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Caves of Qud News

October Patch Schedule

Hello friends,
We're doing some traveling in October for Roguelike Celebration and other work-related events, and this'll impact our weekly updates. So here's our updated patch schedule for the rest of the month.

  • Friday, October 4th: NO PATCH
  • Friday, October 11th: PATCH
  • Friday, October 18th: NO PATCH
  • Friday, October 25th: PATCH


Thanks for your continued support, all. Live and drink.

Feature Friday - September 27, 2019

194.0

Note: this update will break save compatibility. If you'd like to continue a save from a previous patch, you can switch back to that patch's branch. From Steam, right-click Caves of Qud > Properties > Betas > choose a branch. Last week's branch is 2.0.193.x'.

Walls, furniture, and tombstones now occasionally appear with graffiti.
If the creature you're dominating gets turned to stone by a lithofex gaze, you no longer erroneously die.
Life loops now prevent the limb they're equipped on from being severed.
Sheba Hagadias no longer has the chance to spawn as a pulsed field magnet.
Fixed some display and reputation bugs on items painted or engraved with historical events from Resheph's life.
[modding] Conversation node text now ignores leading whitespace. You can now insert a space manually with the special character sequence "/_".
[modding] Fixed a bug in PlayerMutator.
[modding] Added a new property to item mods: NativeTier. When generating mods for an item, if a mod's native tier is higher than the to-be-modded item's tier, its likelihood of being chosen is reduced by a factor of (NativeTier-ItemTier)*10.
[modding] We refactored liquids.
  • Liquids are now derived from BaseLiquid and are tagged with the [IsLiquid] attribute.
  • Removed the byte identifiers. All liquid references are now based on string IDs mapped to the value assigned in BaseLiquid::ID.
[modding] Added support for extending the JoppaWorldBuilder. Classes that extend IJoppaWorldBuilder and are tagged with the JoppaWorldBuilder attribute now have their before and after methods called during JoppaWorldBuilder execution. Here's an example.
[JoppaWorldBuilderExtension]
public class MyJoppaWorldBuilderExtension : IJoppaWorldBuilderExtension
{
public override void OnBeforeBuild( JoppaWorldBuilder builder )
{
}
public override void OnAfterBuild( JoppaWorldBuilder builder )
{
}
}
[modding] Added support for generically extending world builders. Classes that extend IWorldBuilder and are tagged with the WorldBuilder attribute now have their before and after methods called during all WorldBuilder executions. The world builders typically (but not necessarily) extend WorldBuilder. Here's an example.
[WorldBuilderExtension]
public class MyWorldBuilderExtension : IWorldBuilderExtension
{
public override void OnBeforeBuild( string world, object builder )
{
}
public override void OnAfterBuild( string world, object builder )
{
}
}

Feature Friday - September 21, 2019

193.0
  • We tweaked the layout of Joppa.
    • Moved the sultan shrine to the map north of Joppa, near the graveyard.
    • Added a guaranteed shrine to Resheph where the sultan shrine used to be.
    • Added a dirt path leading from central Joppa to the graveyard and sultan shrine, and a sign to guide the way.
  • Added a new item: tattoo gun.
  • Added a new item: precinct navigator.
  • Added some new bracelet tiles.
  • Force bracelet now appears slightly more often in rare artifact loot tables.
  • Fixed a bug that occurred while cooking with convalessence.
  • [modding] DischargeOnHit now triggers on thrown weapons and projectiles.
  • [modding] Added a new event, ProjectileEnteringCell, which gets passed to all objects in a cell before projectile impact occurs. You can modify the path during this event; any changes from index p onward will take effect. Returning false skips this cell's projectile impact.

      It has the following parameters.
    • Cell: the current cell
    • Path: the list of Points in the current missile path
    • p: the int value of the current index in the missile path
    • Attacker: the attacking creature

Feature Friday - September 13, 2019

192.0

Added a Sixth Great Sultan to the history of Qud: Resheph. His history is depicted via shrines like the other sultans but remains the same from game to game.
Converted the dates that appear in sultan and village histories to the new Reshephian calendar.
Added a new faction: Cult of the Coiled Lamb.
Added a secluded shrine to Resheph in the Stiltgrounds.
Added a new NPC to the Stiltgrounds: Tszappur, disciple of the Coiled Lamb. Tszappur will muse with you over the significance of the events in Resheph's life.
Altered the entry point tile of the Six Day Stilt.
Revamped the post-quest dialog for 'What's Eating the Watervine?'.
Life drain now properly ceases if the drainer dies.
Fixed a bug that caused the attacker to be treated as the defender during some critical hit effects.
Fixed a typo in maghammer's description.
Fixed some other typos.
[modding] Mods can now include a Commands.xml file that adds mod-specific keybinds. The command IDs are fired as events on the player body.
[modding] Mods can now include an Options.xml file that adds mod-specific options.
[modding] The NameMaker and Tinkering classes are now public.
[modding] Added a new attribute and interface: PlayerMutator and IPlayerMutator. You can use them to modify the player object before the game begins. Any class tagged with the PlayerMutator attribute is instantiated after the player object is created and assigned, and the "mutate" method is called with the player as the parameter. For example:


[PlayerMutator]
public class MyPlayerMutator : IPlayerMutator
{
public void mutate(GameObject player)
{
// modify the player object before the game starts
}
}

Feature Friday - September 6, 2019

191.0

  • Added a new item: maghammer.
  • Added a new eyewear mod: nav.
  • Added new tiles for the following items, creatures, and locations.
    • Mechanmist rummager
    • albino ape pelt
    • ogre ape pelt
    • ripe cucumber
    • arsplice seed
    • crystal of Eve
    • Eater's flesh
    • mental aggregator
    • leafy helm
    • croccasins
    • elastyne slippers
    • yeshyrskin slippers
    • ape fur hat
    • plastifer bonnet
    • polyhedral rings
    • eyeless crab shell
    • gyrocopter backpack
    • tread guard
    • VISAGE
    • wool kilt
    • clay pot
    • the rusted archway
  • You can now mod items by interacting with them in your inventory and choosing "mod with tinkering".
  • The tinkering screen now indicates when there are hostile creatures are nearby.
  • Recharging energy cells now takes a turn and cannot be done while frozen.
  • You can no longer apply the following melee mods to missile weapons: electrified, freezing, flaming, and counterweighted.
  • Fixed a bug with the trade/violence reward branch in Kith and Kin that caused the grenade stockpile reward to be only half as many grenades as it should have been.
  • Fixed a bug that made hats ineligible for several mods they were designed to be eligible for.
  • Fixed a bug that sometimes caused baboons to fail to generate as villagers.
  • Fixed a bug that caused unique baboons to have the name 'baboon hero' instead of a proper name.
  • Fixed a typo in the description of effects that alter your move speed while you're in a pool of liquid.
  • Fixed a bug that caused skill-based speed bonuses to world map travel to not work (e.g., bonuses granted by the Survival skill powers).
  • [modding] You can now set the Owner field on objects in the map editor.