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Caves of Qud News

Feature Friday - April 16, 2021

201.89/202.49
  • You can now talk to nests.
  • Holographic plants are no longer affected by defoliant.
  • Holograms can no longer be dismembered or decapitated.
  • Holograms can no longer be pushed around.
  • Baetyls are no longer vague about their requests for corpses.
  • Baboons are no longer frightened by blood-stained neck-rings unless you have them equipped.
  • Linear cannons can now be drum-loaded.
  • Clarified in Unstable Genome's description that you get one mutation per instance of Unstable Genome.
  • You can no longer use Menacing Stare on yourself unless you have two or more heads.
  • While digging, you no longer autoattack walls if they are considered owned by someone else.
  • Drum-loaded missile weapons that use multiple ammo per shot now round the increased ammo capacity to a multiple of the ammo used per shot. For example, drum-loaded carbines now hold 30 slugs and drum-loaded chainguns now hold 48 slugs.
  • You now can't use Proselytize in most of the same situations you can't talk to someone. For example, you can no longer proselytize someone who is asleep.
  • You can no longer pour liquids on flying creatures if you aren't flying.
  • You can no longer pour liquids on creatures that you aren't in phase with.
  • You can now see what's happening around you while resting.
  • Webs no longer "break", they just get destroyed.
  • The result of detonating a grenade by direct interaction now has your phase characteristics, the same as the result of throwing the grenade.
  • If defensive lunge results in hitting a wall, this no longer results in oddly repeated messages about it.
  • Making a campfire is no longer blocked by most things you could move through.
  • Yurl, Sixshrew, Asphodel, and the oddly-hued glowpad can now give directions.
  • The tinkering screen no longer case-sensitively sorts recipes beginning with capital letters to the start of the recipe list.
  • Pathfinding now avoids lava and acid more if you have equipment or inventory that may be affected by them, even if you are personally resistant to heat and acid, respectively.
  • Pathfinding now avoids the [redacted] in [redacted].
  • Elcatl no longer asks you to confirm harvesting it because of its importance.
  • Updated the game's copyright date.
  • Fixed a bug that caused creatures to frequently attack dreadroot.
  • Fixed a bug that caused Light Maniuplation charges not to be consumed if you used Lase but the beam was refracted or reflected.
  • Fixed a bug that caused the bonuses from Weathered to be retained indefinitely and to stack on top of each other when you gained the skill via a skillsoft implant.
  • Fixed a bug that caused liquids to pour through creatures and onto the ground without wetting them.
  • Fixed a bug that caused abilities and natural equipment from temporarily-granted mutations to remain after the mutation was gone.
  • Fixed a bug that caused buggy gray band visuals and spammed error messages when the visual effect of Time Dilation hit unexplored map tiles.
  • Fixed a bug that caused glowpad corpses to be colored red.
  • Fixed a bug that caused unidentified liquid containers to appear as cooking ingredients.
  • Fixed a bug when equipping or auto-equipping from outside your inventory where item stacks would be pulled into your inventory.
  • Fixed a bug that caused some prospective evaluations of saving throw chances to be processed as if the save were actually taking place.
  • Fixed a bug that made waveform worms' attacks visible offscreen.
  • Fixed a bug causing multiple elevator platforms to stack up in a single square in Bethesda Susa.
  • Fixed most zone generation issues where solid things would spawn on stairs.
  • [modding] Fixed the position of the mod visibility selector in the Workshop Uploader.
  • [modding] Fixed binary serialized mod types not using their own type code.
  • [modding] Fixed a bug that caused AddMutation(Mutation, Level) to not set levels above 1 correctly for some mutations.
  • [modding] ModifyAttackingSave and ModifyDefendingSave events now have a Source field that tracks an "originating" GameObject for the save, such as a weapon or cloud of gas. These objects aren't considered to have the role of "attacker" if one is relevant. A new event, ModifyOriginatingSave, is now called on such objects as part of saving throw resolution.
  • [modding] There is now a CanTrade event that is dispatched to both parties in a conversation and can be used to revise whether trading is possible in the conversation.
  • [modding] ConsoleChar now has a SetDetail(Color color) method.
  • [modding] We tuned mod compilation and loading.
    • Compilation now continues even if a mod fails.
    • Mods that failed to compile now display a failed status in the Mod Manager.
    • Clicking on a failed mod now displays a truncated list of its errors and copys them to the clipboard.
    • Failed mods are now temporarily disabled and do not load their data, such as XML data, sounds, and textures.
    • All mods now get their own assembly and Harmony instance.
    • The keys (ID, Title) in configuration files, such as manifest.json, workshop.json, etc, are no longer case-sensitive.
    • Mods with duplicate IDs are no longer loaded. If there are duplicates, the mod in the local mod directory has preferred loading status.
    • Mod-enabled state and approval hashes are now persisted to ModSettings.json instead of separate modcheck-{ID}.json files, which could fail to write.

