire ant gaster, steel buckler, steel shield, carbide shield, bronze ingot, qudzu stem, rubber tree seed, fullerite aegis, hunk of cheese, Yd Freehold workshop sign, jeweler sign, some books, tokens, timecube, relic curios, gentling cone, eyeless crab legs, crimson hood, mirrorshades, telemetric visor, chrome mantle, mercurial cloak, rainboweave cloak, worn burnoose, Praetorian's cloak, leather scraps, panther's cloak, furs, point-defense lasor, precinct navigator, wrist calc, force bracelet, structural scanning bracelet, life loop, snakeskin armlet, chain gauntlets, elastyne gloves, plasifer gloves, carbide boots, fullerite boots, anti-gravity boots, bounding boots, brinestalk gate, small sphere of negative weight, data disk, waterskin, camel bladder, robot limbs, organic limbs, trash, security cards, spiral borer, Klanq infection, ganglionic teleprojector, forge, anvil, fused security door, geomagnetic disc, luminous mote, quantum mote, palladium electrodeposits, crumpled piece of paper, torn sheet of graph paper, Templar phylactery, chrome platform, pocketed vest, plasifer chem vest, puma chitin vest, fullerite flake armor, rubber suit, flexivest, nanoweave vest, all grenades, and all energy cells.
  • Changed the ASCII and tile colors of various objects.
  • We did some more population refactoring. You may see some more changes in creature and equipment distributions.
  • Rocks falling from the ceiling now respect phase.
  • Fixed a bug that caused svardym storms to roll over to protected zones like the Yd Freehold if the storm started outside of it.
  • Fixed a bug that caused lithofexes to refract their own lithifying gaze if equipped with refractive gear.
  • Fixed a bug that caused high explosives (including sowers seeds) to ocassionally explode forever.
  • Fixed some cooking effects not serializing properly (this will unfortunately break some small % of saved games)

Feature Friday - January 14, 2022

203.6 - 'beta' branch
  • Added a new music track to [redacted].
  • You now fall in love with statues and figurines depicting creatures you would normally fall in love with.
  • Renamed "desert rifle"" to "Isaachar rifle"".
  • Renamed "borderlands revolver" to "chrome revolver".
  • Added new descriptions for the following guns and ammo: Issachar rifle, carbine, sniper rifle, musket, chain laser, linear cannon, freeze ray, blood-gradient hand vacuum, chaingun, chrome revolver, semi-automatic pistol, chain pistol, pump shotgun, combat shotgun, lead slug, electrobow, grenade launcher, missile launcher, HE missile, phase cannon, nullray pistol, short bow, compound bow, and flamethrower.
  • Adjusted the tiers of some missile weapons.
  • Fixed a typo in Goek's dialog.
  • The life drain effect of bloody soup sludges no longer triggers on all weapon hits, instead restricted to a hit from their bloody pseudopod.
  • Fixed a bug that caused the "Hole Like a Head" achievement to not unlock if you had multiple heads.
  • Fixed a bug that caused the game to freeze if you were dominating an object requiring fungal vision as the shimmering effect expired.
  • Fixed a bug that caused the shimmering screen effect from consuming Eater's flesh to persist when dominating another creature.

Feature Friday - January 7, 2022

203.4 - 'beta' branch
  • Added new items: ogre fur hat, ogre fur gloves, and ogre fur cloak.
  • You can now butcher ape fur hats and ape fur gloves from albino ape corpses. The descriptions of these items were changed to make this more sensible.
  • Relic melee weapons are now sometimes two-handed.
  • Historic sites are now built from a more sensible set of wall types, which includes gilded marble from the appropriate sultanate period.
  • Removed short swords from the game because their stats were extraneous and identical to daggers. If they do come back, they'll likely be revamped.
  • Added new descriptions for low and mid tier daggers, cudgels, axes, and swords.
  • Cloneling clones now count toward the achievements "Me, Myself, and I" and "Clonal Colony".
  • Fixed a bug that caused the achievement for traveling to the Six Day Stilt not to unlock if you had accepted the quest O Glorious Shekhinah!
  • Fixed a bug that caused the razed goatfolk village to fail to build.
  • Fixed a bug that caused read books to count multiple times for achievements.
  • [debug] Added an option to disable achievement progress (Debug > disable achievements).

