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Feature Friday - September 5th, 2020

200.91

  • Dying from a lithofex gaze now gives a better death message than "You die! (good job)".
  • Phasing in now triggers any appropriate gravitational effects.
  • Deep liquids no longer stop autowalk if the "Confirm before going swimming" option is off, and dangerous liquids no longer stop autowalk if the "Confirm before drinking and movement into certain dangerous liquids." option is off.
  • Pathfinding now considers hostile creatures to be navigation obstacles and avoids the squares next to non-ignored ones depending on their difficulty.
  • Precognition reversion now interrupts autoact.
  • Being lost now carries through Domination, and removes itself from NPCs should it somehow wind up on them.
  • NPCs now intermittently display more interest in moving away from campfires they are standing on top of.
  • Fixed some bugs in the logic of when you can put out fires.
  • Fixed a bug that made grenades thrown by temporal fugue clones disappear before they could explode because they were grenades.
  • Fixed a bug that made some forms of electrical damage not be acknowledged by rubbergum tonic and cooking effects.
  • Fixed a bug that caused bleeding damage to fail to apply when out of phase.
  • Fixed a bug that made the overlay UI autoexplore button flicker.
  • Fixed a display bug in agate figurines.
  • Fixed a typo in the message when trying to automove through a hostile creature.
  • Fixed a bug that made Nocturnal Apex often usable during the day.


201.19 - beta branch
  • We revamped more mutations.
    • Electrical Generation
      • We revamped Electrical Generation.
        • EG now uses the same electrical charge units as energy cells and power systems.
        • Maximum charge is 2000+mutationLevel*2000.
        • Charge accrual rate is mutationLevel*100 per round, modulated by Willpower via a similar formula as cooldown modulation.
        • You can discharge at a minimum of 1000 charge. Deals 1d4 damage per 1000 charge, with the possibility of arcing to adjacent targets at reduced damage (maximum 1 target per 1000 charge).
        • Exposure to electromagnetic pulses always caused involuntary discharge; this is now documented and is now subject to a difficulty 18 Willpower save.
        • Energy cells and capacitors now have a "drink charge" option that lets you drain their charge.
        • You recharge 100 charge for each point of electrical damage taken.
        • You can provide charge to equipped devices that have integrated power systems, such as Jacked equipment.
    • Stinger
      • Reduced Confusing Stinger cost from 4 to 3.
      • We revamped the three Stinger mutations.
        • You now get a tail with the stinger attached.
        • Stinger penetration progression:
          • Level 1: 3
          • Level 2+: (mutationLevel-2)/3 + 4 (max 9)
        • Stinger damage progression:
          • Level 1: 1d6
          • Level 4: 1d8
          • Level 7: 1d10
          • Level 10: 1d12
          • Level 13: 2d6
          • Level 16: 2d6+1
          • Level 19+: 2d8
        • You always sting when you charge or lunge.
        • You can use the Sting activated ability (cooldown 25) to sting with autohit and autopen.
        • Venom save: 14 + mutationLevel*2
        • Paralyzation duration:
          • Level 1-2: 2-4 rounds
          • Level 3+: 1d3 + (mutationLevel)/3 + 1 rounds (max 1d3 + 7)
        • Confusion duration:
          • Level 1-2: 2d3 + 2 rounds
          • Level 3+: 2d3 + (mutationLevel*2)/3 + 2 rounds (max 2d3 + 14)
        • Poison duration: 8-12 rounds
        • Poison increment: (mutationLevel)d2, stackable
    • Sunder Mind
      • We revamped Sunder Mind.
        • For up to 10 rounds, you engage in psychic combat with an opponent, dealing damage each round.
        • Taking any action other than passing the turn will break the connection.
        • Each round, mental attack vs. MA. Damage increment:
          • odd levels: 1d3+(mutationLevel/2)
          • even levels: 1d4+(mutationLevel-1/2)
        • On the tenth round, you deal damage equal to the total amount of damage you've done so far.
        • Range: sight
        • Cooldown: 80 rounds