Feature Friday - April 9, 2021

201.88/202.48
  • When furniture with integrated power transmission systems becomes animated, the resulting newly sentient being no longer breaks every time it moves.
  • You can no longer do the following while confused: perform interactions related to note taking, mark things important or unimportant, or mod items with tinkering.
  • Auto-disassemble no longer attempts to disassemble artifacts owned by others.
  • Take All is now handled as an ongoing process via autoact, meaning it takes one item or stack at a time and can be interrupted by hostile creatures or damage.
  • Removed the gender restrictions on True Kin.
  • Gave chitinous puma and slumberling weapon skills appropriate for their claws.
  • Antelope cherubim now belong to the antelopes faction.
  • Nanopneumatic jackhammers are now tinkerable and disassemblable.
  • Some missile weapons now have their ammo counts colored in the console UI sidebar.
  • If, while wielding a turbow that is powered and has an arrow loaded, you use the reload command and select an arrow from inventory to reload with, you are no longer asked afterward about loading the turbow's energy cell socket.
  • Upgraded the appearance of liquid splashes.
  • Fixed a bug that caused Burrowing Claws to keep pathfinding through walls and continue to grant the Dig ability after you toggled it off.
  • You now pathfind through walls when you have a pickaxe or nanopneumatic jackhammer equipped.
  • You no longer pathfind through walls that are owned by others.
  • Changed the display text on the Wait keybind to "Wait / Pat at flames".
  • Long Blades stances are no longer visible on sleeping creatures.
  • Clarified in the Spread Klanq quest text that the faction members you puff on must be sentient.
  • Normalized Euclid's gender and pronouns.
  • Fixed a bug that caused smart use to not work on chests and bookshelves.
  • Fixed a bug that caused the permanent attribute bonuses from Triple-Jointed, Double-Muscled, and Two-Hearted to be treated as temporary under certain circumstances.
  • Fixed a bug that caused it to be possible for creatures with Wings to be flying and sitting at the same time.
  • Fixed a bug that caused you to keep your Long Blade stances when you acquired the Lond Blades skill via a skillsoft implanted that you later uninstalled.
  • Fixed a bug that caused some legendary glow-wights to generate extra copies of their entourages after you saved and loaded. This may happen one last time in existing saves.
  • Fixed a bug that caused options to occasionally get unintentionally cleared during a data hotload.
  • Fixed [redacted] as it appears in On the Origins and Nature of the Dark Calculus.

