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Caves of Qud News

Feature Friday - March 12, 2021

201.74/202.33
  • We changed how robots and mutations interact.
    • Robots now have modules rather than mutations.
    • Robots no longer receive mutation points nor do they rapidly mutate.
    • Robots can no longer buy mutations.
  • You can now mark items in your inventory as important.
    • You no longer automatically butcher, harvest, or disassemble important items.
    • You're now asked for confirmation before manually butchering, harvesting, or disassembling important items.
    • You're now asked for confirmation before applying important tonics.
    • Important tonics and applicators now have a low priority for apply being their default interaction.
    • While cooking, the "Preserve your fresh foods" option ignores important items and "Preserve your exotic foods" asks for confirmation on important items.
    • While trading, you're asked for confirmation when you select important items, and important items are ignored when you select all.
    • Quest items are important by default.
  • If you have Disassemble, you can now choose to treat a type of item as scrap. If you do, it'll be considered scrap for the purposes of autoget and autodisassemble.
  • Disassembling items things now puts a message in the message log.
  • Auto-disassemble during autoexplore now directly disassembles items in the environment rather than needing autoget to pick them up first.
  • You now autoget zero-weight artifacts if "Auto-pickup artifacts" is off but "Auto-pickup 0 weight items" is on.
  • Electrical charge consumption now prefers to draw per-turn charge first. For example, when using a jacked phase cannon with a biodynamic power plant, firing now draws the 5000 charge from the biodynamic power plant before consuming charge from the phase cannon's energy cell.
  • Stasis is now a status effect.
  • Force modulators now make you immune to stasis.
  • The lair of Oboroquru is now a holy place to apes.
  • Compute power now reduces the ammo regeneration time for blood-gradient hand vacuums.
  • Sparking baetyl demands and rewards are now less subject to manipulation via Precognition.
  • Special items for village quests are now worth more than normal items of their type.
  • Special items for village quests are no longer categorized as Quest Items once you have completed the quest.
  • Your game score is now calculated using each item in a stack rather than treating the stack as a single item.
  • Preserved cooking ingredients and empty injectors are no longer factored into your game score.
  • When you're cleaved the message log now indicates what part of you was cleaved.
  • Strip flies now have the Wings module.
  • You no longer attack yourself while swooping.
  • Defensive Swipe now respects phase and flight.
  • Applying a tonic to another creature else now takes a turn.
  • Dying by cooling into a block of shale when you're a magmatic sludge now results in a proper death message.
  • Unctuous sludges now properly have unctuous pseudopods.
  • Holograms now have their status revealed by techscanning rather than bioscanning or structural scanning.
  • Holographic ivory and holographic beth are now excluded from consideration as hostiles -- like young ivory and lurking beth -- and are no longer inaccurately considered organic.
  • Convalessence pools now only heals living things.
  • Hypertractors, normality gas pumps, defoliant pumps, and fungicide pumps no longer put 0-damage hit messages in the message log. Hypertractors still message about their effect taking place.
  • Move-into-liquid confirmations are no longer requested during autoact.
  • Immobile creatures now fall through space-time vortices rather than climbing through them.
  • Decarbonizers' decarbonizer module no longer appears with a blank name in the character sheet.
  • The repair, add notes, remove notes, load ammo, unload ammo, and desecrate interactions now have hotkeys.
  • Tweaked the blaze injector item and effect descriptions.
  • Improved the grammar of generated text around items with qualifiers in their names.
  • Fixed a bug that doubled the action cost of modding items when you had them equipped.
  • Fixed a bug that occasionally caused exceptions when creatures with luminous fungal infections temporally fugued.
  • Fixed an exception when tarry sludges spit.
  • Fixed a bug that caused creatures at the Six Day Stilt to shop when they shouldn't and to not shop when they should.
  • Fixed some bugs that caused gaslight weapons to lose proper names and some relic enhancements when they were activated or deactivated.
  • Fixed a bug that caused gentling masks and cones to corrupt the faction alignments of dynamically generated villagers.
  • Fixed a bug where failing to drag an opponent using a latching weapon did not take a turn.
  • Fixed a bug that caused stasis field to fail to put things in stasis.
  • Fixed a bug that caused your companions to hit your when you were in the same tile as a creature they were attacking.
  • Fixed a bug when you tried to disassemble an owned item where the owners would get mad but the disassembly would fail to happen.
  • Fixed a bug that caused physical clones to get permanent versions of mutations their parent organism had granted by relics or cooking.
  • Fixed a bug that caused lava not to heat up containers carried in your inventory.
  • Fixed a bug allowed you to preserve exotic foods dropped from temporary creatures.
  • Fixed a bug with the Brightness & Contrast sliders in the classic options menu when you assigned a value below 0.
  • Fixed a bug that caused some damage messages to be visible when the target wasn't visible.
  • Fixed a bug that caused blaze injectors to increase cold resistance instead of decreasing it.
  • Fixed a bug that caused the classic UI sidebar to handle some target names poorly, especially ones with complex color patterns.
  • Fixed a bug that caused item qualifiers like '[implant]' or 'illuminated' to show up twice in the names of village quest items.
  • Fixed some extra spaces and incorrect a/an cases in village quest text.
  • Fixed a bug with the conjugation of 'catch'.
  • Fixed a typo in the glotrot tomb inscription.
  • Fixed a bug that made electrical arcs and some other visual effects sometimes display strange floating Unicode characters instead of the desired effect.

