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Caves of Qud News

Feature Friday - March 31, 2023

204.63

  • We made some changes to how electrical conductivity works (ie, what determines which objects electrical arcs leap to).
    • Liquid pools now have their conductivity correctly calculated based on their component mixtures. Electrical arcs now correctly leap across conductive pools of liquid.
    • Made some tweaks to creature conductivity calculations.
    • A creature who wears footwear that's less conductive than they are now gets some additional anti-conductivity protection.
    • Arcs no longer leap to flying creatures unless they are the initial target of a discharge.
    • Arcs can now travel diagonally.
    • Improved the messaging around arc leaping, especially for when a creature avoids an arc due to anti-conductive footwear.
  • Added some alternate tiles for bookshelves with items in them.
  • Dynamic quest rewards are now identified.
  • Data disks offered as dynamic quest rewards now display the item blueprint they teach.
  • You now need to have the appropriate Tinker skill level to build an item, rather than have that skill level only when learning the blueprint.
  • Village tinkers can no longer recharge broken or rusted energy cells.
  • Legendary pilgrims no longer abandon their lairs.
  • Conservators shoot their lightlocks again.
  • Fixed a bug that caused Sunder Mind to be cancelled as if your concentration slipped when you had high quickness and your target died prematurely.
  • Fixed a bug that caused traipsing mortars to fail to equip their natural melee weapons.
  • Fixed a bug that caused villagers in villages with pets to talk about nothing except those pets.
  • Fixed a bug that caused stingers to repeatedly re-equip themselves when mutations changed.
  • Fixed a crash that occurred when a creature fell in love with itself after stepping in dilute warm static.
  • Fixed a bug that caused creatures not to receive random cybernetics.
  • [modding] Common rendering colors are now accessible in C# via The.Color API. For example, The.Color.Red returns the Color value of 'R' previously accessed from the ColorUtility.ColorMap dictionary.

No patch this week, Feature Friday resumes next week

Hello all,
We're skipping this week's patch due to some more travel. We'll be back on schedule the Friday after (3/31).

Until then,
Live and drink.

Feature Friday - March 17, 2023

204.62

  • The Barathrumites now offer the choice between a masterwork carbine and a masterwork chain pistol upon completing a certain quest.
  • Companions who can technologically generate force bubbles now respect being told not to.
  • Dawning apes are now more convincingly considered robots.
  • Added spitting slugs back to regional populations.
  • Cages now have a new tile and can be entered.
  • Faundren villagers are now docile by default.
  • Made some improvements to liquid freezing.
    • It now takes a larger, more sensible volume of liquid to freeze into large rock walls, for those liquids that freeze into rock.
    • Freezing containers of convalessence no longer obliterates them.
    • Creatures in the same tile as a liquid that freezes into a solid wall now become stuck.
    • Creatures that become stuck from a pool of liquid freezing under them are now immediately freed if the pool melts or is destroyed.
  • Being stuck is now included in creatures' display name, like sitting or lying down.
  • The stuck effect now displays more information about what you're stuck in.
  • When you talk to Sparafucile during A Call to Arms, you no longer reference equipped items you don't actually have equipped.
  • Turbow and linear cannon now have appropriate tinker categories for the purpose of SchemaSoft implants.
  • Added a heavy weapons category to SchemaSoft.
  • Changed the tile and color for fossilized remains.
  • Short display names for liquid pools no longer display the number of drams in the pool.
  • Achievements based on equipping things now only trigger if the item is equipped properly.
  • Food no longer typically has 'equip' as its default action.
  • When navigating to a point of interest that's a creature, you now more reliably go to that creature's new location if they move.
  • Fixed a bug that allowed item duplication when twinning and trining lampreys made new lampreys.
  • Fixed a bug that caused the Non-Locally Sourced achievement to be uncompleteable.
  • Fixed a typo in the message displayed when something falls on a creature.
  • Fixed some grammar errors in tomb inscriptions.
  • [modding] Conversations now support negated versions of the IfHasBlueprint and IfWearingBlueprint predicates, IfNotHasBlueprint and IfNotWearingBlueprint.

