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Caves of Qud News

Tomb of the Eaters Feature Friday - July 3, 2020 ('beta' branch)

200.65

Tomb-related notes:
  • Polished and bugfixed [redacted], [redacted], and [redacted].
  • Changed the Bell of Rest timer from 200 to 300 rounds.
  • Gave the Life and Death Gates descriptions and much more HP.
  • Tweaked the crypt reliquary loot tables.
  • Reduced crypt ferret DV.
  • Added more hagiographs.


General notes:
  • Added a new command to attack the nearest hostile target in melee (Shift-A by default). If there are any hostiles adjacent to you, this command attacks the one that appears easiest to kill. Otherwise, it pathfinds one step toward the easiest-appearing visible hostile.
  • Equipped items and items in your inventory no longer take on your temperature directly.
  • Ashes are now categorized as corpses.
  • Factory arms now respect phase and flight.
  • Pulse field magnets ripping equipment off your body is now messaged via a popup.
  • The menu for entering a local map from the worldmap was reworked for clarity.
  • Hitting escape when you're asked for a character name during character creation now returns you to the character summary screen.
  • Added caves music to trembling dunes underground.
  • Fixed a bug that made reloading multiple magazine-loaded firearms behave strangely.
  • Fixed a bug that set Face as goatfolk's primary attack limb.
  • Fixed some cases where you would attempt to enter an occupied tile when entering a local map from the world map.
  • Fixed music not playing properly after loading a game.
  • Fixed an error when generating linear cannon relics.
  • Fixed some (but not all) issues with world seeds.
  • Fixed the background color of the trash sprite.
  • [modding] Die rolls can now be specified as follows: "1d6[foo]", "2d4[bar]", etc, where 'foo' and 'bar' are arbitrary names of randomizer channels. The die roll will source its pseudorandomness from the channel specified; this produces a consistent series of results for a given channel name and world seed.
  • [modding] Conversation choices now support fields IfHavePart and IfNotHavePart that make the choice conditional on whether the specified part is present on the player.
  • [modding] The tag or string property ForceAnimatable now overrides an object animation's current walls-and-tables-only check.
  • [modding] Bodies.xml now supports a BodyType attribute on anatomy elements that allows override of the body part type to use for the central body (normally "Body").
  • [modding] Added an AfterGameLoaded event.
  • [modding] Added default behavior for when a modded quest doesn't specify a hagiograph.

Tomb of the Eaters Feature Friday - June 26, 2020 ('beta' branch)

200.57

Tomb notes:
  • Finished the bugfixing and polish work in the crypts.
  • Added a new liquid: brain brine.
  • [redacted]


General notes:
  • Occasionally, upon gaining a level, completing a quest, performing the water ritual, or defeating a legendary foe, you may now become inspired to name one of your items.
  • The swimming confirmation message is now toggleable via the option in the Prompts menu.
  • Reputation change messages now include your new reputation and inform you if the faction's overall attitude toward you has changed.
  • The reputation changes incurred by violating the water ritual are now displayed in a single message.
  • You can now add notes to items in your inventory and equipment. The notes appear in the item's short description.
  • A given attack can now only have a block attempt performed with one shield. The limit on the number of attacks per turn that can be blocked is now per-shield; if you have multiple shields equipped, you will attempt to block a given attack using the best shield that you can presently use.
  • You can no longer shield block while frozen, paralyzed, burrowed, or otherwise unable to freely move your limbs.
  • Baetyls no longer care about differently-colored display names in the items they request.
  • The fill action on liquid containers can now be used on any container that is not full, not just empty containers.
  • You now prefer to autouse liquids that aren't stored in functional containers like liquid-cooled firearms.
  • Becoming famished now interrupts autoact.
  • Creatures that are fleeing no longer count as visible hostiles.
  • Creatures that try to keep their distance from the player now only count as visible hostiles at close range.
  • Grenades are no longer destroyed before hitting the ground when thrown into a tile with acid gas.
  • Flashbang grenades now affect a circular area instead of a square.
  • Glowmoths can now use their gaze attack at point blank range.
  • Baetyls no longer care about taking small amounts of damage, but they become... significantly irritated... by larger amounts.
  • Only creatures who are able to engage in combat and can move their limbs now count for the purposes of preventing charge and causing missile weapons to fire wildly.
  • Missile weapons that use spray fire ammo (shotguns, pumps, point-defense drones, and flamethrowers) now indicate in their short description that they aren't subject to firing wildly when multiple enemies are adjacent.
  • Bows now display their loaded arrows' penetration and damage value.
  • Made weapon class display, strength cap, and accuracy information the color of rules text.
  • Creatures now go prone if they can when they fall asleep for any reason, not just when they voluntarily go to sleep on a bed.
  • Equipped objects now match the temperature of the object they're equipped on.
  • Made most organic items leave behind ashes when they burn up.
  • Ashes no longer catch fire.
  • Village outskirts now properly have above and belowground features.
  • When you run out of water while traveling, you now receive a message and a chance to stop rather than only getting notified when you become life-threateningly dehydrated.
  • The Bleeding effect is now described differently for creatures that do not have blood.
  • The environmental item picker now refreshes when a taken action changes the list of items displayed, such as when an item is broken off a stack.
  • The visual effects for being frozen, slowed due to temperature, or on fire now have higher visual priority.
  • The Tinkering screen bit locker now displays the glyph for each bit type of bit next to its name.
  • The Spindle negotiation menu now uses alphabetic hotkeys rather than numeric in order to prevent numpad-based selection accidents.
  • Objects that are cloned while phased now properly assume their normal phase.
  • Relics and extradimensional missile weapons now occasionally generate as armor-negating.
  • Graftek-granted stat changes now count as permanent in all the usual ways.
  • Added damage and penetration displays to thrown weapons.
  • Fixed a bug that caused some non-blood-having creatures to bleed blood.
  • Fixed a bug that caused simply targeting a creature to make it hostile.
  • Fixed some bugs that caused several sensory effects to fail to detect walk-walking creatures.
  • Fixed linear cannon penetration display.
  • Fixed some issues that caused you to retain your marked target after using a special shot.
  • Fixed a bug where pouring into a container you are emptying took the current contents of the container into account even though they were being emptied.
  • Fixed a bug that caused missile weapons to display a damage message even when the damage was prevented.
  • Fixed a bug that caused autoexplore to fail to seek out the secret-bearing mural in the village of Ezra.
  • Fixed a bug with phase web animation.
  • Prevented some rare corner cases where objects were destroyed multiple times.
  • Fixed a bug that caused the 'show effects' menu to improperly linger beneath other windows when opened and closed.
  • [modding] Effects may now whitelist themselves for most deep copy operations by overriding allowCopyOnNoEffectDeepCopy and returning true.