Feature Friday - March 5, 2021

201.73/202.32
  • Tweaked the layout of the Tinkering screen.
  • Improved the display of very large numbers of bits on the Tinkering screen.
  • Removed some extraneous information from the display names and descriptions shown for tinkering blueprints.
  • Cherubim you find out in the wild now belong to the faction of the creatures they are modelled after.
  • Electromagnetic sensors now detect mechanical cherubim.
  • Jump now respects phase and other physical interactivity conditions to determine what you can jump through and into.
  • You can no longer jump through or into closed doors.
  • Juke now respects phase and flight.
  • Juke can no longer move holograms or creatures that are rooted in place.
  • Disabling the "Color player's @ based on HP level" option no longer stops mutations from changing your @ color.
  • Reputation gains and losses with hidden factions are no longer displayed.
  • Fork-horned helm now displays its melee performance characteristics in its display name and description.
  • Horns and fork-horned helms now indicate their bleeding damage in their descriptions.
  • The "collect liquid" action now requests confirmation if collecting more than 128 drams of liquid.
  • Klanq now gives you more puff attempts if the infection didn't take on the limb you chose.
  • Ultra Fire now correctly applies Suppressing Fire and Flattening Fire.
  • Made some improvements to how reloading chooses which missile weapons to reload with in complex equipment setups.
  • Reloading no longer reloads missile weapons that aren't equipped in your missile slots.
  • Fixed some bugs that made missile weapons fail to fire and equip to inconsistent slots when magnetized.
  • Sewage eels no longer trip you if they are not hostile to you.
  • Liquid cooking effects are no longer described on objects other than purpose-specific liquid containers and pools of liquid.
  • Changed Berate's description to indicate that the Quickness penalty of Shamed is percentage-based.
  • Added Shamed's to-hit penalty to its description.
  • Extradimensional psychic hunters no longer spawn as broken, double-legendary creatures.
  • Improved creature AI for getting away from objects that are setting them on fire.
  • The "Show debug information on object and system internals" option now adds a "show internals" interaction to objects rather than appending the info to their descriptions.
  • Decarbonizer beams no longer cause excessive zone builds.
  • The smart use action on enterable furniture is now interact, not enter.
  • The enter action on enterable furniture now has a higher priority for being the default interaction.
  • Liquid collection now prefers not to collect into items that produce the liquid being collected.
  • Relic-granted mutations and skill enhancements are now only granted if the relic is equipped as designed.
  • Fixed the color pattern on the frowning moon mask.
  • Fixed a bug that caused NPCs to occasionally lose their base hit points when they leveled up.
  • Fixed a bug that caused some cherubim to appear as weird artifacts.
  • Fixed a bug in missile weapons' PV values.
  • Fixed a bug that caused mental mutations gained from cooking effects to not count toward [redacted].
  • Fixed a bug that caused the overburdened status effect to occasionally fail to apply or be removed.
  • Fixed a bug that occasionally caused missile firing sounds and "Your shot goes wild!" messages to trigger even if the weapon was out of ammo.
  • Fixed a bug that prevented the schematics for lead slugs and shotgun shells from being learned via Psychometry.
  • Fixed a bug that caused creatures to stand in acid indefinitely rather than move through it.
  • Fixed a bug that prevented flight from letting you fly over ground obstacles in some circumstances.
  • Fixed a bug that prevented death sounds generated by creatures being killed by Juke + Pointed Circle from being audible.
  • Fixed a bug that occasionally caused a crash when you interacted with a tile containing multiple liquid containers.
  • Fixed a bug that caused examining certain relics to produce incorrect messages.
  • Fixed a bug that made the performance characteristics of fork-horned helms fail to persist across save/load.
  • Fixed a bug that prevented gelatinous frustrums from wandering while they have a creature engulfed.
  • [modding] Mods' Steam Workshop names no longer dictate their internal IDs and thus won't prevent approval if they contain invalid characters.
  • [modding] Genotypes now have an IsTrueKin flag, separate from IsMutant. GameObject.IsTrueKin() now looks for this flag being true on the creature's property-defined genotype, with creatures with no genotype presumed to not be true kin. GameObject.IsMutant() now looks for IsMutant being true on the creature's property-defined genotype, with creature with no genotype presumed to be mutants.