Feature Friday - March 10, 2023

204.61

  • Gaze and light-based attacks are now blocked by vantabud and vantabloom darkness.
  • Spaser rifles now deal plasma damage instead of light damage.
  • Phase cannons and decarbonizers now deal disintegration damage instead of light damage.
  • Plasma damage now has its own death message.
  • Nerfed psychodyne helmet.
  • Added several new wall descriptions.
  • Added an Ego requirement to [redacted].
  • You now need to be adjacent to a creature to perform the water ritual.
  • Primordial soup no longer cools into shale.
  • Removed an outdated version of cryokinesis from ice frogs and gave them Freezing Ray.
  • Star kraken no longer excrete quasi-real starch and lignin.
  • It's no longer possible to deal negative damage.
  • Dromad traders now politely pretend to be fooled by the disguises their customers wear.
  • Made further adjustments to make creatures prefer not to use non-weapon equipment as improvised weapons.
  • Messages displayed for taking zero damage now say "no damage" rather than "0 damage".
  • Added rules text for what camel bladder does.
  • Accomplishments based on eating something no longer complete if you fail to eat the thing.
  • Pyrokinesis and Cryokinesis can no longer be activated on the world map.
  • Cooking effects triggered by drinking freshwater no longer trigger on the world map.
  • Added a basic description to Rebuke Robot ability.
  • The heads of high-level robots now more consistently contain high-level bits.
  • You now get an appropriate message when you attempt to shield slam a target you can't reach because it's playing.
  • You now get an appropriate message when you attempt to shield slam a target who's out of phase with you.
  • Twinning and trining lampreys now spawn with the same effects in place that the lamprey spawning them has.
  • Fixed various bugs that caused the allegiance of twinning and trining lampreys to behave strangely in some interactions of their spawning behavior, Proselytize, Beguiling, love injectors, and/or cloning.
  • Fixed a bug that caused Disintegration, Light Manipulation, and Stunning Force not to benefit from Two-Headed.
  • Fixed a bug that allowed you to eat a luminous hoarshroom at no action cost if you did it through thethe overlay UI inventory view.
  • Fixed a bug that caused agolmaggots to lack any natural weapons.
  • Fixed a bug that made non-companion creatures sucked through spacetime vortices create action queue inconsistencies.



Feature Friday - March 3, 2023

204.60
  • We refreshed the corpus of game text used to generate text for white-titled books, graffiti, urn inscriptions, and bird dialog. You'll now see text from the last several updates appear.
  • Beak and hooks for feet no longer benefit from having the Horns mutation.
  • Quantum ripplers have a new tile.
  • Two quantum ripplers a space apart now spawn a spacetime rift between them and stabilize it so that nothing emerges.
  • Dyvvrach now only mentions the chiming rock if you've talked to it.
  • Acid humors now leave behind brackish acid pools rather than pure acid pools, meaning they'll evaporate over time.
  • Creatures now have considerably greater tolerance for friendly fire incidents from allied creatures that are not controlled by the player.
  • Flashbang grenades can now confuse creatures that are immune to psychic confusion.
  • Being confused now prevents vantabuds and vantablooms from absorbing light.
  • Unidentified modded pickaxes no longer appear as small boxes.
  • Creatures are now less willing to equip items that have missile weapon, shield, or thrown weapon functionality as melee weapons.
  • Flying companions are now more mindful when swooping with friendlies in their paths.
  • Exiled Keh & Kesehind no longer immediately disappear when dismissed as proselytes.
  • Crafting recipes listed in the water ritual no longer include the penetration and damage values of weapons.
  • Fixed a bug that made thrown phials of neutron flux fail to explode and instead leave behind a strange puddle of null liquid.
  • Fixed a bug that caused gigantic pieces of armor to be considered highly potent melee weapons by NPCs.
  • Fixed a bug that caused Stingers to not always sting when charging or lunging.
  • Fixed a bug that caused jump animations to play on inactive zones.
  • [modding] Implanted missile weapons now validate whether they are equipped on an appropriate body part using CyberneticsBaseItem.Slots rather than Physics.UsesSlots or MissileWeapon.SlotType.
  • [modding] Previously, when objects were being destroyed with the Obliterate flag, the return value of BeforeDestroyObjectEvent was ignored, meaning the normal object destroy process continued (as opposed to without Obliterate, where returning false would prevent destroy). Now, the return value of BeforeDestroyObjectEvent is always honored, and BeforeDestroyObjectEvent handlers are responsible for checking the Obliterate flag if they need to before returning false.