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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...


The Tomb of the Eaters is here. (changelist 2 of 2)

See Part 1 of this announcement, with the first batch of patch notes, here.

[h3]MISCELLANEOUS AND BUGFIXES[/h3]
  • Added a water wheel and millstone to Joppa.
  • Added descriptions for the following objects: fulcrete, conveyor drive unit, conveyor belt, bones, metal door, plastic tree, hammock, and brick.
  • Added new tiles for the following objects: stairs, basic toolkit, rubble, and Tam's sign.
  • Gave an ASCII makeover to the following objects: gravestones, unripe banana trees, floor cushion, medium boulder, bookshelf, sign, power line, brick, woven basket, hammock, flux gauge, Asphodel, Asphodelytes, walkways, various vessels, yawning gap, and weathered wood.
  • Graffitied text now appears in the color of the graffiti on the object glyph.
  • Stairs are no longer moved by conveyor belts.
  • Tattooing a companion no longer tattoos you instead of them.
  • Renamed human child to woodsprog.
  • Tables no longer change their tile when you remove and return the same object.
  • Quartzfur hats now message themselves as being made of quartz rather than glass.
  • Solar and radio-powered cells now receive their charge more reliably on the world map and should cause less lag.
  • Temporal fugue clones no longer lose their items before they expire.
  • Sturdy spectacles and mirrorshades no longer incorrectly report that they have broken in melee.
  • Ice frogs no longer sit in immobile confusion until approached.
  • Animating an object with Spray-a-Brain no longer causes every object of that type to be recategorized as a Creature.
  • Items generated as quest items no longer cause every item of that type to be recategorized as a Quest Item.
  • Answering no to using an unpowered advanced toolkit while autoexploring now interrupts the autoexplore, preventing message loops.
  • The water ritual now consumes a dram of liquid only when you initiate it instead of consuming one for every action you take during it.
  • Psychic hunters are no longer incorrectly interdicted on maps without reality stabilization.
  • Cybernetic implants that occupy an equipment slot are no longer shown twice in the implantee's description.
  • Improved the grammar in "you pass by" messages.
  • Spiders no longer attack allied creatures that are stuck.
  • Player-controlled spiders no longer autoattack stuck creatures.
  • Save files now remember which mods are enabled and prompt you to re-enable those mods before loading.
  • Made some improvements to creature pathfinding.
  • The water ritual can no longer be used to obtain unlimited cybernetics credit wedges.
  • Improved Domination's ability to handle problematic cases in its teardown process.
  • [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.
  • Fixed a bug that caused the onset of fungal infections to sometimes be 8-10 turns instead of 2-3 days.
  • Fixed a bug that caused symbiotic fireflies to destroy themselves, and turn into "Objects", when equipped.
  • Fixed an improper item ownership warning when you tried to examine or disassemble items in the inventories of certain creatures you were dominating.
  • Fixed a bug that caused Flurry to not work on inanimate objects, which in turn caused NPCs with flurry to stand there inert instead of attacking inanimate objects they were angry at.
  • Fixed some bugs with color rendering and formatting in books.
  • Fixed a bug with liquid-fueled power consumption, such as in gyrocopter backpacks.
  • Fixed some performance issues with normality gas and norm cores.
  • Fixed some issues with Page Up and Page Down failing to scroll correctly on the classic inventory screen with very large inventories.
  • Fixed some item duping exploits with evil twins and prism clones.
  • Fixed an issue with legendary breathers' and miners' names not showing up properly.
  • Fixed a bug that made Berate 10x as likely to take effect if you had an Ego modifier of exactly zero.
  • Fixed some bugs with explosions, other types of forced movement, and the generation of maps with ruined buildings.
  • Fixed a bug that made DV and MA penalties from confusion become permanent if the game was saved and loaded.
  • Fixed some issues with companions re-joining the player after traveling on the worldmap.
  • Fixed a bug that caused an item type's repair cost to permanently depend on whether the first item of that type you repaired was rusted.
  • Fixed some bugs that caused modifiers to secondary statistics like AV, DV, and movespeed to be double-applied when they came from mutations and cybernetic implants selected during character creation.
  • Fixed a bug that sometimes prevented the penalties from the Engulfed status effect from being removed when the effect wore off.
  • Fixed a bug that caused the 'most recently played character' to net initialize properly.
  • Fixed an issue with portable walls.
  • Fixed an issue with nano-neuro animators.
  • Fixed a typo in village monument descriptions.
  • Fixed a bug that caused Rebuke Robot to fail way more often than it should.
  • Fixed a bug that caused take-all to not work in the classic UI looting menu when the cursor was on a category rather than an item.
  • Fixed a bug that caused the 'Tweet this character build' button to not work.
  • Fixed a bug with acid gas that caused the game to hang.
  • Fixed a bug that caused the Golgotha chutes to generate disconnected.
  • Fixed a a bug that caused mouse movement to not work properly on the world map.
