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Caves of Qud News

Feature Friday - September 10, 2021

2.0.202.79 - 'beta' branch
  • Added a new wayfaring skill, Wilderness Lore: Rivers and Lakes.
  • Renamed Wilderness Lore: Mountains to Wilderness Lore: Hills and Mountains.
  • Made moving across rivers, lakes, and the Rainbow Wood a little slower.
  • The Rainbow Wood and Palladium Reef are no longer considered jungles for the purposes of wilderness lore.
  • Various becoming nooks across Qud now have implants in their cybernetics racks again.
  • Gravity grenades now down flyers in their area of effect.
  • Creatures beguiled via the cooking effect triggered action now lose interest in their beguilers after the metabolizing effect expires.
  • Algal water pools in Lake Hinnom and the Palladium Reef are now deeper and squarely past the swim threshold.
  • Serrated and nanon weapons now have a very small chance to decapitate independent of whether you have the Decapitate skill power. Having Decapitate does not augment this chance.
  • Nanon now requires Tinker III.
  • Moved the river referenced in Raising Indrix to south of the Kyakukya instead of north. Also fixed a bug with its starting location.
  • Added descriptions for all new cybernetic implants.
  • Changed the name of some high-tier implants.
  • Added descriptions for prism perch, white esh, quatravolt glider, and sultan croc.
  • Updated what secrets svardym and the denizens of the Yd Freehold are interested in.
  • The Hydropon is no longer subject to svardym storms.
  • Urns in the Yd Freehold now have appropriate names.
  • Changed the names and added descriptions for finger coral and tunnel sponge.
  • Increased the number of times you can drink [redacted] for a positive effect.
  • Meditation no longer occasionally cures gamma moth mutation.
  • Damage reflected by equipment is now attributed to the equipment's wearer.
  • Fixed a bug that caused new characters to be created without the proper faction reputations for their genotype and subtype.
  • Fixed a bug that caused natural claw weapons from Skulk Tonic to remain after the effect expired.
  • Fixed a bug that caused you to start with the skill that your random starting village teaches via the water ritual.
  • Fixed a reputation bug that caused several hostility issues with creatures' attitudes toward you.
  • Fixed a bug that caused map notes to not load until you opened your journal.
  • Fixed a bug that caused recipes intended to give corrosive gas generation to have no effect.
  • Fixed a bug that made it impossible to complete an important Tomb of the Eaters quest step.
  • Fixed a bug that prevented relics that bestow extra carry capacity from working.
  • Fixed a bug that caused kills via your spaser-generated plasma to not be attributed to you.
  • Fixed a bug that caused robots to be unaffected by ganglionic teleproject and Rebuke Robot.
  • Fixed a bug that made it possible to fly underground with a certain flight-granting cybernetic boosts.
  • Fixed a bug that caused you to be referred to in the third person wehn dealing damage with Sunder Mind.
  • Fixed a bug that caused up-stairs to generate on the surface level of the Palladium Reef.
  • Fixed a bug that cauased identified artifacts to keep their unidentified color.
  • Fixed a bug that caused [redacted] to fail to render correctcly if entered with penetrating radar enabled.
  • Fixed a bug that caused an exception when a [redacted] is targeting during a serialization cycle
  • More [redacted].
  • [modding] Fixed the player's body object not being sourced from Genotype/Subtype.


Additionally, here are the notes for some additional changes that were included in the last few alpha and beta patches.

  • Our official, community-mananged wiki has a new home: https://wiki.cavesofqud.com. We updated the link in the Modding Utilities.
  • You can now jump through squares that contain creatures who are out of phase or flight with you.
  • You can no longer manipulate the results of cooking with nectar by using Precognition.
  • The carrying capacity bonus from Multiple Legs now reflects its description.
  • You can no longer talk to your original body while dominating another creature. (This led to bad things.)
  • Ctrl+Space once again looks at items on the equipment screen.
  • Most things that interrupt autoact now provide a visual indicator of what caused the interruption, if it's something external.
  • Psionic weapons no longer affect inanimate objects.
  • Night-vision goggles are now overloadable.
  • Creatures are now a little better at escaping environmental damage.
  • Creatures no longer use Force Bubble if an ally is adjacent. This prevents rare Force Bubble + Temporal Fugue crashes.
  • Nulling weapons now apply astral burdening for a short time after they hit, rather than only instantaneously as they hit.
  • Looking at objects in force fields and stasis fields now gives info on the object instead of the field.
  • Rephrased messages about additional body parts needed to equip items in more abstract, inclusive terms.
  • Slightly decreased the traversal speed of most projectiles.
  • A visible rhinox getting ready to charge now interrupts autoact.
  • Temporal fugue clones are now placed a little more intelligently with respect to natural movement modes (e.g., aquatic creature clones will prefer spawning in swim-depth water).
  • Fixed a bug that caused autoexplore to dig around boulders and rubble instead of through them.
  • Fixed a bug that caused Temporal Fugue clones to always spawn northwest of you.
  • Fixed a bug that caused jewelers to occasionally have double-jewel-encrusted items.
  • Fixed a bug that caused you to occasionally get stuck inside walls when using Space-Time Vortex.
  • Fixed a bug that caused creatures to sometimes generate inside walls.
  • Fixed a rare crash in Grit Gate.
  • The "you" pronoun is no longer incorrectly used when creatures collect liquids.
  • [modding] Added some new predicates to conversations: IfTrueKin, IfNotTrueKin, IfGenotype, IfNotGenotype, IfSubtype, and IfNotSubtype.
  • [modding] Unity impostors now support X and Y offsets.

