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Caves of Qud News

Feature Friday - November 10, 2023

206.20 - 'beta' branch
  • Added a new music track for the quest Reclamation.
  • Added remastered music tracks: Pilgrim's Path and Overworld.
  • Added descriptions for grappling gun, longreach grappling gun, phase-adaptive scope, stasis entangler, holographic visage, grafted mirror arm, precision force lathe, force knife, ashy stalagmite, girshling variants, girshling corpse variants, girshling fang variants, mecha power core, variants of resin extruded by the Girsh nephilim, and the girsh creshes.
  • Added a command "Rest until party healed" that waits for you and your companions to recover full hit points, excepting any who do not heal naturally.
  • Added a user interface option to select the main menu background image.
  • Gave several NPCs Single Weapon Fighting skills.
  • Gave amputate limb an icon and description.
  • Renamed polyphase modulator to phase-adaptive scope.
  • Swapped tiles for phase-adaptive scope and stasis entangler.
  • Hookahs can receive common item mods once again.
  • Missile weapons now prefer to autoequip in an unoccupied slot.
  • Toggling phase-adaptive projectiles off now works.
  • If you get multiple pieces of scrap at once and autodisassemble is on, they are now all disassembled.
  • Carapace now gives 400 tortoise reputation, per its description.
  • Updated dream tortoise preset to comply with starting point requirements now that Horns mutation point cost is increased (removed Telepathy).
  • Forcefields from force bracelets and Force Bubble must now be within 1 space of their emitters to continue existing.
  • Galgal charges are now interrupted by [redacted].
  • You can no longer remove a piloted mechas sealed power core just by being allied to them.
  • It's no longer possible for mutants with Electrical Generation to drink all the charge out of a mecha's sealed power socket.
  • You can no longer dupe chairs by equipping them as weapons and then sitting on them.
  • Tam now addresses you appropriately if you approach him in a temple mecha.
  • The Flaming Ick is now exempted from liquids stabilizing their containers' temperature downward.
  • In the new main menu, the Continue button is now disabled if there are no games to continue.
  • Shrines becoming desecrated by non-player damage no longer issues a popup message.
  • Burrowing girshlings now extrude a layer of resin visually distinct from Shug'ruith's.
  • Rank and plasmatic girshlings now drop the right corpses.
  • Girshling fangs are now actually butcherable from girshling corpses.
  • Nephilim are now more resistant to love tonics.
  • Decreased the frequency that girshling fangs appear dynamically.
  • Gyre wights of Qas now have the right display names.
  • In several places we rephrased "+1 penetration" to "+1 to penetration rolls" to differentiate that bonus from when you get a full additional penetration.
  • Tweaked the look of mecha interiors.
  • Tweaked the high mecha name generator.
  • It's no longer possible for you to become your own target.
  • Added an autoexplore option: "Attack ignored hostile creatures that you move adjacent to during autoexplore."
  • The Bey Lah village stores are now consistently referred to using the definite article.
  • Fixed a bug that caused claws from the circle of light in the chord of Agolgot to receive a +10 hit bonus.
  • Fixed a bug that caused the UI to not remove effects cured via the Nostrums skill.
  • Fixed a bug that caused objects to be transmuted out of existence when stepping into a deep pool of pure warm static.
  • Fixed a bug that caused pacified nephilim companions to despawn on zone transition.
  • Fixed a bug that caused stingers to display their variant twice.
  • Fixed a bug that caused energy turrets to occasionally spawn loaded with mecha power cores.
  • Fixed a bug that caused your primary weapon to be excluded from Flurry.
