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Tomb of the Eaters Beta #1

Welcome to the first Tomb of the Eaters beta! This is an unpolished and incomplete build of the Tomb of the Eaters feature arc. The beta takes you through the first half of the Tomb of the Eaters dungeon; we'll be making the rest of the dungeon available in the coming weeks. The full feature arc should be ready in early January.

If you're interested, come help us test! Our focus right now is on broad scale testing: big bugs, big balance issues, and big UX challenges. See this thread for details.

To access the beta: right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch.

We'll post the comprehensive patch notes with the full feature arc. For now, here's a summary.
  • Added the Tomb of the Eaters complex surrounding the Spindle at Omonporch.
  • Added the village of Ezra.
  • Added a new leg of the main quest: The Tomb of the Eaters.
  • Added a whole slew of combat animations and sounds. These can be disabled in the General options menu.
  • Added several new items.
  • Added several new item mods.
  • Added several new cybernetic implants.
  • Added three new factions: mopango, the villagers of Ezra, and the Daughters of Exile.
  • Added several new NPCs.
  • Added a new music track.
  • [modding] Made several improvements to the map editor.
  • [modding] 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.
  • [modding] 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.
  • [modding] Added WorldFactory::addAdditionalWorld, which allows the addition of new worlds at runtime.

No patch Friday, first 'Tomb of the Eaters' beta early next week

Hey all,
There'll be no patch this Friday. Instead, we're posting an early version of the Tomb of the Eaters feature arc—the first of the final few legs of the main quest—on the beta branch early next week. In December, we'll be focusing on refining the Tomb arc, and then we'll resume weeklies in January.

Thanks, friends. Live and drink.

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.