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Caves of Qud News

Feature Friday - July 24, 2021

201.114/202.74
  • If you already have Burrowing Claws, taking a skulk tonic now boosts its level.
  • Creatures who feel victimized by inanimate objects no longer become retributively angry, usually.
  • In order to bask, photosynthetic skin mutants must now be able to move their extremities and not be in combat.
  • Items marked as important no longer show up in the picker for donating at the Sacred Well.
  • Books marked as important now ask for confirmation before you donate them to Sheba Hagadias.
  • Roads that pass through Bey Lah and its outskirts now connect properly.
  • Data disks now display the shortened names of the items they build.
  • Fixed a bug that caused diagonal autowalk to allow zone transitions.
  • Fixed some inconsistency in the appearance of data disks for gaslight weapons.
  • Fixed a bug that made overloaded laser pistols continue to appear as a distinct objects from laser pistols.
  • Fixed a bug that caused skulk tonics to display endless popups if you lost your burrowing claws or dark vision before the tonic duration expired.
  • Fixed a bug that caused zone building to sometimes fail if you saved and reloaded on the world map.
  • Fixed a bug that sometimes caused you to forget things too frequently with Amensia.
  • Fixed a bug that sometimes caused quest steps based on visiting a zone to complete before you visited the zone.
  • Fixed a bug that caused ruins to build endlessly if a door was animated.
  • Fixed a bug that caused the entrance to Oboroqoru's lair to build endlessly if there was a tree in the northwest corner.
  • Fixed a bug that caused the up and down stairs in Oboroqoru's lair to be disconnected if you approached them from below.
  • Fixed a bug that occasionally caused the hollowed tree to generate too close to Bey Lah.
  • Fixed a bug that caused the hollowed tree to generate without floor tiles and Bey Lah's outskirts to generate with grass instead of flowers.
  • Fixed an exception when cancelling aggression.

Feature Friday - July 16, 2021

201.113/202.73
  • Digging tools now work on rubble and boulders.
  • You can no longer clean things while frozen.
  • You are now asked for confirmation when loading ammo that's marked as important.
  • You no longer get popup messages for unlocking security doors during autoact.
  • In their requests, sparking baetyls now refer to cooking ingredients in terms of servings rather than sets.
  • The root knot is more friendly.
  • Added an option to control the 'press right to equip selected item' behavior on the Inventory screen. It defaults to on.
  • Fixed a variety of bugs related to primary limb selection becoming unset over serialization cycles
  • Fixed a bug that made autoexplore inaccurately say there was nothing left to explore when actually it was being sensitive to the presence of enemies, particularly when using clairvoyance.
  • Fixed a bug that caused dropping objects to exit the inventory screen.
  • Fixed a bug that made it possible to be a point of interest when dominating some creatures.
  • Fixed a bug that caused map generation in ruins to prefer to spawn sultan statues in the northwest corner.
  • Fixed a bug that caused psychic hunters to occasionally spawn on the world map.
  • Fixed a bug that prevented turrets who gained mobility through flight from flying in combat.
  • Fixed a bug that caused world generation to fail if you became loved by a faction before the game started.
  • Fixed the Bey Lah zone name appearing as "flower fields" instead of Bey Lah.
  • Fixed a bug in how electrical discharges are attributed.
  • Fixed a bug that caused the interact menu of [redacted] to persist through after you [redacted].
  • Fixed some text coloration issues when noting a location in your journal.
  • Fixed a bug that caused action queue inconsistences at the start of a new game.
  • [modding] You can now use placement hints for zone and party objects in faction encounters.