  • Fixed a bug that caused recharging mecha power cores to not consume the right bit type.
  • Fixed a bug that caused the Quicken Mind ability to not refresh abilities.
  • Fixed a bug that prevented unlocking the 'Become as Gods' achievement.
  • Fixed a bug that prevented clones with single weapon fighting from attacking.
  • Fixed a bug that caused temple mecha at Omonporch to start with damage accrued and drained power cores.
  • Fixed a bug that caused some sultan relic retrieval quests to fail to recognize completion.
  • Fixed some issues arising from hostile creatures being considered impassable by autoexplore.
  • Fixed a bug that caused a hang if you used interact nearby to initiate [redacted].
  • Fixed a bug preventing page up and page down from working to scroll the console looker.
  • Fixed some issues with pathfinding, in particular navigation to zone edges.
  • Fixed a bug that caused a hang during the "Mod Configuration Differs" popup when using the console UI.
  • Fixed a bug that caused dynamic interaction quests to complete with actions that didn't match the quest requirements.
  • Fixed a bug that caused dynamic location quests to not complete correctly.
  • Fixed a bug that caused organic creatures to display as damaged instead of wounded, and vice versa.
  • Fixed a bug that caused the ability bar pagination text to not always match the number of actual pages.
  • Fixed a bug that caused the ability bar to be stuck on a blank page if losing an ability removed the last ability on the selected page.
  • Fixed a bug that caused leaderboard scores to be truncated on low DPI displays.
  • Fixed some issues with the interaction of spiral borers and pits.
  • Fixed a rare lockup related to fungal vision.
  • Fixed a bug that caused warm static to not glitch mutations.
  • Fixed an inconsistency in hookah behavior.
  • Fixed a bug that caused some non-artifact items to be considered the most advanced artifact in your possession at a end of the game.
  • Fixed a bug that made it impossible to hit a wall-clinging creature while using a phase-adaptive scope.
  • Fixed a bug that caused you to open (or try to) animated doors when swapping positions with them.
  • Fixed a bug that made the offspring of segmented mirthworms, worms of the earth, and fire ant queens employed as hired guards not be as peaceable as their parents.
  • Fixed a bug that prevented pressing left from unequipping an item when 'Equip and unequip the highlighted item when pressing right or left respectively on the Inventory and Equipment screens.' is enabled.
  • Fixed a bug that caused navigation issues when the last saved game was deleted.
  • Fixed a bug that caused mangled unicode output in the ability bar.
  • Fixed a bug that could cause you to become trapped inside a wall when falling down a pit.
  • Fixed third-person shield slam messages telling you the shield in question was yours.
  • Fixed awkward phrasing when a shield slam was performed against a phase-mismatched target.
  • Fixed an issue causing stacking reputation sounds.
  • Fixed a rare lockup related to fungal vision.
  • [modding] Added Transmitter and Receiver to conversations to facilitate long-distance physical communication.
  • [modding] Pressing Control now brings up the blueprint XML for a hovered object in the map editor blueprint list.
  • [modding] Reduced the mouse wheel sensitivity of the map editor blueprint list.
  • [modding] Added a scroll bar to the blueprint list.
  • [modding] Fixed a bug that caused the blueprint list to jump to the top whenever a blueprint was selected in the map editor.
  • [modding] BioAmmoLoader now has two new fields StartAvailable and VariableTurnsToGenerate. Start Available provides a randomizable amount to be assigned to the field Available at object creation. VariableTurnsToGenerate provides a randomizable amount of turns taken to generate another point of Available firing capacity.

