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Feature Saturday - 'Grit Gate Remodeled' Beta

Hey all,
No mainline patch this week. Instead, we've posted a beta of the 'Grit Gate, Remodeled' patch. If you'd like to help us test it, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. Post your bugs in this thread.

Specifically, we're looking for folks to run through the Grit Gate quest line, especially the new 'A Call to Arms' sequence. You can fast-forward directly to the start of that sequence by wishing for 'stage5'. (Note: the encounter relies on some UI elements that are currently only available if you have tiles enabled.)

Live and drink!

We remodeled Grit Gate. Here's a short summary of the changes. We'll post the full patch notes when the patch goes live on the main branch.
    The whole layout is new. Explore!
    Added many new items.
    Added new creatures, including new Putus Templar and Barathrumites.
    Added a functional power grid, fusion power station, and water pumping station to Grit Gate.
    Added new interactions to grid-powered artifacts.
    Updated many existing items and creatures.
    Entirely refactored the 'A Call to Arms' quest.

    Feature Friday Will Be Feature Saturday This Week!

    Hey all,
    We're planning to post the 'Grit Gate, Remodeled' patch to the beta branch, but we're not quite ready yet, so Feature Friday will be Feature Saturday this week!

    See you tomorrow.

    Feature Friday - April 12, 2019

    Reminder: per our announcement here, there are 6 DAYS LEFT before the price of Caves of Qud bumps up to $14.99!

    2.0.173

    The Barathrumites are still remodeling. Continue staying tuned.
    Added new item: blood-gradient hand vacuum.
    We refreshed how turrets work.
    • Turrets now require ammo to fire. You can supply a friendly turret with ammo when you deploy it, via its interaction menu, or via smart use.
    • Turrets must now reload their weapons.
    • Turrets now have power switches. You can only access them if you have sufficient security clearance.
    • You can now find dynamic turrets -- turrets created from arbitrary missile weapons -- in the wild.
    • Added the following new creatures: low-light laser turret tinker, eigenturret tinker, blast cannon tinker, phase cannon tinker, and dynamic turret tinker.
    • Added two new supporting items: storage tank and gourd.
    • Added a new item mod, jacked, which allows gear to be powered by robots (particularly turrets) who wield it via their onboard systems or from grid power they have access to.
    • Traipsing mortars now use ammo and can scavenge to fabricate it.
    • Seed-spitting vines, thirst thistles, slugsnouts, and agolflies now generate ammo through biological mechanisms rather than not use ammo.
    Slugsnouts now have tusks.
    Agolflies now have mandibles.
    Added a new tile for troll foals.
    Base troll creatures no longer appear outside of Bethesda Susa.
    In most cases smart use now prefers to pet creatures, if possible, rather than talk to them.
    Dart guns and booster guns now use the Pistol skill rather than Heavy Weapons.
    Grenade launchers now have the correct weight of 15 pounds.
    Fleeing creatures now prefer to flee into tiles that have fewer adjacent enemies, unless they are panic-fleeing due to a fear effect.
    Aquatic creatures no longer pathfind or flee into tiles containing liquid containers or puddles too small to swim in. This also applies to player auto-movement while dominating an aquatic creature.
    Leering stalkers, chrome pyramids, traipsing mortars, and boosterbots no longer drop their ranged weapons upon death (once again).
    Repairing items via the trade screen now correctly charges the listed water cost.
    Norm cores now have a power switch that can be accessed if you have sufficient security clearance. They occasionally start in the off state.
    Liquids that fizz away when using the pour command now exhibit the same behavior when using the collect command.
    HP restored by life drain is now treated as healing and includes messaging and floating text.
    Fixed a bug that broke night-vision implants when they were reimplanted after the game had been saved and restored.
    Fixed a bug that caused phase-conjugate grenades to not shift phase after the game had been saved and restored.
    Fixed a bug that caused dismembered limbs and equipment to not appear on the ground if the dismembering attack killed the target.
    Fixed a bug that allowed the player to accumulate multiple beguiled or proselytized companions by leaving them in far-away zones and later returning to them.
    Fixed a number of bugs involving stat modifiers from effects becoming permanent on your clones.