Feature Friday - February 26, 2021

201.71/202.30
  • Renamed miasmatic ash to osseous ash.
  • Added a new gas type: miasma.
  • Black ooze now vaporizes into miasma.
  • Green goo now vaporize into poison gas.
  • Brain brine now vaporizes (at very high temperatures) into confusion gas.
  • When your Toughness changes while you are wounded, your HP now maintains the same proportion to your max HP.
  • NPCs are now more urgent about extinguishing themselves when on fire.
  • Grenades no longer display their thrown weapon penetration and damage stats.
  • Ubernostrum tonics now properly cure both major and minor biological debuffs.
  • Hyperbiotic beds and regeneration tanks now cure minor biological debuffs.
  • The Broken status effect no longer applies to things that cannot reasonably break.
  • Penetrating radar no longer recolors your non-radar field of vision.
  • Ice humors now correctly lower your temperature on hit instead of raising it.
  • BaseSludges no longer appear in dynamic encounters.
  • Made the description of long blades' critical hit effect more accurate.
  • Passing by a walkway no longer generates a message in the message log.
  • Creatures and plants expected to inhabit water are no longer subject to the flashing blue visual effect for 'wet'.
  • Sheba Hagadias's name appears correctly now when she spawns as a miner.
  • The message from autodrink now tells you the source of the water you drank.
  • When consuming liquids from a nonspecific source, as with autodrink for example, you will now prefer to drink from renewable sources
  • Fixed a bug that prevented NPCs from wandering around the Six Day Stilt.
  • Fixed a bug that prevented Clairvoyance from seeing through vantabud and blood darkness when you had direct line of sight to the area.
  • Fixed a typo in the description of Psionic Migraines.
  • Fixed some capitalization inconsistency with 'Sightless Way'.
  • [beta] Fixed a bug that caused Sheba Hagadias to always spawn as a breathbeard.

Feature Friday - February 19, 2021

201.70/202.29
  • Added all new tiles for melee weapons, over 50 in total.
  • Added basic mouse support to field placement for force wall, force projectors, and portable walls.
  • The activated abilities menu now supports page up and page down.
  • You no longer attack yourself if you slip while charging, but you are sent careening in a random direction and may charge a different target than intended.
  • NPCs no longer charge when there's a wall or non-hostile creature between them and their target.
  • NPCs are now less willing to charge through hazards between them and their target, especially where hazards are in the tile they would wind up in.
  • Critical hits are now noted in the message log.
  • Reworked and rephrased the critical hit bonus from the masterwork item mod and the Weak Spotter skill.
  • Trees that are rooted in place can no longer be knocked prone.
  • Disassemble is now only the default interaction for scrap and empty injectors.
  • Reordered the pour options: the first option is now to pour into another container and the third option is now to pour on yourself.
  • The lighting status of torches no longer appear in the short versions of their display names.
  • Drastically reduced the chance to spawn vantabuds and vantablooms with high-level Burgeoning.
  • Made reload messaging with a single projectile have better grammar.
  • Made pulse field magnet's Pulse cooldown 5x as long.
  • Made the description of the Sturdy item mod clearer.
  • Sturdy objects now have their hit points increased by 25%.
  • Inanimate objects that are reduced to 25% of their hit points now become broken if they are not sturdy.
  • Clarified in the description of Strapping Shoulders that it only affects heavy weapons.
  • Village colonists can now properly engage in dialog.
  • Removed some unnecessary error condition reports from sultan relics.
  • Fixed a bug that made NPCs sometimes wind up inside walls when teleporting.
  • Fixed a bug preventing some goatfolk shamans from having the mutations appropriate to their epithets.
  • Fixed a bug that disabled long blades' critical bonus.
  • Fixed a bug that made strength-based penetration on arrows from compound bows and turbows not work properly.
  • Fixed a bug that caused some equipment effects to persist after the equipment was unequipped.
  • Fixed a bug that caused the village intro message to display multiple times at the start of the game if you spawned on top of aloe fugues.
  • Fixed a bug that caused a slight misreporting of bits received in large Disassemble All batches.
  • Fixed a bug with pack-spawning creatures (like segmented mirthworm) when they were generated as hired guard, psychic thralls, or domesticants: their packs would not be properly affiliated with them.
  • Fixed a bug that caused extradimensional psychic hunters to often fail to materialize.
  • Fixed some cases where the energy pulses from blast cannons could become interactable objects.
  • Fixed a bug that broke an intervention to prevent young ivories and lurking beths from stacking.
  • Fixed a zone generation error in the banana grove worldmap tile directly above the Spindle.
  • Fixed an unintentionally incongruous mismatch between the historical record and tomb inscriptions for certain historical events.
  • Fixed a bug that added extra caste descriptions to the ornately filigreed walls in the Tomb of the Eaters crypts.
  • Fixed verb conjugation in the description of phylactery squire.
  • [debug] Added a new wish, "allskills", that gives you every skill.

