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Caves of Qud News

Feature Friday - August 14, 2020

200.86

  • You can once again acquire fungal infections.
  • On the character screen, attributes that are modified above or below their base values now display as green or red, respectively. You can also now select an attribute on this screen to display its base level, which is used for meeting skill requirements.
  • You can now disassemble without the Tinkering skill as long as you have the Disassemble skill power.
  • Confusion now affects artifact examination.
  • The following objects are now tagged as being made of metal: HE missile, becoming nook, cybernetic rack, leering stalker's pneumatic piston, scrap shoveler's scrap saw, crypt sitter's chrome stilt, strip fly's mechanical pincers, Rodanis Y's tungsten carbide hammer-fist and axe-fist, and boosterbot's helping hand.
  • Tinkered items can no longer generate fitted with suspensors or liquid-cooled.
  • Baetyls can no longer be psychically attacked and are now subject to EMP.
  • Industrial fans now respect phase.
  • Steam no longer burns things to ash.
  • Steam now tracks who is responsible for creating it.
  • The Gas Generation mutations now produce gas in the same phase as the mutant producing it.
  • Quest item torches no longer lose their unique display names.
  • Using psychometry on a stack of items now results in better messaging.
  • Reading passcodes using psychometry is now subject to reality stabilization.
  • Loading a medassist module from the implant's interaction menu no longer loads an entire stack of tonics.
  • The Mutating effect is now considered negative.
  • Greater voider teleportation now respects normality but is powerful enough to contest it.
  • Thrown weapon reequipping now reequips a similar item from your inventory if an identical one is not available.
  • Autoexploring while wearing ninefold boots no longer teleports you between zones.
  • Disassemble all is no longer usable with hostile creatures nearby.
  • When you disessemble multiple items or use disessemble after performing another activity that has an action cost, you're now forced out of the interaction menu as you approach an action cost deficit that would place you in danger if hostile creatures arrived.
  • Mechanimist snailmother converts now spawn ickslugs with the same faction attitudes as their mothers.
  • Made item naming more reliably relevant to events that just occurred.
  • Relics and relic-like items are now consistently unmoddable.
  • Messages are no longer generated when creatures out of your line of sight use Shield Wall.
  • Being asleep now generates a message only if the last message you received was about something other than being asleep.
  • Popups are now used for messaging stat saps' permanent attribute drain.
  • Being blocked by an object no longer displays any weapon performance characteristics it may have.
  • Dominating someone you have performed the water ritual with and then looking at yourself no longer displays "You are water-bonded with you" in your description.
  • Fixed the conjugation of the verb "get" in the companion thirst notification message for companions of pseudo-plural gender.
  • Fixed a bug that disabled autoact rate limiting.
  • Fixed some bugs around tracking body parts added by equipment.
  • Fixed a bug that caused some liquid coverings, particularly acid-based ones, to not generate a clean action.
  • Fixed a bug that sometimes caused fire-based abilities to end early when they encountered mixed liquids.

Feature Friday - August 7th, 2020

200.82
  • Examining artifacts now requires being able to move your extremities.
  • Eating snacks now requires being able to move your extremities.
  • The "HP warning threshold" option now defaults to on at 40%.
  • Various powered items, such as VISAGEs and ninefold boots, now correctly drain the last dram of their slotted liquid-fueled energy cells rather than leaving behind one unusable dram. If you find more items that do this, please report them on the public bug tracker: https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues.
  • NPCs attempting to use broken and rusted tonics no longer cause messages popups for the player. NPCs also attempt to use broken and rusted tonics less often.
  • Creatures are more willing to enter gas clouds, especially if they are immune to the gas.
  • Stunning Force can no longer be used on the world map.
  • Slumberlings are no longer Wakeful when they emerge from their natural hibernation.
  • Item naming opportunities triggered by leveling up now occur after the level up message.
  • Nullbeards are now permanently astrally tethered rather than immune to astral tethering or burdening.
  • Puffer fungi once again take damage from damaging gases at the rate inanimate objects do.
  • Frozen energy cells slotted into equipment no longer stay frozen forever.
  • Implanting a cybernetic implant now makes it permanently understood. If it was only understood due to a techscanning ability, losing that ability no longer converts it to an implanted "weird artifact".
  • Strip flies now respect phase and flight.
  • Psionic weapons can no longer be disassembled.
  • Items are now automatically weightless when equipped in a Floating Nearby slot.
  • Autogetting from adjacent squares is now controlled by an option: "Autopickup from adjacent squares". It defaults to off and only covers non-autoexplore movement.
  • You're now interrupted in the middle of autogetting multiple items when a hostile creature nears you (rather than being slammed by multiple enemy actions afterward).
  • Whether you immediately pick up items butchered from corpses is now determined by your autoget settings, not by whether you were autoexploring.
  • Pathfinding now avoids mines laid and bombs set by non-hostile creatures, to varying degrees by munition type.
  • Added a new option, "Prerelease Stage Scale", in the Overlay UI section.
  • Fixed a bug that broke mod tinkering when certain items had high-powered magnets applied to them.
  • Fixed a bug caused the Wakeful effect to not work sometimes.
  • Fixed a bug that disabled measures to prevent inappropriate objects from spawning on top of each other.
  • Fixed a bug that made Flexiweaved sometimes give positive DV.
  • Fixed some bugs that caused equipping certain items to fail to trigger their state changes, such as quest completion and DV updates for defensive stance.
  • Fixed a bug that caused save modifiers provided by cybernetic implants to not work.
  • Fixed a bug that caused the liquid-cooled item mod to be unapplyable in some cases where it should have been applyable.
  • Fixed a bug that destroyed cybernetics when another implant was implanted directly in its slot.
  • Fixed a bug that caused the value of cybernetics credit wedges to not show up in the short version of their display names.
  • Fixed a color pattern typo in Ereshkigal's interface.
  • Fixed a typo in a journal accomplishment.
  • Fixed a stray color markup tag in save modifier rules text.
  • Fixed some grammar bugs in the descriptions of hostile clones.
  • [modding] Specifications for DefaultBehavior attributes in Bodies.xml part elements are now correctly respected.
  • [modding] Fixed a bug that made less information available in some movement-related events than should have been.