Feature Friday - November 3, 2023

Note: this update breaks save compatibility with previous versions.

206.17 - 'beta' branch
  • Added new cybernetic implants: stasis entangler, polyphase modulator, and precision force lathe.
  • We made some refinements to temple mecha.
    • Added special mechanics for infiltrating piloted mecha.
    • Added a new requirement for piloting an unaccessed mecha.
    • Mecha no longer heal on their own and must be repaired with 7 or 8 bits.
    • Mecha now require a special type of energy cell to function: mecha power core.
    • Piloted temple mecha now appear in dynamic encounters.
    • Unpiloted temple mecha can now be found, very rarely, abandoned in caves.
  • Gyre wights now sometimes camp on the Stiltgrounds.
  • Added new legendary names and titles for gyre wights.
  • Added new gyre wight dialog.
  • The approaches to Girsh cradles are no longer considered holy sites to gyre wights. Golgotha and Bethesda Susa themselves stil are, however.
  • Rank girshlings and plasmatic girshlings now occasionally leave corpses behind on death, like other girshlings.
  • Neutral-temperature liquids now stabilize their containers' temperature, including in the case of liquid-cooled overloaded weapons.
  • Holograms are no longer immune to normality fields.
  • Granite and tangled mudroot are now treated grammatically as mass nouns.
  • Sparking baetyls no longer ask you for things you have equipped and cannot unequip.
  • Prevented some cases of named creatures being randomly assigned the same term in multiple elements of their name.
  • Friendly creatures can no longer swap you out of their way.
  • Fixed several issues with yes/no/cancel dialogs in console mode.
  • Fixed a bug that caused no keybinding to be displayed for some popups in console mode when playing with a gamepad.
  • Fixed a bug that sometimes caused a long pause when returning the application to focus.
  • Fixed a bug that caused you to be unable to enter some interiors if the entrance was blocked.
  • Fixed a bug that caused keyboard input not to register on prerelease inventory and trade screens. Note: Directional navigation of prerelease trade and inventory screens won't respect binds and only responds to arrows and numpad.
  • Fixed a number of issues involving environmental power systems when entering a zone.
  • Fixed some message composition issues in mimic, jilted lover, and livid creeper special attacks.
  • Fixed some issues causing NPCs to interfere with and delay each other in combat by swapping positions.
  • [modding] The Impaler part now has a field NeedsToBeHidden, true by default, which if set to false makes being hidden unnecessary for the impalement functionality to work.
  • [modding] Added weights to water ritual secrets and journal entries, making secrets more or less likely to be shared and discovered.
  • [modding] Added weight modifiers to interests in Factions.xml, specified via a Weight attribute. Ex: Weight="50".
  • [modding] Added GetWaterRitualSecretWeightEvent, which can modify the final weight of secrets in the water ritual.
  • [modding] Added BuySecretWeight and SellSecretWeight attributes to the water ritual xtag, which can override a creature's weighting of secrets by id.
  • [modding] Added EntityID and EventID to factions, allowing retrieval of their historic entities and events, respectively, when they exist. Example use is to get the village inhabited by a given village faction.

Feature Friday - October 27, 2023

206.11 - 'beta' branch
  • Added new cybernetic implants: grafted mirror arm and holographic visage.
  • Revised the design of stasis resonators.
  • Changed the Girsh water ritual liquid to cloning draught.
  • Added a new water ritual option to the Girsh nephilim.
  • Girsh nephilim now bleed.
  • Gave girshlings fangs.
  • Added a new butcherable to girshling corpses: girshling fangs, rank fangs, incadescent fangs, and zigzag fangs, depending on the corpse.
  • Added defanged girshlings.
  • We made more changes to the Gyre wights.
    • Changed default Gyre wight reputation from -650 to 0.
    • Gyre wights still consider nephilim cradles and their approaches holy places.
    • Replaced glow-wight cultists of Agolgot and Bethsaida with gyre wights of Agolgot and Bethsaida, respectively.
    • Added gyre wights of Rermadon, Shug'ruith, Qas, and Qon.
    • Legendary gyre wights of a particular Girsh are more likely to share the cradle of that Girsh.
    • Nephilim shrines now occasionally have gyre wights worshipping at them, and rarely, legendary gyre wights.
    • Fleshed out Gyre wight descriptions, dialog, and legendary titles coming soon.
    • Made gyre wight apotheotes have a hostile temperament.
  • Added a new tile for the nephilim circles of light.
  • Added a new tile for the Single Weapon Fighting ability toggle.
  • NPCs can now use healing foods like witchwood bark and urberries.
  • The chiming rocks at Eyn Roj and the glowing soft below it are now points of interest.
  • Leather whips can now be modded with some item mods.
  • You no longer switch targets to a clockwork beetle when one spawns.
  • Liquid collection now indicates the direction the liquid is being collected from, and the source if from a container.
  • You now receive a popup when non-trifling companions fall down a pit or similar terrain feature.
  • Fixed many issues with faulty zone generation. Canyons and canyon-like areas should be more canyon-like again.
  • Fixed a bug that made relics providing improved block not remove the effect when unequipped, quickly resulting in 100% blocking chance.
  • Fixed a bug that made some relics associate themselves with an incorrect historical period.
  • Fixed a bug that caused key delay to reset to the lowest value after existing and re-entering the game.
  • Fixed an issue that would sometimes cause tomb stairs to spawn encased in walls.
  • Fixed an issue that would ocassionaly cause historic sites to not generate correctly.
  • Fixed an issue that caused pit ledges to render incorrectly after a serialization cycle.
  • Fixed a bug that caused multiple simultaneous throw animations to each require an individual keypress to animation cancel.
  • Fixed a bug that caused missile weapon penetration to be more limited than it should have been under some circumstances.
  • Fixed an issue that caused rapid flickering of the zone transition arrows.
  • Enabled opengl support for legacy OSX 10.3 systems.
  • [modding] The BleedingOnHit part now has a field Holographic that, if true, causes it to inflict holographic bleeding instead of regular bleeding, and no longer has a SelfOnly field, instead using its IActivePart scope configuration to control what it affects (with WorksOnSelf, WorksOnEquipper, WorksOnHolder, WorksOnWearer, and WorksOnImplantee supported).
  • [modding] Symbolic links are now be excluded from workshop uploads.
  • [modding] Populations within interiors are no longer be placed outside the bounds of the map.
  • [modding] ModTransmuteOnHit's description is now moddable via the DescriptionTerm field, and creatures transmuted into other creatures are no longer considered to have died.