Feature Friday - February 12, 2021

201.69/202.28
  • Gave agolflies wings.
  • Euclid now wanders around Barathrum's study but no longer attacks the mushrooms there.
  • Dynamic quests that instruct you to find a location 3-7 parasangs in a direction from a landmark no longer use underground landmarks.
  • Yuckwheat is no longer destroyed when harvested.
  • Quartziferous mirrors now refract light.
  • The following actions now have energy costs and exit menu interfaces: eating, drinking, and opening & closing doors you aren't moving through.
  • We moved some Autoget options around.
    • Moved "Maximum auto-move squares/sec and auto-attack actions/sec" from Autoget to Automation.
    • Moved "Ignore enemies less than " from Autoget to Automation.
    • Moved "Ignore enemies farther away than " from Autoget to Automation.
    • Moved "Take corpses when using Tab to take all" from Autoget to User Interface.
  • Removed Q Girl's plastifer jerkin.
  • Jump no longer snaps to your current target.
  • Items that use a particular liquid can now be set to autocollect that liquid when they're empty.
  • Ogre ape pelts are no longer considered food.
  • Arch dervishes no longer spawn with weak psionic weapons.
  • Creatures on walls can be looked at again.
  • Mines are now triggered only by creatures hostile to the minelayer.
  • Mines now function as hidden in pathfinding only to creatures hostile to the minelayer.
  • Creatures now do at least a little work to avoid mines they can detect, even if they aren't a threat.
  • Spray bottles can no longer be used to spray themselves.
  • Most objects in your tile or adjacent tiles now have an "attack" action available from the interaction menu, enabling you to be more specific in your attacks when there are multiple targets.
  • NPCs no longer irrationally prefer armor that is a light source over armor that is not.
  • You are no longer asked to spread Pax Klanq in Joppa in games where you did not start in Joppa.
  • Hitting escape when asked for a target for Spray-a-Brain or nano-neuro animator no longer generates an error.
  • Temporary and existence-support objects are now never animatable; the same is true of objects whose phase of matter is something other than solid.
  • Hoarshrooms sprouted from luminous fungal infections no longer bond to body parts they are equipped in once they are separated from the body part they initially sprout on.
  • Multiple applications of hulk honey, when not causing overdose, now refresh the duration of the effect rather than stacking.
  • Lunge now respects phase and flight with regard to whether objects between you and your target obstruct you.
  • Tattooed detail color no longer persists across player characters and save games.
  • You no longer receive popups when other creatures' irritable genomes act up.
  • Removed the blank Garden of Geth tile from the worldmap.
  • Fixed a bug that made pools of water strangely resistant to being evaporated once somebody walked through them. This change may introduce new liquid temperature behavior, some of which is unintended.
  • Fixed a bug that caused the Reputation screen to display the text for a faction hating you when they merely just dislike you.
  • Fixed a bug that caused freshly animated objects not to become active until odd conditions were met.
  • Fixed an exception when blast cannons were disarmed, e.g. from leering stalkers.
  • Fixed some bugs with the interaction between snap-to-hostile-target behavior and wall-dwelling creatures in corners.
  • Fixed the tile color of zetachrome warhammer.
  • Fixed elastyne skin suit appearing in certain encounter tables twice.
  • [modding] Several messages pertaining to curable fungal infections now emit & conjugate properly for NPCs.