  • We revamped several defects.
    • Removed Brittle Bones and Hemophilia.
    • Amnesia
      • Revamped. It now gives 2 points.
      • Whenever you learn a new secret, there's a small chance you forget one.
      • Whenever you return to a map you previously visited, there's a small chance you forget the layout.
    • Analgesia
      • Renamed Numb.
    • Blinking Tic
      • Tweaked occurrence chance.
      • Changed so it only triggers during combat.
    • Dystechnia (new)
      • 2 points.
      • You're much worse at examining artifacts.
      • You can't have artifacts identified for you because you don't understand their explanations.
      • When you break an artifact during examination failure, it explodes.
    • Electromagnetic Impulse
      • Tweaked occurrence chance.
      • Changed so it only triggers during combat.
    • Hooks for Feet
      • Removed the -10 move speed penalty.
    • Irritable Genome (new)
      • 4 points.
      • Whenever you spend a mutation point, the next mutation point you gain will be spent randomly.
      • Whenever you buy a new mutation, you get a random one instead of a choice of three.
    • Myopia
      • Increased point value from 2 to 3.
      • Made radius 10.
      • Renamed Myopic.
    • Narcolepsy
      • Reduced point value from 4 to 3.
      • Tweaked occurrence chance.
      • Changed so it only triggers during combat.
    • Psionic Migraines (new)
      • 4 points.
      • You cannot wear hats or helmets.
    • Quantum Jitters (new)
      • 3 points.
      • Whenever you use an activated ability, there's a small chance your focus slips and you dent spacetime in the local region, causing 1-2 spacetime vortices to appear. This chance increases the longer you go without using an activated ability.
    • Socially Repugnant
      • Revamped. It now gives -50 reputation with every faction.
    • Spontaneous Combustion
      • Tweaked occurrence chance.
      • Changed so it only triggers during combat.
    • Tonic Allergy (new)
      • 4 points.
      • The chance your mutant physiology reacts adversely to a tonic is increased to 33%.
      • If you react adversely this way to a salve or ubernostrum tonic, the adverse reaction effect is chosen randomly from among other tonic effects. You will still heal.
  • We fixed some issues with mutation changes from last week.
    • Teleportation - we kept the uncertainty radius but changed the target back from line of sight to any explored location (this was always the intention).
    • Adrenal control no longer increases its own rank.
    • Adrenal control no longer increases the ranks of mental mutations.
    • Attributes gained via adrenal control no longer count toward skill prerequisites.
    • Removed the Stinger / Wings exclusions.
    • Fixed a bug that prevented Slime Glands from letting you walk over slime.
  • You can now select a limb in the equipment menu to make it your primary limb. If you do so, your Right Hand (old primary) inherits the offhand attack percentage that the new primary limb had.
  • Disguising items no longer change your tile when equipped in the thrown weapon slot.
  • Rifling through trash with Scavenging and Trash Divining is now toggleable.
  • There is now a classic UI option to indent body parts on the equipment screen, making their hierarchy more visible.
  • Sleep Gas Generation and sleep gas breathing no longer prevent you from voluntarily going to sleep.
  • NPCs immune to sleep gas no longer avoid it while pathfinding.

Feature Friday - August 28, 2020

200.90

  • Fixed a bug that caused certain worldmap graphics to be improperly hidden.
  • [modding] The mutation lists in character generation are now sorted by display name rather than displaying in order of their loading.
  • [modding] Beak and Carnivorous are now public.


201.18 - 'beta' branch


[modding] Several new attributes have been added to Bodies.xml elements. bodyparttype and bodyparttypevariant now have:
  • Appendage, a boolean flag for whether the body part type is an actual appendage (in addition to all previously existing requirements, this flag must be true for a body part to be dismemberable)
  • UsuallyOn, which is used with appendages to designate the typical parent body part of this body part (for example, the UsuallyOn value for Face is Head, the UsuallyOn value for Hand is Arm)
  • UsuallyOnVariant, which is used for body part type variants to designate a specific variant they're typically attached to (for example, the UsuallyOnVariant value for Sensor Array is Control Unit)
  • ImpliedBy, which is used by body parts like Hands to designate that some number of another body part (in this case, Hand) implies their existence
  • ImpliedPer, which works with ImpliedBy to specify how many of the implying parts are "satisfied" by the existence of this part
Catching fire now interrupts autoact, as does a visible or audible companion catching fire.

