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Feature Friday - September 29th, 2023. AND 7th Plague beta coming next week!

The beta for our next feature arc — Creatures of the 7th Plague — is coming next week! Once it's up, we'll post our Feature Friday updates to the beta branch until the beta is over and merged into the mainline.
Keep an eye out! Live and drink, friends.

204.108
  • When you first get a recoiler, you now gain an activated ability Recoil that selects from among your recoilers to interact with, sorted by the most recently used. In existing saved games, drop a recoiler and pick it up again to gain the activated ability.
  • The default interaction for programmable and reprogrammable recoilers in your inventory is now "imprint" if they have not yet been imprinted.
  • Recoilers are now metal. Existing recoilers in saved games will not be affected.
  • Autoexplore no longer attempts to talk to sparking baetyls that are hostile to you.
  • The offer dialog for sparking baetyls is now clearer about exactly which items will be offered, and it prefers to offer less valuable items.
  • Swoop now respects being disabled via the "direct ability use" interaction.
  • Barathrumite tinkers and arconauts who are no longer part of the Barathrumites faction are now described as urshiib tinkers and arconauts, respectively.
  • Stairwell teleporters are now interesting. Existing teleporters in saved games will not be affected.
  • The default interaction for data disks is no longer "learn" when you already know how their recipe. For known item recipes in your inventory, the default action is now usually "build"
  • Creatures no longer attempt to use Intimidate or Menacing Stare against brainless targets.
  • You can no longer use crayons on the world map.
  • Fixed several bugs that made creatures much less willing to forgive friendly fire incidents than they were supposed to be.
  • Fixed a bug that made skin glitter implants held as thrown or improvised weapons refract light. Existing implants in saved games will not be affected.
  • Fixed a bug that made being overburdened cause some actions to fail silently.
  • Fixed a bug that made attempts to unequip cursed items fail silently.
  • Fixed an exception that could happen rarely when liquids were moving around.
  • Fixed some cases where in unusual circumstances you could be blamed for targeting someone with a missile attack who you hadn't meant to target.
  • Fixed a bug that made autoexplore path to sparking baetyls whose request you had fulfilled and whose journal entry you had deleted.
  • [modding] Added a MutationOnEquip part for equipped items that can give/improve a mutation.

Feature Friday - September 22, 2023

204.106
  • You can no longer deploy wire strands on the world map.
  • You can no longer deploy wire strands that are rusted or broken.
  • Creatures can now only vomit once every three turns.
  • Creatures in stasis can no longer be dismembered or decapitated.
  • Learning Kickback now enables NPCs to fire missile weapons at point-blank range if they did not previously do so.
  • Neelahind now knows how to use the shield she carries.
  • The cragmensch and glittermensch capacity to extract boulders from their own bodies is no longer visible via techscanning.
  • Chiral rings equipped by someone in stasis no longer dismember adjacent creatures.
  • Autoexplore now chats with sparking baetyls that you have not yet spoken to.
  • Pathfinding now goes to slightly more effort to avoid being next to pits.
  • When unlocking a door with a security card that is in a stack, the stack count is no longer displayed.
  • Creatures can no longer start flying while overburdened or while engulfing another creature.
  • Engulfing now forces both the engulfer and engulfee to land if they were flying.
  • Fixed a bug that caused NPCs who equipped a piece of armor in place of a worse piece of armor then become enthusiastic to equip the worse piece of armor as an improvised weapon.
  • Fixed a bug that made trading for very low value items free.
  • Fixed a bug that made being submerged prevent beginning to swim or wade.
  • [modding] Updated Harmony to version 2.2.2.


205.65 - 'beta' branch
  • Fixed a bug that prevented 'find a relic' dynamic quests to stop working if you swapped bodies.
  • Fixed a bug that prevented 'find a relic' dynamic quests from immediately completing the find step if you currently posess the relic when you get the quest.
  • Fixed a bug that prevented 'find a specific item' dynamic quests to stop working if you swapped bodies.
  • Fixed a bug that prevented 'interact with a specific item' dynamic quests to stop working if you swapped bodies.
  • Fixed a bug that caused the first step for site-finding dynamic quests to not complete if you found the site before you acquired the quest.
  • Fixed a bug that caused Temporal Fugue to have no cooldown.
  • [modding] Improved the map editor UI.
  • [modding] Fixed a bug in the map editor that caused dragging the map to be scaled improperly.
  • [modding] Systems now support PlayerEquipped, PlayerActivating, and PlayerObjectAddedToInventory.
  • [modding] GameSystems.FireEvent now supports all events fired on the player
  • [modding] There is a new GameSystems class which provides public static helpers for raising an event on all game systems.