Caves of Qud gets new late-game content, new character creation and lots of items

Caves of Qud is probably one of the best modern roguelikes around and Freehold Games have put up a huge new Beta version with lots of goodies to play through.

Read the full article here: https://www.gamingonlinux.com/2021/09/caves-of-qud-gets-new-late-game-content-new-character-creation-and-lots-of-items

The beta is here! Palladium Reef + New Character Creation

The beta for our latest feature arc -- Palladium Reef / New Chargen -- has arrived. The patch is unpolished but very functional; the full release is likely to come in the next few weeks. Here is an incomplete list of patch notes.

NEW LATE-GAME REGIONS
  • Added two new late game regions: Lake Hinnom and the Palladium Reef.
  • Added a new village, the Yd Freehold, with several new NPCs.
  • Added new creatures: svardym hatchling, svardym jut, svardym scrounge, svardym eld, prism perch, white esh, quatravolt glider, trining lamprey, giant clam, reef hermit, plasma jelly, kaleidoslug, enigma snail, junk dollar, tongue tyrant, sultan croc, star kraken, galgal, and slynth wanderer.
  • Added a new side quest (partially implemented). It's up to you to figure out where to get it.
  • Expanded the Rainbow Wood and configured it to include dynamic sites like villages, ruins, and lairs.


CHARACTER CREATION AND UI
  • Entirely refactored the character generation sequence to be much more sensible, highly moddable, and use an all-new, responsive, fully keyboardable AND mousable UI.
  • Added nine new preset character builds. These are designed to help new players get started, but they're also fully customizable.
  • Added two new game modes (these were already live on the beta branch):
    • Roleplay Mode - checkpointing at settlements
    • Wander Mode - checkpointing at settlements, no XP for kills, bonus XP for discoveries, creatures begin neutral to you
  • Made several enhancements to the new UI.
  • [Modding] Added a new, highly-extensible data file, EmbarkModules.xml, that drives character creation.



NEW THINGS
  • Added new items: gravity grenade, plasma grenade, eigenpistol, arc winder, high-voltage arc winder, light rail, hand rail, di-thermo beam, spaser rifle, spaser pistol, space inverter, psychal fleshgun, step sowers, 3D cobblers, slip ring, gas tumbler, thermo cask, high-energy thermo cask, chiral rings, tri-hologram bracelet, night-sight interpolators, precision nanon fingers, psychic meridian.
  • Added new cybernetic implants: tibular hydrojets, optical multiscanner, magnetic core, skin glitter, stasis projector, crysteel hand bones, and [redacted].
  • Added three new item mods: snail-encrusted, nanon, and fitted with beamsplitter.
  • Added two new liquids: algae and sunslag.
  • Added a new gas: plasma.
  • Added a new type of cybernetic implant merchant: gutsmonger. There's one guaranteed in the SE corner of the Stiltgrounds.
  • Added organ markets.
  • Added a whole bunch of new furniture.
  • Added a whole bunch of new tile art.


OTHER CHANGES
  • Made significant visual enhancements to the world map.
  • Gave several existing merchants cybernetic implants as wares.
  • Gunslingers now start with Akimbo instead of Weak Spotter, and they start with much more ammo.
  • Water Merchants now start with Short Blade.
  • Modified how plant-based cooking effects work.
  • Changed salt krakens behavior.
  • You can no longer disassemble non-takeable furniture.
  • Soup sludges now appear in dynamic encounters.
  • Added Omonporch and the Yd Freehold as landmarks.
  • Village ovens can no longer include psychal gland paste.
  • Morphotypes now show up in the character sheet.
  • [Modding] Added three new body types for clams, jellies, and starfish.
  • [Beta] Added a wish for late-game testing: reefjump.


If you're interested, come help us test! Our focus right now is on broad scale testing: big bugs, big balance issues, and big UI issues. Here's a thread for feedback.

To access the beta: right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch.

Live and drink, friends.

Pausing weekly patches in the runup to our next Big Beta

Hello folks,
Our usual patch cadence is to update weekly and then pause those updates as we get ready for one of our big Feature Arc patches. That's where we are right now with our next Feature Arc: the Palladium Reef / Character Creation Rework!

We plan to put up a beta in the coming weeks (no date yet), so to give us the focus we need, we're pausing weekly patches as of this week. We may still sneak one in now and then if there's a reason to, but it's safer not to expect it.

Thanks, friends. Until the sponge, live and drink.

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.