Feature Friday - April 2, 2021

201.85/202.45
  • Added a new tile for mechanical wings.
  • Aquatic creatures now dream in blub-ridden language.
  • Dirt paths, salt paths, and dirt roads are now more varied in their appearance.
  • Added a subtle visual effect when you walk on dirt paths, salt paths, and dirt roads, meant to suggest leaving tracks.
  • Reverted a change from last week that made the Light Manipulation recharge rate affected by Willpower. It no longer is.
  • Added a death message for being pricked to death by fracti.
  • Schrodinger pages now warn before use if they are in a container owned by somebody else.
  • Data disks for the co-processor mod no longer falsely indicate that the modded item will provide 0 units of compute power.
  • Item mods described using "with" now aggregate together, so for example you might have a "ganglionic teleprojector with electromagnetic shielding, filters, and suspensors" rather than a "ganglionic teleprojector with electromagnetic shielding with filters with suspensors".
  • Visible mines are now highlighted in the alt overlay in red or green according to whether they belong to a creature hostile to the player.
  • Visible bombs are now highlighted in the alt overlay in red.
  • Baboons becoming terrified of blood-stained neck-rings no longer leaves messages in the message log.
  • Strip flies are now better at avoiding trying to steal equipment that they will not be able to remove from your body.
  • Fixed that bug that caused Long Blade powers like Swipe and Lunge to not work if you learned them without learning the base skill first.
  • Fixed a bug that caused the effect of the Mark of Death to persist even if the mark was removed from your body.
  • Fixed a bug that caused attribute shifts from certain sources such as skulk injectors to not work properly.
  • Fixed a bug that caused key bindings to display improperly.
  • Fixed a bug that caused transparent liquid containers to retain the appearance of the liquid they previously contained.
  • Fixed a pair of bugs that caused salt dunes to turn into white squares when you revisited their zones after having left for a while.
  • Fixed a bug that caused NPC mines to be considered hostile to the player less often than they should have been.
  • Fixed a bug that made Hook and Drag not work.
  • Fixed a bug allowing legendary crafters to choose a newline character as a craftmark, leading to odd name displays.
  • Fixed a bug that made display name modifiers like slimy or [flying] commute to your sultan murals.
  • [modding] Conversations support some new attributes.
    • SetStringState="name,value" sets the global string state labeled 'name' to 'value' (if 'value' is empty, it unsets the state)
    • SetIntState="name,value" sets the global integer state labeled 'name' to 'value' (if 'value' is empty, it unsets the state)
    • AddIntState="name,value" adds 'value' to the global integer state labeled 'name'
    • SetBooleanState="name,value" sets the global boolean state labeled 'name' to 'value', which should be true or false (if 'value' is empty, it unsets the state)
    • ToggleBooleanState="name" toggles the global boolean state labeled 'name'
    • IfTestState="test" makes the conversation element conditional on a test of game state (see https://cavesofqud.fandom.com/wiki/Modding:Conversation for details)
  • [debug] Enabling "Show debug information on object and system internals" now lets you interact with flooring objects that you otherwise couldn't interact with.