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Feature Friday - September 15, 2023


204.104
  • The reload command no longer attempts to reload point-defense drones.
  • When creatures die in the same square as a wall or other movement-blocking object, items they had equipped now drop into a nearby passable square if one is available.
  • Creatures are now more likely to use Quill Fling if they are adjacent to multiple hostile creatures and less likely to use it if there are adjacent to friendlies or neutrals (especially if those are badly hurt) or objects that may cause trouble to damage.
  • Copies of the sheaf of tattered parchment no longer appear randomly in the world.
  • Barathrumites present in Grit Gate at the start of A Call to Arms no longer perform idle behavior until A Call to Arms is over.
  • Horned chameleons that are mimicking something else's color are now only recognized by autoact as hostile at a distance of 3 squares or less.
  • Mimics that are mimicking something else now are no longer recognized by autoact as hostile.
  • Clonelings now stop cloning attempts in progress when their ability to clone becomes forbidden or otherwise unusable.
  • Spider creatures who have prominent roles in villages no longer compulsively attack creatures who become stuck near them. The same is true of Sheba Hagadias if she is a spider creature.
  • Sheba Hagadias is now automatically revealed if she is a type of creature that is usually hidden.
  • When you try to walk into a brick wall, your way is now referred to as being blocked by some brick, not a brick.
  • Idle creatures will now sometimes move to a chair that isn't too far away in order to sit on it for a while, rather than only sitting on chairs that are in the same square as them.
  • Fixed a bug that caused excessive failure popups when trying to auto-equip an item while stuck.
  • Fixed a bug that made falling down a coral pit display messages both that you fell down a coral pit and fell down a deep shaft.
  • Fixed a bug that caused villages and ruins to generate with far more inaccessible areas than intended.
  • Fixed a bug that caused temporal fugue clones to spawn their own copies of Either/Or.
  • Fixed a bug that made it impossible to hit walls with thrown objects.
  • Fixed a bug that made throwing reveal the identified appearance of unidentified artifacts.
  • Fixed a bug that made energy cell replacement on artifacts in your inventory or equipped default to cancelling out of the dialog if you had no suitable cells for the artifact.
  • Fixed a bug that made containers filled with convalessence, even in normal environmental temperatures, sublimate away and, in the case of regen tanks, explode.
  • Fixed an error that could occur during world generation when spawning legendary animated versions of high-tech furniture.
  • [modding] Updated the mod compiler, allowing projects to use C# language version 9.
  • [modding] Updated the mod toolkit's csproj template.
  • [modding] Added Before="[ELEMENT_ID]" and After="[ELEMENT_ID]" attributes to Conversations.xml, which positions the element relative to the referenced id.


205.63 - 'beta' branch
  • Fixed a bug that caused doubled navigation inputs in some cases.
  • Fixed 'm' not opening the modding utilities on the main menu.
  • [modding] The workshop uploader now provides a native file picker for images.
  • [modding] The workshop uploader now allows you to close the upload status screen after an error.
  • [modding] The workshop uploader now allows you to elide hidden files from your uploads.
  • [modding] The map editor now provides a native file picker for maps.
  • [modding] The mod manager now displays disabled mods as grey instead of red.

No Feature Friday this week

Hi friends,
We're skipping Feature Friday this week due to some team travel and focus on an upcoming feature arc. We'll be back next week with an update!

Live and drink.

Feature Friday - September 1, 2023

204.103
  • Manual equip now makes an effort to have the default slot be the typical slot the item would be equipped in for non-melee-weapon items.
  • The cybernetics install screen now displays the license points of each available implant.
  • Attempting to use a matter recompositer on the world map now fails with a message rather than silently.
  • You can now only build campfires in the same zone you are in.
  • When disarming a creature, the weapon being disarmed is now part of the disarm message, and separate messages about the weapon being unequipped and dropped are no longer displayed.
  • When disassembling a liquid-fueled energy cell slotted in a device in a nearby square, the liquid in the cell now pours out into the nearby square rather than onto you.
  • Lair names no longer describe their occupants as wet, otherwise liquid-covered, or lost.
  • Fixed a bug that made convalessence warmer than it was supposed to be.
  • Fixed a grammar issue in the message when attempting to enter the Spindle from the world map.
  • Fixed an orthographic issue in Yempuris Phi's description.
  • Fixed a misplaced capitalization in an item naming prompt.
  • Fixed some odd formatting in some automatically generated item naming results.
  • [modding] ITeleporter now defines a method virtual string GetCustomTeleportFailure(GameObject Actor) that can be overridden by child classes to provide custom teleportation failures; if the method returns a value that isn't a null or an empty string, a teleport attempt will fail and the string returned will be displayed as a failure message.


205.62 - 'beta' branch
  • Legacy command assignments are now upgraded properly if you don't already have a Keybinds2.json file.
  • The equipment screen auto-hotkeys now respect bound commands.
  • Objects will now properly emit smoke VFX if they are in inventories.
  • 'draw' now has a higher action priority than 'show effects'
  • 'clean' now has a slightly higher action priority
  • Added a "add/remove whole inventory" command to match legacy key behavior.
  • Autoact now properly advances and cancels VFX frames
  • Fixed the first render of the ability bar showing the wrong number of pages.
  • Fixed several instances of modern VFX playing for off-screen zones.
  • Fixed several binds that were incorrectly marked as conflicting.
  • Fixed an issue causing you to be able to bind the same key to multiple abilities.
  • Fixed the hotkey spread for abilities overlapping with VI style keybinds.
  • Fixed temporal fugue not activating correctly.