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Caves of Qud News

Feature Friday - December 3, 2021

202.100
  • Regen tanks no longer generate with drained capacitors.
  • Mechanical cherubim no longer spawn as psychic thralls.
  • Drinking algae or algal water now dehydrates you.
  • Kraken hired as guards no longer swallow things whole on the job. This change applies broadly to a whole range of disruptive creature behaviors.
  • Grit Gate doors that somehow failed to unlock when they should have now unlock at the beginning of A Call To Arms.
  • The wielder of [redacted] now wields it more reliably.
  • Statues now render on top of doors.
  • Fixed a bug that caused you to never stop being inspired to cook after cooking in the inspired state.
  • Fixed a bug that caused equipment-granting physical mutations to consume energy when you ranked them up.
  • Fixed a bug that caused stack overflow crashes in situations where several force fields interact.
  • Fixed a bug that caused a rare crash when looking at a psionic item.
  • Fixed some late game performance issues.
  • Fixed some inconsistent spellings of Kasaphescence.
  • Fixed a typo in unfinished sculpture.
  • [modding] Item mods added to Mods.xml now merge by part name.

Belated Feature Friday - November 28, 2021

202.98
  • Added hotkeys to the campfire menu.
  • Neutronic sludges no longer spit neutronic liquid mixtures. Their melee attacks still cause neutronic explosions, though.
  • Fixed a bug that caused loading default keybindings to fail to properly reset most keybindings.
  • Fixed a bug that caused the regen tanks in the Yd Freehold to be treated as a separate type of device from other regen tanks.
  • Fixed a bug that caused flaming NPCs to attempt to douse themselves using lava.
  • Fixed a bug that caused AoE effects such as explosions to persist through a precognitive vision.
  • Fixed a bug that caused quest objectives involving the placiment of an item inside a container to not complete if the container was not originally empty.
  • Fixed a bug that caused greater voiders to place you inside the northwestern-most wall if there was no space for their lair.
  • Fixed a bug that caused page down to close the tinkering menu if less than a page of blueprints were available.
  • Fixed Thah being referred to with a definite article.
  • Fixed an invalid "Enigna Cap" blueprint reference.
  • [modding] The campfire now emits a GetCookingActionsEvent on itself and the player to collect options for the cooking menu.



Caves of Qud price is going up to $19.99 early next year

Hey all,
As we move along our road map, fleshing out the game and getting closer to our 1.0 release, we've reached a point where it makes sense to raise the price from $14.99 to $19.99. If you're on the fence about buying the game, now's the perfect chance to jump in before the price bumps up in January. To everyone who's supported us thus far, thank you!

Live and drink, friends.

Feature Friday - November 19, 2021

202.97
  • Made some tweaks to the price of identifying artifacts, particularly around the exponential explosion at the high end.
  • The Tinker I Recharge ability now allows you to choose how many bits to use.
  • Creatures are now more aggressive about fleeing from approaching krakens.
  • Automove is now better at avoiding krakens.
  • Temporal fugue clones and clones of psychic assassins no longer have absorbable psyches.
  • Items duplicated with metamorphic polygel now inherit the temporariness, existence support, and phase characteristics of the polygel.
  • Looking at extradimensional items now only reveals the secret of their home dimension if you've identified the item.
  • Fixed a bug that prevented ubernostrum from regenerating limbs and disabled the keybind to regenerate limbs.
  • Minorly improved turn performance.
  • Fixed a bug that caused NPCs to always reload with the first energy cell in their inventory, regardless of current charge.
  • Fixed a bug that caused NPCs to remove charged energy cells from their equipment.
  • Fixed a bug that caused companions to continuously unload and reload energy cells if they had spares in their inventory after trading.
  • Fixed various grammar issues in some messages, particularly when dismembering your own limbs.

Feature Friday - November 12, 2021

202.95
  • Fonts are now much crisper on the main gameplay screen.
  • Hyperbiotic beds no longer regenerate limbs.
  • Regeneration tanks now rejuvenate health and regenerate limbs.
    • The tank must be filled with at least 100 drams of pure convalessence or homogenized convalessence to heal hitpoints.
    • Additionally, the tank must be filled with at least 1 dram of cloning draught to regenerate limbs. If it is, all lost limbs are regenerated, and 1 dram of cloning draught is consumed. Excess cloning draught is not consumed.
    • Added useful information about these rejuvenation/regeneration mechanics to regeneration tank's description, including a live operational status based on its liquid contents.
    • Reduced the chance of hurting yourself while getting into or out of a regeneration tank.
    • Added an option to flush a regen tank's liquid contents down a drain.
    • Adjusted the starting liquid contents of regen tanks to occasionally include homogenized convalessence. More adjustments are likely to come.
    • The regen tank in the Yd Freehold now starts with a homogenized convalessence mixture that includes two drams worth of cloning draught.
  • Considerably reduced plasma jelly's plasma damage.
  • Fixed a bug that allowed you to select the starting location for daily runs.
  • Fixed a bug that prevented daily run scores from being recorded.
  • Fixed a bug that caused Ironshank to become incurable upon reaching the maximum penalty.
  • Fixed a bug that caused the northwestern-most cell of the Palladium Reef to generate without contents.