We revamped several more mutations.
  • Adrenal Control
    • We revamped it, again.
      • Increased cost from 3 to 4.
      • Reduced Quickness bonus from 38+(mutationLevel
      • 2) to 9+mutationLevel.
      • Increased cooldown to 200.
      • Made duration a flat 20.
      • While active, other physical mutations get +(mutationLevel/3)+1 rank.
  • Beak
    • Beak is now a 1-point mutation instead of a defect.
    • No longer occupies face slot.
    • Added a +1 Ego bonus. (sightly beak)
    • Updated description to reflect the correct amount of bonus bird reputation (+200).
  • Beguiling
    • Increased cost from 3 to 5.
    • Simplified success roll to 1d8 + characterLevel + mutation Level (or Ego mod, whichever is higher) VS target's characterLevel + MA.
  • Burgeoning
    • Tumbling pods spawned by burgeoned feral lah no longer (dangerously) follow you around.
  • Clairvoyance
    • Increased the cooldown from 75 to 100.
    • Reduced the visibility duration from 16 + mutationLevel
    • 2 to 19+mutationLevel.
    • Upped the level at which the whole map is revealed to 15.
  • Confusion
    • Increased cost from 3 to 4.
    • Confusion AOE is now a cone originating from the caster.
    • Cone angle: 29+mutationLevel
    • Cone length: 4+mutationLevel/3
    • Increased cooldown from 40 to 75.
    • Changed duration to 0.8*((mutationLevel/2)+10) to 1.2*((mutationLevel/2)+10).
    • Fixed a bug that prevented Confusion's penalty to mental stats form being applied.
  • Domination
    • Increased cost from 4 to 5.
  • Ego Projection
    • Increased cost from 2 to 4.
    • If this ability comes off cooldown before the duration has expired, you can no longer boost the same stat multiple times.
    • Changed duration (which was broken) to: 16+(mutationLevel
    • 2) to 20+(mutationLevel
    • 2).
    • Boosting a stat now has an action cost.
  • Force Bubble
    • Reduced cost from 5 to 4.
  • Force Wall
    • Changed cool from 108-(mutationLevel
    • 8) to a flat 100.
    • Changed duration from 25 to 14+(mutationLevel
    • 2).
  • Mass Mind
    • Changed cooldown to 550-(mutationLevel
    • 50), minimum 100.
    • Willpower no longer affects Mass Mind's cooldown.
    • Each use attracts slightly more attention from psychic interlopers.
  • Mental Mirror
    • We revamped this mutation.
      • We did away with the charges.
      • If this mutation is off cooldown when you suffer a mental attack, you gain +3+mutationLevel MA against that attack (and the mirror goes on cooldown). If the attack then fails to penetrate your mental armor, it's reflected back at your attacker.
      • Cooldown: 50.
  • Regeneration
    • Reduced cost from 5 to 4.
    • We revamped this mutation.
      • You regenerate hitpoints at your full rate in combat. (This was true previously but wasn't documented.)
      • Regeneration bonus is now a percentage instead of a flat bonus: +10% + (mutationLevel*10)
      • mutationLevel*10% chance per round to regrow a missing limb. If this chance exceeds 100%, you cannot be decapitated.
      • 1% + mutationLevel/3 chance per round to remove a minor physical debuff at random. At mutationLevel = 5, this becomes any physical debuff (including glotrot, ironshank, sore thorat, and monochrome).
  • Quills
    • Changed AV progression.
      • Level 1-2: 2
      • Level 3+: mutationLevel/3 + 2
    • Quill penetration now caps at 6.
    • Changed the damage reflection for unarmed attacks.
      • Now, when a creature uses an unarmed attack against you, roughly 1% of your quills break and you reflect 3%
      • numQuills damage back at your attacker.
    • Quill regeneration is now affected by Willpower.
  • Stingers (partial implementation)
    • Stingers now give you a tail and are equipped on the tail instead of your back.
    • More changes to come.
  • Stunning Force
    • Normalized damage increment to 1d3 + (mutationLevel-1) / 2.
  • Teleportation
    • We revamped this mutation.
      • Teleportation is now imprecise. You teleport to a random square in the picker's area of effect (radius = 13-mutationLevel, minimum 2).
      • If an occupied square is chosen, you're shunted to another, unoccupied square (th new square can be outside the AoE).
    • Changed cooldown to 103-(3
    • mutationLevel).
  • Two-hearted
    • Reduced cost from 4 to 3.
    • Removed Quickness penalty.
    • Removed synchronized heartbeat effect.
    • Added a % bonus to sprint duration: 10% + 20*mutationLevel.
We updated some of our revamps from last week.
  • Increased Wings cost from 3 to 4.
  • Reduced Sleep Gas Generation cost from 4 to 3.
  • Changed Carnivorous cost from -1 to -3.
  • Reduced Triple-jointed cost to 3 as stated.
  • Actually implemented Photosynthetic Skin's changes.
  • Fixed Horns bleed damage.
  • Passing the turn while burning with a tightened carapace prefers to remain tightened now rather than beat out the flames.
The resolution to Kith and Kin has been repaired and revamped.
Added a new quest: Love and Fear.
Fixed a bug that reverted the carbine/sparbine nerfs.
Reduced the potency of Psychometry granted by bananas to +1-2 if you don't already have the mutation.
Confused creatures now have some variety in their actions.
Made seedsprout worm corpse drop at 100%.
Changed clump of bone meal to just bone meal.
The prerelease stage screen message log now has a background transparency toggle.
Added new overlay/prelease conversation dialog boxes.
Fungal infections now appear in their own, prioritized category when using the spray bottle.
More prerelease stage popup can now be dismissed with Esc.
Sheba's Give Book option now remembers where you were in the list when it re-opens.
[modding] Added a new test Debug option, "Show Error Popup", that should be useful for modders.