201.8 - beta
  • Mechanical cherubim are now classified as robots.
  • Villages and chef ovens should no longer let you cook game-breaking meals.
  • The schematics choices for acquiring Tinker I, Tinker II, and Tinker III are now of the appropriate complexity for that tinker tier.
  • Village immigrants' pronouns are now more consistent.
  • Added a new option, "Prerelease Stage Scale", in the Overlay UI section.
  • Fixed a typo in waveform worm's description.
  • Fixed a bug with villager dialog color.
  • [modding] We added a new in-progress overlay UI for the Mod Manager.
  • [modding] Added a new "manifest.json" file to populate the extra fields shown in the Mod Manager. This file now subsumes config.json (you should convert any config.json files into manifest.json files). See https://cavesofqud.gamepedia.com/Modding:Manifest.json.






Feature Friday - July 31, 2020

200.81

  • Trolls now know how to swim.
  • Clicking a tile with a hostile creature now attacks the creature instead of attempting to speak with it.
  • Gave rainboweave cloaks lower DV but a chance to refract light-based attacks.
  • Added a new status effect, Wakeful, that gets applied for 3-5 rounds after you wake up from involuntary sleep. While wakeful, you can't fall asleep.
  • Item naming now allows apostrophes.
  • Baetyls no longer request the Billowing Conch of the Aji.
  • Long blade stances now respect your restrictions on companion ability use.
  • En garde! now takes Lunge and Swipe off cooldown when it activates.
  • You no longer have the option to decline being moved by a factory arm into a deep shaft.
  • Penetrating radar now reveals hidden objects that can be discovered by searching.
  • Messages for spotting hidden objects now include directional information.
  • Missing skill prereqs now cause entries on the Skills screen to be grayed out, like they are for unmet attribute requirements.
  • Pathfinding now goes to much less effort to avoid many types of liquids and some types of gases.
  • Skills that require a weapon of a given type to be wielded in the primary hand now accept weapons wielded in the first hand if your primary limb is not a hand, such as for animals whose primary limb is often their face or foot.
  • Fixed a bug that caused hyper-elastic ankle tendons' behavior to be excluded from their description.
  • Fixed a bug with stacking that resulted in permanent MA / DV loss.
  • Fixed a bug that caused suspensors to not work properly on equipped items.
  • Fixed a bug that caused ceremonial vibrokhopeshes to repeatedly reboot while you travelled on the world map.
  • Fixed a bug that sometimes made it impossible to interact with companions.
  • Fixed some bugs that caused various types of cloned creatures to not be hostile when they should have been.
  • Fixed some bugs that disabled the escape teleportation used by some relics, extradimensional items, and chaotic cherubim.
  • Fixed a bug that caused books to be unreadable from the prerelease equipment screen.
  • Fixed a misattribution in Lase messaging.
  • Fixed a typo in sultan history.
  • Fixed a bug that made Saad Amus very lazy.
  • [modding] Liquids' ObjectEnteredCell method now receives the relevant ObjectEnteredCellEvent as its second argument. The version that receives the GameObject moving as its second argument is still called for compatibility.
  • [modding] WishCommands should now properly be loaded/unloaded with mod changes.