Tomb of the Eaters Feature Friday - June 19, 2020 (beta branch)

200.55

Tomb-related notes:
  • Did some bugfixing, polish, and performance work on the crypt levels of the Tomb of the Eaters. More to come next week.


General notes:
  • Added some new recoilers.
  • Added a new command to autoattack your current target in melee: Ctrl-A by default. When autoattacking, you pathfind toward your target if necessary and attempt to melee attack them. All the conditions that interrupt automove also interrupt autoattack, with one exception: if your target is the only hostile in sight, their presence does not interrupt you.
  • Added a new "Ignored Keys" keybind. Keys bound to this entry are completely ignored. (This is useful for reserving a push-to-talk or screenshot key, for example.)
  • Renamed human child to woodsprog.
  • Linear cannons can be tinkered now.
  • You can now path through locked doors when you're carrying the appropriate key card.
  • You now get a message when you try to swap places with a non-hostile creature but can't for some reason.
  • Losing sight of your target now interrupts automove.
  • NPCs are now less avoidant of slime pools.
  • Changed the way heirlooms gifted during the Spindle negotiation are generated and made their types respect the text in Heirlooms of Qud.
  • Elevator and door switches can now be flipped via the interaction menu.
  • Space-time vortices and rifts are no longer be pushed by forces like explosions.
  • The AV bestowed by the Quills mutation now returns to the max value when your quills regenerate.
  • You can now properly access help from the main menu with '?'.
  • Visiting the waterlogged tunnel no longer counts as visiting Red Rock.
  • If you are stuck and adjacent to a deep pool, you only receive the swimming confirmation message the first time you try to move into the pool.
  • Fixed a bad interaction when the snapjaw who wields Stopsvalinn generates as a villager.
  • Numpad '/' now shows and hides the prerelease stage message log.
  • Tables no longer change their tile when you remove and return the same object.
  • Removed the small per turn time delay while asleep.
  • Fixed several issues that caused gas-generating creatures to not be immune to their own gas.
  • Fixed some rare situations where the player didn't get a turn immediately following a game load.
  • Fixed a bug that caused illuminated books to not have their display names altered.
  • Fixed a bug in the way graffiti displayed on tombstones.
  • Fixed a bug that caused reloading a linear cannon to always reload the energy cell instead of its slugs.
  • Fixed a rare exception in the Multihorns mutation that prevented saved games from loading.
  • Fixed a typo in soul curd's description.
  • [modding] Enabled anonymous access to workshop content.
  • [modding] The starting location selector is no longer shown if a genotype or subtype has a defined starting location.

Tomb of the Eaters Feature Friday - June 13, 2020 ('beta' branch)

200.52

Tomb-related notes
  • We made several gameplay and polish enhancements to the cherubim.
    • Cherubim are now better protected against missile weapons and freezing attacks.
    • Revamped cherubim stats and natural weapons.
    • Learned cherubim now properly discharge clockwork beetles.
    • Added descriptions.
    • Added cherubim to dynamic encounters.
    • Gave cherubim appropriate ASCII glyphs.
  • Gave appropriate names and descriptions to carved stone and gilded marble from the various periods of the sultanate.
  • Added descriptions for mural endcaps and mural medians.