If you're interested in modding Caves of Qud, come join the Caves of Qud Modding Jam: Monster Mash!

https://itch.io/jam/caves-of-qud-modding-jam-1


It's a perfect entry point for new modders.

Feature Friday - October 20, 2023

206.10 - 'beta' branch
  • Added cradles throughout Qud where the Girsh nephilim reside.
  • Added secrets for the locations of the cradles.
  • Nephilim cradles and their approaches are now considered holy places to Gyre wights.
  • Legendary Gyre wights are now willing to share the locations of nephilim cradles. Gyre wight creature updates coming soon.
  • When one of the nephilim is killed, the ones remaining now absorb its essence and become more powerful.
  • The nephilim now leave behind chorded circles of light when they perish.
  • Added shrines to the nephilim throughout Qud.
  • Added new sound effects for Girsh nephilim presence and irisdual beam attack.
  • Added girshling variants to population tables.
  • Temple mechas Mk 1a can now use their gigantic machined edge again.
  • Fixed a bug that caused armor pieces to be ineffectually equippable to any limb.
  • Fixed a bug that caused temporary mutations to be removed inconsistently.
  • Fixed a bug that caused torches to not automatically equip.
  • Fixed a bug that caused creatures to sometimes equip gigantic items they shouldn't be able to equip.
  • Fixed a bug that caused the equipment screen to occasionally close when unequipping an item that provided limbs.
  • Fixed a bug in fork-horned gnu's description.
  • [modding] Severed body parts now have string properties EquippedBlueprint, DefaultBehaviorBlueprint, and CyberneticsBlueprint set to the blueprints of the respective attached objects, if any.
  • [modding] Added a Tree tag to objects considered trees.
  • [modding] Added 'music' and 'widget' tags to Worlds.xml, which are aliases for ZoneBuilders.Music and ZoneBuilders.AddWidgetBuilder, respectively.