Feature Friday - March 26, 2021

201.81/202.40
  • You can now disassemble unidentified artifacts.
  • Willpower now affects the recharge rate of Light Manipulation.
  • The dispersion rate of gases is now somewhat higher.
  • Rocket skates no longer burn oil on the world map.
  • You can now clean items using liquids from sources in the same tile as you or in an adjacent tile.
  • When using the "clean" interaction, you now see the locations of possible cleaning liquids in your inventory and around your person.
  • You can now use liquid inside an item to clean the item.
  • You can no longer perform the water ritual with duplicates of creatures created by shade oil, gelatinous prisms, and gelatinous antiprisms.
  • Cloned items no longer inherit the notes of the original.
  • Autoact and other hostility-checking functionality is now better at ignoring hostile aquatic creatures that cannot reach you.
  • Creatures are now better at problem solving to extinguish themselves when they're on fire.
  • Thick Fur now appears in creatures' descriptions as a physical feature rather than a separate descriptive sentence.
  • It is now possible for players who have intrinsic AV to have that AV reduced by Cleave.
  • The [redacted] masks can no longer be replicated with metamorphic polygel.
  • Made some pain-related messaging inaccessible to you if you cannot feel pain.
  • Added variant death messaging for dying of illusory damage.
  • Made recharge interactions prefer to use capital R as their hotkey.
  • Creatures that are shielded from mental attacks no longer get nosebleeds from Sunder Mind.
  • Creatures that don't bleed or breathe no longer get nosebleeds, though they still hemorrhage.
  • When penetrating radar illuminates objects that block it, those objects now flash red.
  • Cooking now works harder to give you a sensible option for the source of a given cooking liquid. For instances, it'll prefer to use the acid in a canteen vs. the acid in a lead-acid cell.
  • Improved the appearance of some ground, liquid, fence, and tent tiles when using night vision or penetrating radar. These tiles may look odd in current saved games.
  • Removed color-coding as good or bad from some messages that are unsurprising or inconsequential or ambiguous as to whether they are good or bad.
  • Painted and engraved village walls should look a bit nicer.
  • Made the descriptions of several save bonuses more readable.
  • Armor with to-hit bonuses or penalties no longer applies these when equipped as weapons or thrown weapons.
  • Evil twins are now more reliably hostile.
  • Fixed a bug that caused a certain phase spider to free itself from its cryotube.
  • Fixed a bug that prevented any screen updates while you were asleep.
  • Fixed a bug that caused night vision to not work and Clairvoyance to mostly not work.
  • Fixed a bug that caused sleep, EMP, and cracked status effects to not wear off.
  • Fixed a bug that caused the "disassemble" and "disassemble all" interactions to sometimes swap hotkeys.
  • Fixed a bug that caused slumberlings to able to move and attack while asleep.
  • Fixed a bug that caused organic creatures to be subject to techscanning rather than bioscanning when they had artifacts equipped.
  • Fixed a bug that caused you you to become momentarily overburdened when you ranked up Double-Muscled.
  • Fixed an exception when creatures overdosed on sphynx salt tonics.
  • Fixed a bug that caused the effects of padded helmets to continue to apply after they were removed.
  • Fixed a bug that caused some items in your starting inventory to fail to stack until interacted with.
  • Fixed a bug that caused rubbergum tonics to give +5 to saves vs. bleeding instead of a -5.
  • Fixed a bug that let you use telepathy on the Grit Gate communications panel.
  • Fixed a bug where spiral borer would place a single up staircase one level before it stopped boring.
  • Fixed a graphical bug with the center-south tile in large liquid pools.
  • Fixed a bug that caused Evil Twins, and occasionally other hostile creatures, show up as green in the alt display.
  • Fixed a bug that caused some inappropriate colors to show up while using night vision or penetrating radar.
  • Fixed a bug that caused some liquids and color-changing objects to retain their natural color under night vision and penetrating radar.
  • Fixed a bug that allowed Hook and Drag to sometimes continue to restrain a target from far away.
  • Fixed a bug that caused unidentified injectors to be known as
  • med.
  • Fixed a bug that caused hired guards, psychic thralls, and domesticants to not follow their leader.
  • Fixed a bug that prevented precinct navigators from granting their bonus to encounter ruins outside of ruins terrain.
  • Fixed a bug that allowed Schrodinger pages from temporal fugue clones to be used.
  • Fixed a bug that made persistent duplication of some items possible via evil twins.
  • Fixed a bug that made Phinae Hoshaiah spawn with only one overloaded laser pistol rather than two.
  • Fixed a bug that would sometimes make geomagnetic disks thrown by NPCs fail to activate.
  • Fixed a bug that caused Pax Klanq to request you puff in Joppa when it lay in ruins.
  • Fixed a bug that prevented kills caused by the damage from freezing and flaming mods from being attributed to the attacker.
  • Fixed a bug that made pouring cloning draught not work for cloning purposes.
  • [debug] The testhero wish now adds the creature to the action queue if they have a brain.
  • [modding] There is now a method UpdateStatShifts() on the Armor part that can be used to resynchronize armor's effects on stats after any updates made while it is worn. CarryBonus on Armor also now updates the armor's wearer immediately upon being changed.

