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Caves of Qud News

Feature Friday - July 3, 2021

201.109/202.69
  • Moving via the Walk command now displaces neutral creatures the same way manual movement does.
  • Added a new Automation option: "Show finding items while scavenging through trash as message log entries instead of popups." Defaults to off.
  • Robots with mental-mutation-equivalent modules can no longer be detected by Sense Psychic.
  • You can no longer attempt to sit on yourself, if you are a chair, or sleep on yourself, if you are a bed.
  • You can no longer be a point of interest.
  • If a chair a creature is sitting in is destroyed, the creature is now knocked prone.
  • If a bed a creature is sitting in is destroyed, the creature is now awakened in a daze.
  • Made a small content edit to the text of Council of Gamma Rock.
  • Fixed a bug that caused bedrolls you drop to suppress NPC idle behavior throughout the zone.
  • Fixed a bug that caused some forms of autoact to mysteriously fail at zone edges.
  • Fixed a bug that, when the chair a creature was sitting in was destroyed, made the creature continue to be shown as sitting in the chair.
  • Fixed a bug that caused Oboroqoru's Lair to build infinitely.
  • Fixed a bug that caused dynamic starting villages to not be constrained in the western portion of the map.
  • [modding] Fixed a bug causing the map editor to not register keyboard input.

Feature Friday - June 25, 2021

201.107/202.67
  • Tweaked madpole frenzy behavior. Now when they sense blood in their tile, they enter a frenzied state for 10 rounds that gives them +10 Quickness and makes them prefer bleeding targets. They also go berserk for 5 rounds, per usual.
  • Temporary mutations gained from items or cooking are now displayed on the character sheet.
  • If you give a companion or other creature a book that trains a skill or increases an attribute, they now read it on their own.
  • The temperature of creatures and objects in stasis no longer adjusts toward the ambient temperature of their surroundings.
  • Inventory categories now stay collapsed after closing and reopening the inventory.
  • Decarbonizers now have their attacks interrupted if they are moved out of the tile they are firing from.
  • You can now start campfires on bridges.
  • High-powered magnets now only magnetize one item if applied to a stack.
  • Rusted creatures now have a -70 Quickness penalty.
  • Praetorian's cloaks can now be modded.
  • You can no longer name locations after your culture, for now.
  • Deactivated turrets no longer interrupt autoact.
  • The "attack" interaction now requests confirmation before attacking non-hostiles unless they are your target.
  • The Sacred Well now accepts more kinds of artifacts.
  • Items treated as artifacts because of item mods are more consistently techscannable rather than structural scannable.
  • When your items are unequipped due to body changes that aren't dismemberment (for example, due to equipping a two-faced helmet), the unequipped items now go to your inventory rather than dropping on the ground.
  • Various quest-related data disks are now marked as important.
  • When entering text into popup dialogs, the characters '&' and '^' are now handled properly.
  • Dynamic generation of indefinite articles now works correctly for the words "heiress" and "heirloom".
  • Fixed a bug that caused owned objects being taken from containers using the trade screen to disappear if you declined the confirmation prompt.
  • Fixed a bug that prevented decarbonizer beams from working.
  • Fixed a bug that caused inventory categories to stick around when empty.
  • Fixed a bug that cuased hologram bracelet decoys to not move.
  • Fixed a bug that caused dynamic villages to generate overlapped with their own outskirts.
  • Fixed a bug that caused empty ground tiles to appear in desert villages and ruins.
  • Fixed a bug that caused the hollow tree hideout to generate without ground tiles.

No Feature Friday this week; back next week

Due to some team travel, we're skipping our weekly patch this week. Feature Friday will be back next week.

Live and drink, friends.