Feature Friday - August 21, 2020

200.89

  • It's now possible to use a shield unskilled at a 25% block chance.
  • The section in the manual on the combat sequence now includes a description of shield blocking.
  • Attempting to move past the edge of the world now gives a message instead of failing silently.
  • When you fire a missile weapon without a target and your aim snaps to the nearest hostile creature, that creature is no longer set as your target.
  • NPCs are now able to attack inanimate objects they want to destroy.
  • Mutants with temporal fugue are now referred to as temporal fugitives in village histories.
  • Lase now ignores targets it cannot hit when selecting a target.
  • Dehydration notifications are no longer provided for companions who wouldn't generate a death notification.
  • You can no longer swap position with neutral or friendly puffer fungi.
  • Being involuntarily moved into a wall with burrowing claws or a drill equipped no longer forces you to attack the wall.
  • Being involuntarily moved can no longer swap you with a hostile creature.
  • Autoexplore can no longer swap you with an ignored hostile creature.
  • Engulfed creatures now have the lowest priority for purposes of determining which creature is hit when a tile is attacked. The purpose of this change is to make it so that companions can reasonably attack creatures that are engulfing you.
  • Village zones no longer fight with themselves over what music to play.
  • Grenades, mines, and bombs can now be detonated as an inventory action.
  • The classic UI key mapping screen now indicates that you can press delete to clear a command's bindings.
  • The selection hotkeys for donating a book to Sheba Hagadias no longer goes into non-alphabetic characters when you have a lot of books.
  • Projectile animations now become faster the longer the projectile's flight path is.
  • Lase's animation is now faster in general, and becomes faster the longer its path is.
  • Added variant death messages for being killed by electrical, acid, and disintegration damage.
  • Fixed a bug that made delete in the classic UI key mapping screen fail to trigger the bindings being saved.
  • Fixed a bug that caused temporary liquids (for example, acid pools produced by acid walltraps to become permanent through fluid dynamics processes.
  • Myopia's effect on visibility distance now works in more contexts.
  • Fixed a bug that degraded performance when creatures swam.
  • Fixed a bug that caused NPCs with Flaming Hands, Freezing Hands, Freeze Breath, and other breath attacks to stand still when targeting an enemy in the same cell as a wall.
  • Fixed a two-character grammatical redundancy in torches' description.
  • Fixed the message given when you lay a mine or set a bomb.
  • Fixed various instances of situation-specific death messages being overwritten by the generic, "You were killed by so-and-so".
  • Fixed a bug that made agility contribute less to throwing accuracy than it was meant to.
  • Fixed a bug that broke telepathy.
  • [debug] Fixed a bug that caused the "Give 250000 XP" keybind to give the XP without leveling you.
  • [modding] Creatures now respect their NoTrade tag in conversations.
  • [modding] The Mods directory is now created on startup if it doesn't already exist.
  • [modding] The ID attribute of your quests can now be used in QuestsByID. If an ID doesn't exist, Name is used.
  • Proselytes and rebuked robots can now be dismissed from your service as an interaction command.
  • Party members now more consistently behave in a fashion consistent with their leader's attitudes.


