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Caves of Qud News

Feature Friday - June 14th, 2019

Added new dialog for ichor merchants, shoemakers, gunsmiths, grenadiers, armorer, and haberdashers.
You can no longer use spiral borers on the world map.
Changed the stats of leather apron and gave it a new description.
Gave a DV penalty to spiked gauntlets but increased their bleed damage and save target.
Updated the description for telescopic monocle. It now includes information on its artifact examination bonus.
Added information about grassy yurtmat's camouflage properties to its description.
Gave vine-weave tunic camouflage properties and updated its description.
Carapaces, quills, and wings no longer show up in armor racks.
Latch-on weapons and Hook and Drag now disengage once you're no longer hostile to the target.
Added a message to the message log for when you swim through a tile (you swim when you move through a pool of water that's at least 1,000 drams).
Clones of your evil twin are now appropriately described as evil in their short descriptions (appropriate for your perspective, that is).
Holograms and force bubbles created by fugue clones no longer become permanent when the clones disappear.
Time dilation speed penalties no longer permanently affect clones of someone who was time dilated.
When a creature occupies the same tile as a wall, projectiles no longer pass through the wall when they miss or pass through the creature.
Projectiles can now damage walls and other non-creature solid objects they strike.
Fixed a bug that occasionally caused the wrong sacred liquid to be displayed in the water ritual dialog choice.
Fixed a bug with generating certain zones.
[modding] Mod build errors are now logged to a separate file: build_log.txt.

Feature Friday - June 7, 2019

2.0.180.0
The 'cook a recipe' popup now displays the effect of the meal, sorts favorites to the top and hides uncookable recipies by default.
The console version of the 'cook a recipe' popup got a make-over.
The ingredients list in the cooking menu is now sorted alphabetically.
You will no longer automatically rifle through trash if that trash is a quest item.
Heat resistant NPCs will now avoid hot areas less, acid resistant NPCs will avoid acid less and NPCs immune to slipping on slimy liquids will not avoid slimy liquids.
All 'pick a choice' popups accept scroll wheel to move up and down now.
Desalination pellets no longer consume an entire stack of pellets when used.
Companions will now join the player at more sensible locations when moving via the world map or recoiling.
Air current microsensors and night vision implants' toggleability will no longer stop working after a save and restore.
Thistle Pitchers will no longer appear in dynamically generated populations
Hook and Drag has been moved to the the proper "Skill" section in the ability list
Electrobow bolts are now immune to damage
Dueling stance Swipe's save target was much higher than described, causing it to never fail. The save target has been adjusted to it's proper, lower, value.
Hypertractors now function properly.
While on the world map you can no longer fire missile weapons, throw things, drop things, activate summoning curios, burrow, or pour liquid other than between containers.
You can now use the natural ranged weapons of slugsnouts, two-headed slugsnouts, agolflies, glowmoths, and gamma moths while dominating them, and they will show up in the sidebar.
Wounding Fire now performs the proper effect rather than duplicating the effect of Suppressive Fire.
Equipped blast cannon, arc cannon, mortar tubes, and swarm racks are no longer duplicated by cloning draught.
Clonelings produce somewhat less faithful clones than cloning draught again, as was previously the case.
Being in the same cell with slippery liquids no longer causes chairs, beds, iron maidens, and psionic sarcophagi to malfunction.
Fixed a bug causing some mutation granting effects to show extra messages
Fixed a bug that made gas masks' and vinewood sap masks' behavior with regard to status effects persist after removing them.
Fixed a bug that made hologram bracelets and compass bracelets malfunction if worn across a save and restore.
Fixed a bug that made some emergency teleportation effects stop working across a save and restore.
[modding] The DesalinationPellet part can now be modded to remove or convert different liquids; see the Desalination Pellet blueprint for its configuration attributes.

Feature Friday - May 31, 2019

2.0.179.0
Added new autoexplore options to ignore enemies based on their distance and your evaluation of their difficulty.
Autoexplore will no longer run into immobile friendlies and stop.
Autoexplore and pathfinding will now merely avoid campfires, torches, and sconces rather than considering them absolute no-go areas.
When you stop autoexploring or autowalking because you see a hostile creature, the message will now indicate in what direction you saw them.
You must now type ABANDON in a prompt to quit without saving
Ovens now appear on the alt display.
Charge's animation will now display the charging creature's tile rather than its text character, if it has a tile.
NPCs no longer waste time trying to charge through solid objects or hesitating when they mean to charge.
Defoliant gas now works properly on the plant matter created by seedsprout worms and sprouting orbs.
Being dismembered will now interrupt the player.
Blue jells now bleed convalessence, not slime.
Pouring from a vessel owned by somebody else into one of your own containers no longer confirms twice.
Examining or disassembling an artifact that is inside a container owned by somebody else now confirms before proceeding (disassembly previously proceeded without confirming and angered owners; examining in this circumstance didn't anger owners but now does if you break the artifact).
Grit Gate medical furniture is now properly considered owned by the Barathrumites.
Hologram bracelets now have a 'deactivate' command rather than using 'activate' again to deactivate them.
Jotun is back where he's supposed to be.
Fixed an issue causing multiple hostiles to spawn in a single cell (most noticeable with turrets)
Fixed a bug that prevented renaming of companions after you had already renamed them once.
The conversation UI now allows scrolling
[modding] Conversation UI has some new overridable methods on ConversationNode and ConversationChoice sub-classes.
[modding] Many conversation hooks have events now, see https://cavesofqud.gamepedia.com/Modding:_Conversation for more information