  • Fixed a bug that caused missile weapons to hit non-blocking inanimate objects in their paths.
  • Fixed a bug that caused merchants to spawn with double the inventory they're meant to.
  • Fixed a bug that immobilized aquatic creatures.
  • Fixed a bug that caused worn items effects to not go away when you removed the item.
  • Fixed a bug that sometimes caused Barathrum's study to generate with a down staircase.
  • Fixed a bug that caused resource exhaustion and error spam in the output log in some long-running games.
  • Fixed some bugs that caused the decarbonizer beam selection to sometimes error out or create an infinite loop.
  • 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 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 a typo in items that affect move speed.
  • 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 that made snapjaw forts, starapple farms, and pig farms not generate properly in village outskirts.
  • Fixed a bad interaction when the snapjaw who wields Stopsvalinn generates as a villager.
  • 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.
  • 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 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.
  • 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.
  • Fixed a bug that made hoarshrooms fail to provide cold resistance.
  • Fixed a bug that broke a mechanism for inventory action hotkey resolution. This fixes a number of issues with duplicate inventory action hotkeys.
  • Fixed a bug that made temporal fugue clones leave ammo behind.
  • Fixed a bug that disabled Proselytize's cooldown and sometimes caused the effect to occur multiple times when using it via a Skillsoft implant.
  • Fixed a bug that prevented breathers from breathing.
  • Fixed an issue that caused some double-slot equipment to use only one slot.
  • Fixed some minor issues in goatfolk hero generation.
  • Fixed a bug that made Fasting Way and Mind Over Body cause different thirst rate modifiers than what appears in their descriptions.
  • Fixed some issues in the messages generated by drinking mixed liquids.
  • Fixed some bugs with phasing.
  • Fixed some intermittent thread-safety bugs with text processing.
  • Fixed a bug that made horns try to use a nonexistent "Horns" skill.
  • Fixed a bug that sometimes caused the End Domination ability to appear multiple times in Dominated creatures' ability lists.
  • Fixed some issues with the classic UI inventory screen and made it more closely resemble the item picker.
  • Fixed many problems that caused NPCs to spawn inside walls, on top of other solid objects, and on top of each other.
  • Fixed a bug that caused dashing with the Flume-Flier of the Sky-Bear to not pass a turn if you ran into a wall.
  • Fixed a bug that caused trading-based recharging of stacked energy cells to cost you water for the entire stack but only recharge one cell.
  • Fixed a bug that made Shank fail to prefer to use the weapon in the primary hand.
  • Fixed a bug that made gases dissipate more slowly and use more system resources than they should have.
  • Fixed a bug that made items and creatures hover over pits.
  • Fixed a bug that caused you to fall through the Bethesda Susa elevator platform instead of onto it.
  • Fixed a bug that made the autosave cycle take longer than normal when creatures fell into pits.
  • Fixed some issues with Grit Gate's main entrance force barrier disappearing.


[h3]DEBUG AND MODDING [/h3]
  • We made several improvements to the map editor.
    • The map editor now loads with an empty map rather than looking like you're editing the main menu.
    • Added x-y coordinates for the mouse position and selected cell.
    • Holding Ctrl while hovering over an item in the blueprints list now displays a portion of the blueprint XML.
    • Added a checkbox on the blueprint filter to only show blueprints in use on the map.
    • Made the sidebar opaque.
    • Alt-clicking on a tile now properly set the brush even when you have no brush selected.
    • Added Transform > Flip Vertical to the map editor.
    • Added File > Reload Blueprints to the map editor. This lets you reload ObjectBlueprints.xml without quitting and reopening the editor.
    • You can now select regions in the map editor by holding shift and dragging the select box over tiles. Ctrl-a selects the entire map.
    • Redesigned the "selected cells" region of the map editor. You can now delete, bulk replace, and set ownership on objects in the selected region.
    • The map editor now supports Ctrl-C to copy a selected region, which turns your brush into a rectangle the size of that region. Ctrl-click pastes the copied region, and right-click deletes the region bounded by the selected rectangle.
    • The map editor now properly renders most walls, water tiles, and fences.
    • The map editor now has tile previews in the blueprint selector.
    • You can now undo the "fill" action in the map editor.
  • 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.
  • Conversation choices now support fields IfHavePart and IfNotHavePart that make the choice conditional on whether the specified part is present on the player.
  • The tag or string property ForceAnimatable now overrides an object animation's current walls-and-tables-only check.
  • 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").
  • Added an AfterGameLoaded event.
  • Added default behavior for when a modded quest doesn't specify a hagiograph.
  • Enabled anonymous access to workshop content.
  • The starting location selector is no longer shown if a genotype or subtype has a defined starting location.
  • Added a new Modding option: 'Select enabled mods on new game'.
  • Space no longer accepts the 'Would you like to die?' prompt.