General notes:
  • We made some changes to sparking baetyl rewards.
    • Item rewards are now much better.
    • Item rewards now scale with both the baetyl's zone difficulty and the tier of the demanded item.
    • Reduced the maximum number of demanded items to six.
  • Baetyls asking for Templar phylacteries no longer ask for the phylacteries of specific people.
  • Trees are now stronger and tougher.
  • Attacking into a frozen zone now thaws it. This is most relevant when attacking up or down stairs.
  • Removing energy cells from owned items now angers their owners.
  • You can now pour into equipped liquid containers.
  • When selecting a container to pour a liquid into, containers that already contain that liquid now appear at the top of the list.
  • Smart use on environmental liquid pools and liquid containers now opens the interaction menu rather than going directly into the pour-into-container action.
  • Cleaning yourself using liquid from an owned vessel now potentially angers its owners.
  • Gave the following objects better ASCII glyphs: sultan shrines, Asphodel, Asphodelytes, walkways, various vessels, and yawning gap.
  • Made some improvements to creature pathfinding.
  • Rebekah's tombstone no longer shows up in dynamic contexts.
  • Fix-It spray foam and other applicators, when unidentified, no longer reveal themselves when you back out of an interaction.
  • The water ritual can no longer be used to obtain unlimited cybernetics credit wedges.
  • Shank now respects phase and flight.
  • Sheba Hagadias will no longer lay mines if a miner or deploy turrets if a turret tinker.
  • Fixed a bug that caused some village tinkers to not be members of their village's faction.
  • Fixed a bug that caused companions to take steps in the wrong order when trying to follow their leader.
  • Fixed a bug that caused one-shotting a creature to fail to trigger hostility in the creature's nearby allies.
  • Fixed a bug that caused camel bladders to fail to negate the weight of the liquid in them when worn.
  • Fixed some bugs in water ritual option coloring.
  • Fixed a bug in tiling of liquid pools as they change size.
  • Fixed a bug that made snapjaw forts, starapple farms, and pig farms not generate properly in village outskirts.

Tomb of the Eaters Feature Friday - June 6, 2020 (beta branch)

200.50

  • Autoexplore now seeks out and examines objects that contained unrevealed secrets in their descriptions.
  • Giant beetle and beetlebum corpses can now be butchered for raw beetle meat, which can be preserved as beetle jerky.
  • Items no longer weigh more when covered in liquid.
  • Waterskins, canteens, and similar liquid containers are now repellent to certain types of liquids.
  • Quests no longer ask you to find forgotten ruins or use forgotten ruins as landmarks.
  • Displacer bracelets now have power switches.
  • Waiting for a specified number of turns now shows a countdown next to the loading status indicator.
  • Boxes of crayons now let you choose which color to draw with and draw in tiles you're adjacent to. Also, drawing now has an action cost.
  • Graffitied text now appears in the color of the graffiti on the object glyph.
  • Bloated pearlfrogs no longer ignore phase when pulling creatures with their tongues.
  • Being frozen now interrupts sprinting and other movement or body-positioning effects.
  • The harvest action now has a higher default priority than the chat action when both are present.
  • Snail eggs and luminous motes are no longer used as quest items.
  • Albino ape pelts can no longer be eaten. As a result, you now control their autopickup status via the autopickup trade goods toggle instead of the autopickup food toggle.
  • In the trade screen, you can now use the keyboard (not numpad) number keys to specify a number of whatever is currently selected to trade.
  • PgUp and PgDn can now be used on the Reputation and Skills screens.
  • The Skills screen now reserves a consistent amount of screen space for skill descriptions rather than adjusting the space depending on the description length. Some descriptions have been edited to accommodate this.
  • You'll no longer encounter creatures standing in the same tile as a closed door.
  • The walk command no longer generates an error if used in on the edge of a zone.
  • Mutations picked at character creation now properly update their stat shifts when leveled.
  • Doors can no longer be closed on creatures or movement-blocking objects that occupy the same tile.
  • Village catchbasins are now owned by the village faction.
  • Made some large performance improvements to the prerelease stage view.
  • Fixed a bug that caused some activated abilities to remain on the ability menu after those abilities were lost.
  • Fixed a bug that caused the loss of some equipment benefits when using Temporal Fugue.
  • Fixed a bug that allowed holographic plants to be harvested.
  • Fixed a bug that indicated incorrect directions toward a detected hostile when automove was interrupted and that hostile was in an another zone.
  • Fixed a bug that caused the genome destabilization message from the Mutating effect to be displayed for you even when you weren't the one mutating.
  • Fixed a bug that broke a previous intervention to make wraith-knights summoned by extradimensional phylactery squires friendly to their squires.
  • Fixed a bug that caused weeped liquid and primordial ooze to fail to mix in the Rainbow Wood.
  • Fixed a bug that made the hidden PhasedWhileStuck effect visible.
  • Fixed a bug that caused certain pronouns to morph into "They" after games had been saved and reloaded.
  • Fixed the subtype text being too large during character creation.
  • Fixed a typo in items that affect move speed.
  • [modding] You can now undo the "fill" action in the map editor.
  • [patreon] Sheba Hagadias can no longer spawn as Either/Or. To install this change, you'll need to re-redeem Either/Or's pet code.