The Deep Jungle beta is here

Our Deep Jungle feature arc is now in beta. If you're interested, come help us test!

To access the beta: right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. We'd appreciate if you logged issues you find at our public issue tracker. Kindly include [beta] in the bug title.

Live and drink, friends.

[h2]PATCH NOTES[/h2]

[h3]DEEP JUNGLE AND BAROQUE RUINS[/h3]
  • We added two minor late-game regions, the deep jungle and baroque ruins.
    • Made significant changes to the worldmap to accommodate the new regions.
    • Added new creatures: deep slumberling, purple jell, trash abbot, and goatfolk qlippoth.
    • Added new flora: nachash tree and nimbus beam.
    • Added rare urberry bushes.


[h3]LATE-GAME HISTORIC SITES[/h3]
  • We added historic sites for the period 1, 2, and 3 sultans. The number of historic sites per game now follows this pattern:
    • Period 5 sultan: 2 sites
    • Period 4 sultan: 2 sites
    • Period 3 sultan: 2 sites
    • Period 2 sultan: 1 site
    • Period 1 sultan: 1 site
  • We made mid and late-game historic sites have fewer levels. They now max out at around depth 7.
  • More changes to historic site population are likely to come.


[h3]NEW ACHIEVEMENTS[/h3]
  • Added 48 new achievements.
    • Mechanimist Reformer; Aaaaaaaaargh!; Feast Upon the Goat Hearts!
    • cheers*; Rocket Bear; Two Cats Are Better Than One; Me, Myself, and I; Clonal Colony; The Woe of Apes; Close the Loop; Tourist; Sight Older Than Sight; What Are Directions on a Space That Cannot Be Ordered?; Star-Eye Esper; The Quasar Mind; There Can Be Only One; Glimmer of Truth; Sultan of Salt; Absolute Unit; Non-Locally Sourced;
      Surprise!; From Thyn Heres Shaken the Wet and Olde Lif; All Those Who Wander; The Recitation of the Drowning of Eudoxia by the Witches of Moonhearth; A Clammy Reception; What's Eating the Watervine?; Byevalve; You Recame; Dayenu; Belong, Friends; Token of Gratitude; The Laws of Physics Are Mere Suggestions, Vol. 2; Aetalag; I-;
    • gulp*; Jeweled Dusk; The Narrowing Sky; Dawnglider; Was It Something I Said?; Lottery Winner; The Psychal Chorus; Become as Gods; Live and Ink; tsk tsk; Raisins in the Layer Cake;
      May the Ground Shake But the Six Day Stilt Never Tumble; Red Rock Hazing Ritual; Mumblecore; Open Your Mind


[h3]RUST WELLS[/h3]
  • The Rust Wells have been entirely revamped. The dungeons are now based on fulcrete wells that are dug into the earth.
  • Added a mechanism to allow flight in strata beneath the surface when there is sufficient open sky above you.


[h3]BALANCE[/h3]
  • If you have the Hooks for Feet defect, your dismembered hooks now regrow.
  • We reduced the defensive buffs from cooking with the preserved gland paste of the various bearded lizards.
    • Sleetbeard gland paste and concentrated sleetbeard gland paste now bestow +10 and +20 cold resist, respectively, instead of +100.
    • Flamebeard gland paste and concentrated flamebeard gland paste now bestow +10 and +20 heat resist, respectively, instead of +100.
    • Tartbeard gland paste and concentrated tartbeard gland paste now bestow +10 and +20 acid resist, respectively, instead of +100.
    • The gland paste and concentrated gland paste of nullbeards, gallbeards, dreambeards, stunbeards, and maze beards no longer offer any defensive bonuses.
  • Made a small adjustment to the creature tier calculation.


[h3]POPULATION REFACTOR[/h3]
  • We're in the process of refactoring our systems for populating maps and creature inventories. Creature and equipment distributions may have changed somewhat (but not drastically).
  • Humanoid creatures, particularly snapjaws and goatfolk, now rarely spawn with a wider range of equipment.
  • Snapjaw scavengers now occasionally spawn without equipment.


[h3]MODDING[/h3]
  • We're in the process of retiring encounter tables in favor of population tables. This may affect mods.
  • Creatures that were previously equipped via encounter table equipment builders are now implemented as multiple creature objects with the AggregateWith tag (ex: Snapjaw Scavenger).