Feature Friday - July 9, 2021

201.110/202.70
  • Added a new item mod, overloaded, that can be tinkered or found on a variety of electronics, including most energy weapons. Overloaded items have increased performance but draw extra charge, generate heat when used, and have a chance to break relative to their charge draw.
  • Overloaded laser pistols are now normal laser pistols with the overloaded mod applied.
  • You can no longer repair items in combat, generally.
  • The micromanipulator array implant now lets you repair items in combat at an action cost of one turn.
  • Added new dialogue for crab farmers, leech farmers, cat herders, snail farmers, goat herders, amoeba farmers, beetle farmers, and schematics drafters.
  • You can no longer enter yourself if you are a piece of enclosing furniture such as an iron maiden, a regeneration tank, or a psionic sarcophagus.
  • Spray bottles can now be manually sealed and unsealed.
  • Ganglionic teleprojectors now cost less charge to activate but have a per-turn cost while active.
  • Nulling armors, ontological anchors, and items with co-processors no longer consume charge on the world map.
  • Added the option to set a custom autosave interval for zone transitions (Options > Automation > Automatic save on zone transition).
  • Cases where chairs, beds, and enclosing furniture move or are picked up while someone is using them are now handled properly.
  • Fixed a bug that caused psychic hunters to never spawn if you abandoned your original body.
  • Fixed a bug that caused AI to continuously reload their magazine and liquid-loaded weapons if they also had an empty energy cell socket.
  • Fixed a bug that caused visible damage you were responsible for not to be printed to the message log unless the recipient was adjacent to you.
  • Fixed a bug that caused creatures to continue to display as enclosed when the furniture that was enclosing them was destroyed.
  • Fixed a bug that caused Sunder Mind to end prematurely when targeting a companion.
  • Fixed a bug that caused Sunder Mind to not play its sound or visual effects when the target died.
  • Fixed a bug that caused Sunder Mind to print its damage message after the target had died.
  • Fixed a bug that made the walk command attack a wall you arrive at if you have a digging capability active.
  • Fixed an exception when cancelling aggression.
  • Fixed a bug that caused VSync to stop functioning when the game window was resized on Linux.
  • Fixed some missing spaces in preacher sermons and generated book text.

Feature Friday - July 3, 2021

201.109/202.69
  • Moving via the Walk command now displaces neutral creatures the same way manual movement does.
  • Added a new Automation option: "Show finding items while scavenging through trash as message log entries instead of popups." Defaults to off.
  • Robots with mental-mutation-equivalent modules can no longer be detected by Sense Psychic.
  • You can no longer attempt to sit on yourself, if you are a chair, or sleep on yourself, if you are a bed.
  • You can no longer be a point of interest.
  • If a chair a creature is sitting in is destroyed, the creature is now knocked prone.
  • If a bed a creature is sitting in is destroyed, the creature is now awakened in a daze.
  • Made a small content edit to the text of Council of Gamma Rock.
  • Fixed a bug that caused bedrolls you drop to suppress NPC idle behavior throughout the zone.
  • Fixed a bug that caused some forms of autoact to mysteriously fail at zone edges.
  • Fixed a bug that, when the chair a creature was sitting in was destroyed, made the creature continue to be shown as sitting in the chair.
  • Fixed a bug that caused Oboroqoru's Lair to build infinitely.
  • Fixed a bug that caused dynamic starting villages to not be constrained in the western portion of the map.
  • [modding] Fixed a bug causing the map editor to not register keyboard input.

Feature Friday - June 25, 2021

201.107/202.67
  • Tweaked madpole frenzy behavior. Now when they sense blood in their tile, they enter a frenzied state for 10 rounds that gives them +10 Quickness and makes them prefer bleeding targets. They also go berserk for 5 rounds, per usual.
  • Temporary mutations gained from items or cooking are now displayed on the character sheet.
  • If you give a companion or other creature a book that trains a skill or increases an attribute, they now read it on their own.
  • The temperature of creatures and objects in stasis no longer adjusts toward the ambient temperature of their surroundings.
  • Inventory categories now stay collapsed after closing and reopening the inventory.
  • Decarbonizers now have their attacks interrupted if they are moved out of the tile they are firing from.
  • You can now start campfires on bridges.
  • High-powered magnets now only magnetize one item if applied to a stack.
  • Rusted creatures now have a -70 Quickness penalty.
  • Praetorian's cloaks can now be modded.
  • You can no longer name locations after your culture, for now.
  • Deactivated turrets no longer interrupt autoact.
  • The "attack" interaction now requests confirmation before attacking non-hostiles unless they are your target.
  • The Sacred Well now accepts more kinds of artifacts.
  • Items treated as artifacts because of item mods are more consistently techscannable rather than structural scannable.
  • When your items are unequipped due to body changes that aren't dismemberment (for example, due to equipping a two-faced helmet), the unequipped items now go to your inventory rather than dropping on the ground.
  • Various quest-related data disks are now marked as important.
  • When entering text into popup dialogs, the characters '&' and '^' are now handled properly.
  • Dynamic generation of indefinite articles now works correctly for the words "heiress" and "heirloom".
  • Fixed a bug that caused owned objects being taken from containers using the trade screen to disappear if you declined the confirmation prompt.
  • Fixed a bug that prevented decarbonizer beams from working.
  • Fixed a bug that caused inventory categories to stick around when empty.
  • Fixed a bug that cuased hologram bracelet decoys to not move.
  • Fixed a bug that caused dynamic villages to generate overlapped with their own outskirts.
  • Fixed a bug that caused empty ground tiles to appear in desert villages and ruins.
  • Fixed a bug that caused the hollow tree hideout to generate without ground tiles.