201.6 - beta

  • Creatures that try to keep their distance from you now may now decide to take other actions, such as defend themselves directly, when they fall below 50% HP.
  • Evil twins now reconsider their equipped items when they spawn.
  • Stage layouts wider than 1080p now letterbox correctly.
  • The look dialog is now only dismissble via Space or Esc.
  • Mouse movement now paths through non-hostiles if necessary to reach your destination.
  • Rhinox charge now respects phase and flight.
  • Fixed a bug that caused books to be unreadable from the prerelease equipment screen.
  • Fixed a bug that caused books to continue to render in the background even after you exited out of the read book screen.
  • Fixed a bug where hitting Esc from the Save Build prompt would save the build with no name rather than backing out of the menu.
  • Fixed the "restore defaults" button on the prerelease control mapping screen improperly clearing all keybinds.
  • [modding] Added native support for Harmony 2.0.2 patches in mods (https://github.com/pardeike/Harmony). harmony.PatchAll() is called after mod assembly compilation, applying all mod-defined harmony patches.
  • [modding] Upgraded the C# compiler to Roslyn.
  • [modding] Errors and warnings generated by the mod compiler now include the associated filename and line number.
  • [modding] The "playerwho" wish now properly allows turns to tick.

Feature Friday - July 25, 2020

200.80

Swarmers now only contribute their swarmer bonus if they are hostile to the target.
The swarmer bonuses of swarmers in the same tile no longer stack.
Swarmers can now only receive one Swarm Alpha bonus. If multiple swarm alphas are adjacent, the highest bonus applies.
Warmup chirps from visible turrets no longer interrupt autoact if your options are set to ignore the turret.
Autoget (independently of autoexplore) now retrieves items from adjacent squares (no longer just liquids).
The Spindle negotiation no longer occasionally produce strange, unusable shields.
Fixed a bug that gave Swarmers +1 to hit all the time regardless of other swarmers instead of their described to hit bonus.
When the tile at the bottom of a pit is occupied, things that fall down the pit now land in nearby tiles rather than failing to fall.
When something falls down a shaft, a message is now generated.
Fixed a bug that caused the Thick Fur mutation to give 8 heat and cold resist instead of 4.
Fixed a bug that caused Graftek grafts to behave oddly.
Fixed some occasional issues with the location you arrive at when entering a zone from the world map.
Fixed a bug that made tonics not show their behavior in their descriptions for mutants.
Fixed a bug that broke becoming unlost by returning to a familiar area.
Fixed several issues with input in the overlay UI

201.2 - beta branch

Conveyor belts are now immune to heat and acid.
Added some utility buttons to the upper-right corner of the prerelease UI.
Tweaked the order that information is hidden on the prerelease status bar (top).
Prerelease UI ability buttons should now be clickable.
Player and NPC named items now indicate their original names in their descriptions.
Penetrating radar now reveals hidden objects that can be discovered by searching.
Messages for spotting hidden objects now include directional information.
Non-creature organic items are now described as "damaged" rather than "wounded".
Fixed a bug that caused burgeoned young ivory and lurking beth to notify the burgeoner of their deaths.
Fixed a bug that caused astral tabbies to spawn in the wrong phase.
Fixed a bug that caused primordial soup sludge display names to go wild.
Fixed a typo with the Flaming Hands mutation when it was gained through a cooking effect.
Fixed a typo in the Kyakukya recoiler.
[modding] Extended the Genotypes.xml IsMutant attribute to more contexts where the mutant / true kin distinction is relevant.
[debug] Added a new wish to remove a mutation: "mutationbgone:mutationid". Thank you to discord mod helado for the contribution!
[debug] Added new wish to view data disks: "datadisk" (with a menu of all possible data disks) or "datadisk:Blueprint" or "datadisk:mod:ModName".

Caves of Qud adds massive new dungeon in Tomb of the Eaters update

Early access roguelite Caves of Qud has dropped a free update that includes a massive new dungeon full of NPCs, items, and lore. The Tomb of the Eaters is the latest wave of content as developer Freehold Games draws ever closer to the action-adventure game's release date.


As listed in the full patch notes, the main attraction for Tomb of the Eaters is the titular area, a giant crypt that stretches across 12 floors, containing around 100 separate maps to navigate. A slew of creatures, NPCs, and equipment comes with the tomb, giving plenty to discover as you plunge the depths. Alongside is the new village, Ezra, and a new settlement, the mopango hideout. Three factions come in tow, the mopango, the villagers of Ezra, and the Daughters of Exile.


Among the items that'll be fresh to your inventory are the point-defense drone, time dilation grenades, and ninefold boots, and they have some sleak mods too, like displacer, refractive, and morphogenetic. The cybernetic implant menu also got an upgrade, adding alterations such as pneumatic pistons, reactive trauma plate, and the biodynamic power plant. These are just some of the content and tweaks involved, as the list is so long, it's split into two parts for easier reading.


Read the rest of the story...