201.15 - beta

This patch includes the first batch of changes for a wide-scale mutation balance. More to come!

  • When you level up to level 5, and every 10 levels afterward, your genome enters an excited state and you can rapidly advance one of your physical mutations.
  • Rapid advancement increases the mutation's rank by 3.
  • These three ranks don't count toward the rank 10 limit.
  • Rapidly advanced mutations are still subject to the mutation rank cap that's based on character level.
  • If you have 4 mutation points after gaining a level, you'll have a chance to buy a new mutation before you choose a mutation to rapidly advance.
  • If you have no physical mutations at this point, nothing happens.
We revamped several physical mutations.
  • Adrenal Control.
    • Reduced cost from 4 MP to 3.
    • We revamped this mutation.
      • You now gain an activated ability, Release Adrenaline, that increases your quickness by mutationLevel*2+38 for mutationLevel+19 rounds.
      • Cooldown: 100.
  • Burrowing Claws
    • Increased cost from 2 MP to 3.
    • Claws no longer occupy hand slot.
    • Your base fists are now replaced with claws that function as short blades and deal increased damage with mutation level.
      • levels 1-3: 1d2
      • levels 4-6: 1d3
      • levels 7-9: 1d4
      • levels 10-12: 1d6
      • levels 13-15: 1d8
      • levels 16-18: 1d10
      • levels 19+: 1d12
  • Carapace
    • Reduced cost from 4 MP to 3.
    • DV penalty is now a flat -2 across all mutation levels.
    • You no longer have trouble getting up when knocked prone.
    • Reduced the DV penalty for tightening your carapace from -10 to -2.
  • Carnivorous
    • Changed this into a defect that gives 1 MP.
    • Removed the tasty bonuses from eating meat.
  • Corrosive Gas Generation
    • Removed mutual exclusion with Sleep Gas Generation.
    • Increased the number of rounds you release gas for from mutationLevel/2 + 1 to mutationLevel+2.
    • Increased the cooldown from 35 to 40.
    • Corrosive gas no longer deals damage to items.
    • (cosmetic) Renamed the activated ability name to "Release Corrosive Gas".
  • Double-muscled
    • Reduced cost from 4 MP to 3.
    • Removed the movespeed penalty.
    • Changed the chance to daze on a successful melee attack to 13% + mutationLevel*2 for 2-3 rounds.
  • Electromagnetic Pulse
    • (cosmetic) Renamed the activated ability to "Emit Pulse".
  • Flaming Hands and Freezing Hands
    • Renamed to Flaming Ray and Freezing Ray. You now have the option to customize these mutations and choose a limb for the ghostly flames/icy vapor to appear on (Hands, Feet, or Face).
    • Now neither mutation occupies the Hands or any other body slot.
    • If you get the limb you chose severed, you lose access to the mutation's powers.
    • The temperature increase/decrease on melee attacks now applies to attacks made with any limb. We also added this behavior to the mutation description (it was previously undocumented).
    • Added a temporary exclusion with Beak.
  • Flaming Ray
    • Reduced cost from 5 MP to 4.
  • Freezing Ray
    • Increased cooldown from 10 to 20.
  • Heightened Quickness
    • Reduced cost from 4 MP to 3.
    • Removed the toughness penalty.
    • Increased quickness buff to mutationLevel*2 + 13.
  • Horns
    • You can now choose a cosmetic option for horns (horns, horn, antlers, casque).
    • Increased the chance for a horns attack from 20% to 25%.
    • Increased AV progression to (mutationLevel-1)/3 + 1.
    • Generalized damage to 2d[(mutationLevel/2)+3].
    • Improved bleeding damage to the following.
      • levels 1-3: 1
      • level 4+: 1d2 + (mutationLevel-4)/3
    • If you aren't wielding anything in your primary hand, you now attack with your horns as if they were your primary attack.
  • Multiple Arms
    • Increased the chance for extra attacks from 6% + mutationLevel
    • 2 to 7% + mutationLevel
    • 3.
  • Multiple Legs
    • Increased cost from 4 MP to 5.
    • Changed move speed bonus from mutationLevel
    • 5 + 3 to mutationLevel
    • 20.
  • Night Vision
    • You can now see [redacted].
  • Phasing
    • You can now phase back in on demand.
  • Photosynthetic Skin