Feature Friday - May 25, 2019

2.0.178.0

Target pickers will no longer snap to the mouse location until the pointer moves.
Clicking the window to regain focus with mouse input enabled will no longer walk to the clicked location.
Various tasks requiring physical movement which did not previously respect being frozen now do.
NPCs who are on fire but cannot actually do anything about it will no longer stop moving or acting because of this.
When Sheba Hagadias is a seedsprout worm, she will no longer burrow just because she's bored.
When Sheba Hagadias is a panhumor, she will no longer immediately die from her own acid pool.
Having a scrapped waydroid repaired by an NPC tinker now applies all the effects of repairing it in any other way.
Autoexplore and pathfinding will now avoid spider webs, asphalt, honey, sap, and wax more and cider, cloning draught, convalessence, primordial soup, putrescence, salt, and wine less, and will not treat lava and acid that has been mixed with blood as safe to walk on.
Autoexplore and pathfinding will now do more avoiding things you might not want to walk on in general, but also be more willing to walk into potentially troublesome but not actively harmful places in order to reach a destination.
There is now an option to control the maximum speed of autoexplore, defaulting to 10 squares per second.
The inhabitants of Grit Gate will now be more reliably forgiving of friendly fire incidents during the quest A Call to Arms.
Cloning draught now only clones creatures (and continues to not clone anything inorganic).
Clones will no longer spawn on the world map.
The character generation info for castes and callings has been partially reworked. It is no longer possible for most elements of it to disagree with the actual implementation. As a result, some information is new, such as Wardens having the Pistol skill. Another difference is that powers automatically included with a skill are no longer listed if the type has the skill.
On the status screen, the mutation list will now scroll if you have more than 12 mutations.
Liquid auto-collection now respects the "auto-pickup if hostiles are nearby" option.
Liquid auto-collection now takes a turn.
Liquid auto-collection no longer takes adjacent water containers.
Items you mod while equipping them will now get reequipped after you're finished modding them.
Heat resistance and cold resistance no longer apply against temperature changes that would appear to be helping you because they'd be warming you up from being cold or cooling you down from being hot, respectively.
Fixed a bug that made NPC tinkers unable to repair items the player did not understand.
Fixed a couple of bugs causing flight from items to behave poorly around the items being unequipped, especially but not exclusively after a save and restore while flying.
Fixed a bug that made short bow turrets non-functional and immortal.
Fixed a bug that made waydroids neutral to the player.
Fixed a bug that made the Consortium of Phyta inappropriately hostile.
Fixed a typo in cloning draught's name.
Fixed a bug that made liquid auto-collection sometimes destroy liquids without collecting them.
Fixed a bug where modding an item you were equipping could result in the item to mod stacking with similar items in your inventory and being lost.
Fixed a bug that made some village denizens noncommunicative.
Freshly obtained village recoilers no longer put you inside walls.
Fixed a bug causing Stopsvalinn to prompt for a direction on only the first activation.
Fixed a bug that allowed esper hunters to be generated as waydroids who could be forced to friendliness by a droid scrambler.
[modding] Genotypes and subtypes have been reworked to be more moddable.
  • Skills are no longer designated via a comma-separated attribute called Skills; now there is a element that can contain elements, as well as elements.
  • Reputations are no longer designated via a comma-and-colon-separated attribute called Reputation; now there is a element that can contain elements.
  • Save modifiers are no longer designated via the SaveModifierVs and SaveModifierAmount attributes; now there is a element that can contain elements.
  • The old Skills, Reputation, SaveModifierVs, and SaveModifierAmount attributes are still supported for compatibility, but a warning will be issued in the game output log when they're loaded, and mods should be ported to the new mechanism.
  • Genotypes.xml and Subtypes.xml now support self-closing XML tags, like .
  • The element on subtypes is no longer used. Most subtype chargen information is automatically generated. Arbitrary text that should be added can be placed in Some text to show. elements. elements can also be used to remove extra info items. ( is still used on genotypes.)

Feature Friday - May 17, 2019

The inventory screen now allows filtering (Ctrl+F or ,). Filtering from the overlay UI isn't supported yet.
Baetyl locations are now recorded in the journal.
Beguiling is now put on cooldown when you attempt to beguile and fail.
Tractor beams no longer move stairs.
Liquid containers now let you toggle whether you want to autocollect the liquids they contain, if they contain pure liquids.
Creatures with whom you've performed the water ritual now have positive personal feelings toward you separate from their faction-derived feelings.
The outskirts of generated villages and Bey Lah now have appropriate map names.
Sewage eels now respect phase and flight.
Telepathy no longer works on creatures without minds or creatures with sufficiently unfamiliar minds.
Desalination pellets now remove the salt from a liquid mixture rather than converting it to the other liquids.
Objects with onboard fusion reactors now explode with less force when they're destroyed.
Your character tile and the tiles of your companions are no longer recolored to white when the option to color tiles according to HP status is disabled.
The overlay inventory UI now remembers the open and closed states of its foldouts.
You can now delete game summaries from the high scores menu when using the original text UI. Deletion from the overlay UI isn't supported yet.
Data disk blueprints for item modifications now include a description for the modification and the skill required to build it.
Made some improvements to choice dialogs, including cleaner wrapping and scrolling.
Fixed several issues with recoiler quest rewards.
[modding] Factions are now moddable. Check out Factions.xml.
[modding] You can now add the part VariableReplacementInDisplayName to objects in order to use the =pronouns.x= style referent variables in the object's display names. (These variables are used extensively in object descriptions.)
[modding] In-game text references to the player as 'human' have been replaced with referent variables, so mods that introduce new player character species aren't contradicted.
[modding] Added category names for the arcologies to Subtypes.xml so new castes can be added to them.
[modding] Added scrolling functionality to the Subtypes selection screens ('Choose Calling' and 'Choose Arcology & Caste').