1. Caves of Qud
  2. News

Caves of Qud News

Feature Friday - November 16, 2019

199.0

There are now sound effects for slotting and unslotting energy cells and recharging energy cells and capacitors.
You will now be prompted when attempting to beguile or proselytize a target that is already your follower.
Gas masks will now apply a bonus to gas-based saving throws.
Non-overlay string entry popups now allow you paste from the clipboard with ctrl+v
Fixed a bug that caused proselytize to go on cooldown when it's activation was cancelled before use.
Fixed a bug that unintentionally prevented you from escaping out of the "I have a secret to share with you." dialog
Fixed a bug that unintentionally prevented you from escaping out of the "Choose some gossip to share." dialog
[modding] ModifyDefendingSave events will now be passed to equipped objects.

Feature Friday - November 9, 2019

198.0

  • Added more grass variety.
  • Sealed liquid containers are no longer used as random cooking ingredients.
  • Liquids poured on the world map tiles are now lost.
  • Nests and nest-like beings can no longer be villagers.
  • You now stop automoving when you revert a vision induced by sphynx salt or Precognition.
  • Injecting multiple sphynx salt injectors now extends your vision duration rather than creating overlapping saves.
  • Fixed a bug that caused sphynx salt injectors not to be consumed if you reverted at the end of your vision.
  • Fixed a bug that caused your electrical charge to deplete when your clones discharged their Electrical Generation charge.
  • Fixed a bug that unintentionally prevented you from escaping out of several menus without making a selection.
  • Made Slam and Shank select the weapon they use more sensibly, and made Slam stop using armor.
  • [modding] PlayWorldSound now works on objects that are equipped or inside containers.

Feature Friday and End-of-Year Patch Plans

Hey all,
We want to sketch out our patch plans for you for the rest of the year. Our work on the Tomb of the Eaters feature arc is reaching fever pitch, so you can expect smaller weekly patches leading up to the Tomb beta, which'll come either in November or early December. Once we put out the beta, it's likely we'll take a few weeks off from posting weekly patches until the Tomb feature arc is fully launched. After that, weekly patches will resume as normal.

That's it, friends. Be well, live, and drink.

197.0
  • Albino ape pelts are now categorized as trade goods instead of snacks.
  • Creatures glyphs rendered by Heightened Hearing now properly respect your tile/ASCII settings instead of always appearing as tiles.
  • When a creature is being engulfed by another creature, if either one changes their phase, the engulfing is stopped.
  • The list of colors in the tattoo gun interface are now themselves appropriately colored.
  • Fixed a bug that caused you to sometimes become lost on a map that you had previously visited.
  • Fixed a bug that caused reveal-all actions to not reveal the lower-rightmost corner of the map.
  • Fixed a bug that caused some trash rifling success messages to not display as popups
  • [modding] We made several GoalHandler and AI classes public.

Feature Friday - October 25, 2019

196.0

Added two new cooking ingredients: congealed skulk and drop of nectar.
Added three new cooking domains: Agility-based effects, burrowing-based effects, and uncertain attribute-based effects.
Tszappur no longer has a chance to be disliked by the Mechanimists.
Ontological anchors, ulnar stimulators, and night-vision goggles now have power switches.
Slam once again requires a cudgel to be equipped.
Time dilation now imposes a minimum penalty of 1 Quickness if it takes effect at all.
Hidden factions no longer appear in the descriptions of NPCs who give reputation.
Ogre Ape Pelts are now categorized as trade goods instead of snacks.
You no longer get a warning message if an NPC picks up an object owned by someone else.
Fixed a bug where slotted energy cells would also remain in your inventory.
Fixed a bug that caused Frenzy to last indefinitely.
Fixed a bug that caused NPCs to avoid light sources that also cooled them.
Fixed a bug that let you escape out of certain mandatory dialogs, such as choosing a cooking recipe effect.
Fixed a bug that caused immigrant tinkers in villages to not get set up properly.
Fixed a missing newline in a Mechanimist saying.
[modding] We made bodies and body parts moddable. See Bodies.xml.

Feature Friday - October 11th, 2019

195.0

Added two new cooking ingredients: congealed hulk honey and soul curd.
Added two new cooking domains: Strength-based effects and powerful regeneration/healing-based effects.
When you turn in 'A Call to Arms', Otho's damage assessment should now be more accurate. We fixed a couple bugs that caused the wrong outcome to be recorded.
Fixed a bug that prevented you from learning cooking recipes from villages.
Added a failure message for rifling through trash via Trash Divining.
Stun gas now only stuns things with brains.
Slog's annunclus no longer shows up in baetyl requests or other dynamic encounters.
Slime Glands and Gas Generation no longer work on the worldmap.
Fungal infections are now properly destroyed when forcibly removed.
Added case-specific messaging for loading and unloading an energy cell.
Loading an energy cell no longer generates a message saying that you dropped the cell.
Rephrased the description of Amphibious to be clearer.
Numpad 0 no longer acts as a hotkey for Abandon Character in the ESC menu.
Removed leading whitespace from some conversation choices.
Fixed a bug that caused flamethrowers and shotguns to not fire.
Fixed some liquid-related bugs with cooking and soup sludge spawning.
Fixed a rare exception with primordial soup.
You know why I'm here, Slog.
[modding] Conversation choice text loaded from XML now has its leading whitespaces trimmed.