Feature Friday - March 19, 2021

201.77/202.36
  • Magazine-loaded heavy weapons can now be drum-loaded.
  • Force fields, stasis fields, and normality fields can no longer be frozen.
  • You no longer get to confirm whether you want to jump down a deep shaft while you are confused.
  • You no longer get to confirm whether you want to move into a dangerous liquid pool while you are confused.
  • When you aim and fire a missile weapon directly at a creature, your target is now set to that creature.
  • When you aim and fire a missile weapon directly at a non-creature object, your target is now set to that object if you have no current target.
  • Suppressive Fire no longer stops teleportation or externally-forced movement.
  • Suppressive Fire no longer bothers applying to immobile creatures.
  • Digging tools now only bestow the Dig activated ability when they're equipped in the right slots.
  • The "Wait a number of turns" command now defaults to either the highest current cooldown of your activated abilities or the last number of turns you manually entered to wait, whichever is higher.
  • Carnivorous creatures are no longer able to eat the severed limbs of plant creatures without getting sick.
  • Defensive Swipe can no longer push liquids and gases.
  • Taking 0 damage no longer interrupts autoact.
  • When an NPC is attacked for 0 damage, their friends now ignore the threat like they do.
  • The Recharge activated ability can now recharge items at any depth in your inventory (for example, energy cells slotted in weapons or stored in chests).
  • You can now recharge a rechargeable energy cell that's slotted in an artifact by interacting with the artifact, provided you know how to recharge.
  • You can now fill a liquid-fueled energy cell that's slotted in an artifact by interacting with the artifact.
  • Partially recharging an artifact now has a sound effect, a quieter version of the capacitor whine.
  • The Fill interaction is now usable on liquid containers even when the container is full.
  • When modding a stack of items using the "mod with tinkering" interaction, the other items in the stack are now visible on the Tinkering screen.
  • Force Bubble, Force Wall, force bracelets, force projectors, and Stopsvalinn now produce fields with the same phase characteristics as their source or their source's user.
  • Waveform worms can no longer use Waveform on the world map.
  • Creatures that fall down deep shafts can no longer rejoin their party leaders until the party leader enters the zone they're in.
  • Fixed a bug where forced movement while you were stuck would make a check as if you yourself were trying to break free.
  • Being stuck now gives resistance to forced movement.
  • Teleporting or otherwise moving away a creature that's grabbing you now breaks the grab.
  • Creatures made of liquid, gas, or energy can no longer become stuck.
  • Destroying or moving a web you are stuck in now releases you.
  • Generalized some language in skulk tonic messaging.
  • Fixed a bug that caused "mark as important" and "mark as unimportant" to not work.
  • Fixed a bug that caused your level to appear as "True" your the character sheet.
  • Fixed a bug that broke sultan history text generation and produced nonsense like 'cliff cliff'.
  • Fixed a bug that broke the autocollection of liquids.
  • Fixed a bug that occasionally caused your inventory or chest inventories to bug out on opening.
  • Fixed a bug that caused some items to never become wet when dropped in liquid, which meant dropping them in liquid did not extinguish them when they were on fire.
  • Fixed a bug that sometimes caused creatures, including the player, to be unable to pathfind through gases they were immune to.
  • Fixed a bug that caused some pathfinding creatures to avoid other hostiles based on how dangerous they were to those hostiles instead of vice versa.
  • Fixed a bug that caused swimming-depth liquid pools not to be avoided while pathfinding.
  • Fixed some bugs in creature pathfinding between zones.
  • Fixed a bug that prevented Suppressive Fire from taking effect.
  • Fixed a bug that deprived slumberlings of their claws and made them unable to attack.
  • Fixed a bug that caused clones of you spawned while you were under the effect of Eater's flesh to have permanent Quickness penalties.
  • Fixed a bug that made it possible to learn how to craft an artifact via Psychometry and have that artifact remained unidentified.
  • Fixed a bug that caused light sources to occasionally override night vision, depending on the order items were equipped.
  • Fixed some hotkey collisions in the new interactions.
  • Fixed a bug that caused the nearby campfire indicator to float away.
  • Fixed a bug that made the "load" interaction on magazine-loaded missile weapons not work unless they were equipped.
  • Fixed the placement of the classic UI 'look' interface actions when they appeared on the right side of the screen.
  • Fixed the coloration of the right angle brackets in the keybind indicators on the Manage Abilities screen.
  • Fixed some cases where the hotkey for an interaction was highlighted on an insignificant word.
  • [debug] The "Show debug information on object and system internals" option now adds an action to the classic UI 'look' interface that displays the navigation weight of the square you're looking at.