    • Increased the bonus regeneration rate from Basking or cooking with lignin from 20% + mutationLevel
    • 4 to 20% + mutationLevel
    • 10.
    • Increased the bonus quickness from Basking or cooking with starch from 1 + Ceiling(mutationLevel/2) to 13 + mutationLevel*2.
    • Generalized the servings of starch and lignen you can store to [(mutationLevel-1) * 4] + 1.
    • Generalized the bonus duration of Basking's effect to [(mutationLevel-1) * 4] + 1.
  • Sleep Gas Generation
    • Increased cost from 3 MP to 4.
    • Removed mutual exclusion with Corrosive Gas Generation.
    • Increased the number of rounds you release gas for from mutationLevel/2 + 1 to mutationLevel+2.
    • Increased the cooldown from 35 to 40.
    • (cosmetic) Renamed the activated ability name to "Release Sleep Gas".
  • Slime Glands
    • You can walk now over slime without slipping.
  • Spinnerets
    • Activating Spin Webs no longer takes an action.
    • Made web save difficulty scale at 2X mutation level instead of 1X.
    • Increased arachnid reputation bonus from +200 to +300.
  • Thick Fur
    • Increased heat and cold resist bonus to +5
    • +100 reputation with all of the following: apes, baboons, bears, and grazing hedonists
  • Triple-jointed
    • Reduced cost from 4 MP to 3.
    • Removed the strength penalty.
    • Removed the bonus chance to dodge.
    • Added a 7% + mutationLevel
    • 3 chance that Agility-based skill powers don't go on cooldown after use
  • Two-headed
    • Increased cost from 2 MP to 3.
    • Improved mental action cost reduction from 16% + mutationLevel
    • 4 to 15% + mutationLevel
    • 5.
    • Improved chance to shake off a mental debuff from 5% + mutationLevel to 5% + mutationLevel
    • 2
  • Wings
    • Wings no longer take up the Worn on Back slot.
    • (cosmetic) Your Worn on Back slot is renamed to Worn around Wings.
    • +10% + (mutationLevel*10) move speed while sprinting.
    • Jump range is increased by (mutationLevel/3) + 1.
    • Charge range is increased by (mutationLevel/3) + 2.
We nerfed the carbine and the sparbine.
  • Reduced carbine's accuracy.
  • The masterwork carbine quest reward now uses the same ammo as the standard carbine (lower damage).
We made burning damage scale with temperature.
  • 1-100 above flame point: 1 damage per round
  • 101 - 300 above flame point: 1-2 damage per round
  • 301 - 500 above flame point: 2-3 damage per round
  • 501 - 700 above flame point: 3-4 damage per round
  • 701 - 900 above flame point: 4-5 damage per round
  • 901+ above flame point: 5-6 per turn
Added a new clock to the main screen in the overlay UI.
Added a new item: wrist fan.
Added a new item mod: disguise.
Dynamic villages can now generate with resident apothecaries.
Elder Irudad now has some apothecary wares.
Added a nice new overlay UI element for popup messages.
The overlay UI now displays your drams of freshwater next to your weight.
You can now access the mod manager from the main menu in the classic UI.
You can now use Page Up, Page Down, +, and - to navigate the classic options & key mapping menus.
You can now use Page Up and Page Down to navigate the tinker menu.
The trade UI "don't have enough water containers" message no longer resets the trade window.
Sprint now has a single active ability, "Sprint", which can be toggled.
Stopsvalinn now has a better chance of spawning with a high-end energy cell, when it spawns with an energy cell.
Spiral borers are now able to dig in reloaded zones.
The Astral monster mutation can no longer be leveled
Nonexistent journal entries can no longer be deleted.
Fixed the switched cooking effect behavior on starch and lignin.
Fixed a bug that caused the wrong XP value to be displayed in the Sheba Hagadias book turn-in dialog for stacks of books.
[debug] The clearstatshifts wish no longer returns spent mutation, skill and attribute points.
[modding] Most internal classes are now public.
[modding] Colors, anatomies, options, conversations, and pronouns now reload properly when mod configuration changes.
[modding] Fixed a bug that caused the detail color of subtypes to be merged onto the tile.

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.