Feature Friday - October 13, 2023

206.4 - 'beta' branch
  • Added a new piece of furniture: wire extruder.
  • Added wire extruders to Grit Gate, Yla Haj's workshop, and the Yd Freehold.
  • We made several balance changes to the Horns mutation.
    • Horns now costs 4 mutation points instead of 3.
    • Changed the damage scaling from 2d(3+[rank/2]) to 2d(3+[rank/3]).
    • Changed tho to-hit bonus scaling from +rank to +(rank/2)+1.
    • Changed bleed damage scaling from 1d2+(rank-4)/3 to 1d2+(rank-4)/4.
    • Changed the bleed save target from 20 + 3*rank to 20 +2*rank.
  • We made some balance changes to Single Weapon Fighting.
    • Made all the stat requirements Strength OR Agility instead of just Agility.
    • Descreased skill point cost to 100sp.
    • Renamed Expert Strikes to Penetrating Strikes, increased the skill point cost to 200, and increased the stat requirement to 23.
    • Broke Weapon Mastery into two skills: Weapon Expertise and Weapon Mastery. Expertise costs 150sp and has a 21 stat req, gives 50% chance for a second attack. Mastery costs 300sp and has a 29 stat req, bumps the second attack chance up to 100%.
    • You can now make offhand attacks with horns and stingers even if Single Weapon Fighting is toggled on, but if you make either one your primary weapon, then you do not get offhand attacks with the swapped limb.
    • Made Penetrating Strikes no longer apply to non-creature walls.
    • Extra attacks from Weapon Expertise and Weapon Mastery now trigger off activated weapon abilities.
  • We made some balance changes to Multiweapon Fighting.
    • Made all the stat requirements Strength OR Agility instead of just Agility.
    • Increased the stat requirements of Multiweapon Expertise and Multiweapon Mastery from 21 and 25 to 23 and 27, respectively.
    • Increased the skill point cost of Multiweapon Mastery from 150 to 200sp.
  • Gave the Girsh nephilim base resistances.
  • Gave portable wall a new tile.
  • When two spacetime vortices come into contact, they now explode instead of one being sucked into the other.
  • Stable, stationary spacetime vortices are now points of interest.
  • Creatures now refuse to chat or trade with you when they are on fire.
  • Kesehind now knows how to use the shield he carries.
  • Walking by flowers now refers to some flowers rather than a set of flowers.
  • Made some performance improvements to autoexplore.
  • Added a popup message when a companion fall down a pit.
  • Improved messaging when robots are affected by Sunder Mind.
  • Temporarily replaced overly long melee attack sounds.
  • Irisdual beam is now more audible through walls.
  • Fixed a bug that caused the legendary grand newfather's followers to be much lower level than they should have been.
  • Fixed a bug that caused lockups in autoexplore.
  • Fixed a bug that made Flaming Ray and Freezing Ray hands variants stop working after eating the Cloaca Surprise or Crystal Delight.
  • Fixed a bug that made the first deployment of a stasis grenade's stasis field be unaffected by normality.
  • Fixed a bug that brain brine to not be consumed upon drinking.
  • Fixed a bug that prevented entering clams.
  • Fixed a bug that caused the achievement for defeating a chrome pyramid to not be awarded.
  • Fixed a bug that caused you to be unable to attack with hooks for feet.
  • Fixed a bug that caused hooks for feet not to regenerate again.
  • Fixed a bug that caused irisdual beam's vfx to be delayed by the firing of other missile weapons.
  • Fixed missile weapon VFX from offscreen zones being displayed.
  • Fixed pagination controls on character generation screens.
  • Fixed a bug that would rarely cause an object to become invulnerable.
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  • Fixed a bug that would rarely cause a UI lockup when interaction with an object.
  • Fixed a bug that made Flaming Ray and Freezing Ray hands variants stop working after eating the Cloaca Surprise or Crystal Delight.
  • Fixed the spelling and capitalization of Dyvvrach's name in the fourth step of If, Then, Else.
  • Fixed a typo in a medassist module loading message.
  • [modding] The Consumer part now has the fields Message and FloatMessage for configuring its message log message and, optionally, a floating text message.
  • [modding] The parts Breeder, LeavesTrail, LeaveTrailWhileHasEffect, PopulationSpawner, and DeploymentGrenade all now support extended blueprint syntax (# can preface a comma-separated list of blueprints to select from, and @ can preface a population table name). The first four also have a new Range parameter that allows objects to be deployed at a randomizable range from the source.
  • [modding] ModSerene and ModHorrifying now work with existing equip slots configurations, adding a head and/or face requirement if not already present, rather than replacing existing configurations entirely.
  • [modding] Any mutation that grants natural equipment (such as wings or hooks for feet) can now specify variants using the "MutationEquipment" tag.