  • We added a markup layer to our text coloring system. Example: {{red|this text will be red}}. This lets us treat color specification as a stack, so that text's color can be reset to the previously specified color at the end of a block. (Previously, we would try to emulate this behavior by resetting color to default grey [&y], but grey wasn't always the last specified color.) The markup layer also supports shaders that apply color patterns to text blocks. Color names and shaders are defined in a new moddable file, Colors.xml.
  • We changed the implementation for how MinEvents are dispatched. Modders who are handling a MinEvent in one of their IParts (e.g. bool HandleEvent( EnteringCellEvent ev ) need to update each HandleEvent declaration to include 'public override' (e.g. public override bool HandleEvent( EnteringCellEvent ev )) in order for that event to be dispatched properly to the part.
  • In character generation, whether a genotype is considered a mutant is now controlled explicitly by the new attribute IsMutant="true" in the genotype entry rather than by whether its name contains the substring "True". Mods affecting genotypes may need to add this attribute.
  • The ability of NPCs to repair, recharge, and identify artifacts in the trade screen is no longer controlled by the CanRepair, CanRecharge, and CanIdentify properties. Instead, it's determined by the relevant tinkering skills. (Repair enables the repair action, Tinker I enables recharge, and Gadget Inspector enables identify, with Tinker II, Tinker III, Intelligence modifier, and any relevant equipment contributing to identification performance.)
  • Added support for the ZoneFactory property on a world node, which contains the name of a class deriving from IZoneFactory in the XRL.World.ZoneFactories namespace.
  • Added support for the ZoneFactoryRegex property on a world node, which optionally contains a regex that describes all worlds for which this world's zone factory should handle fabrication. Used when one world node handles several worlds.
  • Added WorldFactory::addAdditionalWorld, which allows the addition of new worlds at runtime.
  • Implemented Myopia as an AdjustVisibilityRadiusEvent, allowing equipment and parts to adjust the visibility radius.
  • Restructured the loading of ObjectBlueprints.xml, solving many inheritance problems, most notably with Load="Merge" from mods.
  • Deprecated the GameManager.Instance.ViewData interface.
  • UI Views are now defined with the [XRL.UI.UIView] attribute on a class.
  • Increased the warning level output for the mod compiler, allowing modders to see previously hidden compiler warnings.
  • Updated the Modding Utilities link to the modding wiki: https://cavesofqud.gamepedia.com/Modding:Overview.
  • The Blueprint Browser now shows all properties on blueprints, in XML.
  • You can now select and copy in the Blueprint Browser.
  • Exposed a method to add a Wish handler. See https://cavesofqud.gamepedia.com/Modding:Wishes.
  • Added a "beguile" wish that forces the target into your party.
  • Med names may now be extended by applying the [MedNamesExtension] attribute and implementing the IMedNamesExtension { int Priority(); void OnInitializeMedNames( List medNames ); } interface.
  • Added a wish, "clearstatshifts", to remove temporary stat shifts, even including shifts from items you have equipped or active status effects. To regain those stat shifts, you'll have to re-equip those items or re-up the effects.
  • Added a new wish, "reveal settlements", that reveals all dynamically generated settlements on the world map.
  • Added a new wish, "factionencounter:", that generates a special faction encounter in your current zone. For example, wishing for "factionencounter:Templar" generates a Templar faction encounter. You can override the tier and level values for the zone, both of which affect the creatures generated for the faction encounter, like so: "factionencounter::" and "factionencounter:::".
  • Added a new API, StatShifter, to Parts and Effects that helps track stat shifts. See https://cavesofqud.gamepedia.com/Modding:StatShifter.
  • Added a new debug option: "Show debug text for stat shifts".
  • Added a new wish, "showstatshifts", that displays a list of items and effects shifting your stats.
  • Added a new wish: "bits" adds 20 of each type of bit to your bit locker. "bits:100" adds 100 of each bit.
  • The ConversationScript part now supports a Color field that's used to specify a color or shader to be applied to the creature's conversation text.
  • Self-closing tags in the XML no longer skip the next mutation when they're loaded.
  • The new blueprints loader no longer crashes when given an with no Value (it assumes 0 instead).
  • Made wish string matching more accurate.
  • The "Do you really want to die?" promp no longer accepts space or enter as input.
  • An object can now set the ReplacementObject member of an ObjectCreatedEvent to return a replacement object instead of itself during object creation.
  • Effects may now whitelist themselves for most deep copy operations by overriding allowCopyOnNoEffectDeepCopy and returning true.
  • Normalized the parameter name for number of penetrations to "Penetrations" across several combat messages.
  • Negative/debuff effects for purposes of Shank and Domination are now designated by an [IsNegativeEffect] attribute on the effect class or an override of the method IsDebuff() for dynamic determination.
  • Fixed a bug that caused GlobalConfig.json to be unmoddable.
  • Fixed a bug that caused the JoppaWorldBuilderExtension and WorldBuilderExtension attributes to be ignored.
  • Fixed a bug that caused modded versions of Options.xml to fail to be initialized.