Feature Friday - June 12, 2021

201.106/202.66
  • You can now disassemble HE Missiles. The chance of recovering any given bit from dissassembly of a missile is very low, since multiple missiles are created per batch. (Note: This won't affect missiles already generated in saved games.)
  • Crocs are now good swimmers.
  • Phase shift grenades are now capable of shifting out-of-phase things to in-phase, in addition to their existing behavior of shifting in-phase things to out-of-phase. They continue to only shift the phase of things they are phase-interactive with.
  • Decarbonizers' molecular cannons can now be shut down by more conditions, such as being EMPed.
  • Decarbonizers can now fire through obstacles that missiles can normally pass through.
  • Added new dialogue for tinkers, gemcutters, and jewelers.
  • If you have the option to confirm before moving into dangerous liquids enabled, and autoact would take you into a pool of dangerous liquid, you are now asked via popup whether you wish to move there, and autoact is cancelled if you disconfirm.
  • Simplified the signoff for several merchants.
  • You can now eat gross food such as corpses without being famished if you have Mind over Body.
  • Tattoo guns are no longer EMP sensitive.
  • Ichor merchants and kippers now actually sell the neutron flux phials they occasionally spawn with.
  • Using a Schrodinger page on a village faction from a hidden village now reveals the location of that village.
  • Mechanical wings can now have the following item mods: feathered, reinforced, scaled, and wooly.
  • You can no longer sleep in a bed that you are out of phase with.
  • You can no longer tinker recoilers to preset locations. This doesn't apply to random-point recoilers.
  • Lowered the item tier of Ezra and Six Day Stilt recoilers.
  • Using metamorphic polygel to duplicate a severed body part with a cybernetic implant in it now properly duplicates the implant as well.
  • Biological clones no longer have their coloration altered by the tattoos of their original creatures.
  • Temporal fugue clones, evil twins, and shadow duplicates now inherit the tattoo descriptions of their original creatures.
  • Items carried by temporal fugue clones, or that are otherwise temporary in nature, can no longer be butchered or harvested.
  • If you complete the Earl of Omonporch quest by leveraging your high reputation, you can no longr convene the Council of Omonporch.
  • Glass bottle descriptions now include cooking ingredient info for the liquids they contain.
  • Important villagers no longer occasionally spawn as malformed dual-named uniques.
  • Extradimensional cultists no longer occasionally spawn as malformed dual-named uniques.
  • These cherubim now belong to the right faction for their species: bat, cat, equine, grazing, mushroom, pottery, root, swine, tree, and urchin.
  • The targets of quests to interact with an object are now points of interest even if they can be taken, though they cease being points of interest if taken.
  • Young ivory and lurking beth attacks now generate floating text instead of a popup.
  • Fixed a bug that caused young ivory and lurking beth to destroy themselves when attacking.
  • Reduced the intensity of visual effects produced by the the morphogenetic item mod.
  • The vestigial 'village robot' no longer spawns.
  • Simplified some basic color patterns.
  • Corrected Sparafucile's ASL.
  • Night-vision goggles no longer consume charge on the world map.
  • Fixed a bug that caused some effects, such as phasing, to last indefinitely on inanimate objects.
  • Fixed a bug that caused grenades and thrown weapons to be auto-equipped improperly.
  • Fixed a bug that caused the estimated weight of water for a trade to be inverted.
  • Fixed a bug that caused your turn to pass when cancelling a reload attempt of a cell-loaded weapon.
  • Fixed a bug that caused electrical discharges gained from cooking to count as free actions.
  • Fixed an issue causing the entire upper level of villages to fall to the ground below immediately upon entering the zone.
  • Fixed an issue causing dynamic encounters to sometimes be improperly overlapped with village outskirts, which caused a variety of issues in villages and dynamic encounters.
  • Fixed an issue causing some new-style popups to not properly respect key delay and repeat settings when keys were held down.
  • Fixed an issue that caused the hollow tree hideout in the flower fields to have encounters it shouldn't have.
  • Fixed an issue causing item duplication on return from [redacted].
  • Fixed a rare issue causing village build failures.
  • Fixed a rare exception.

Feature Friday - June 4, 2021

201.105/202.65
  • If you know Meditate, you automatically begin meditating when you rest for 10 or more rounds uninterrupted.
  • The effects of multiple items of serene visage on Meditate's cooldown now work properly.
  • Added a new UI option: "Show ability cooldown warnings as message log entries instead of popups". Defaults to no.
  • You can now choose to treat disarmed mines and bombs as scrap.
  • Carapaces are now sturdy and cannot be cleaved.
  • Evil twins and shadow duplicates no longer inherit the party leader of the original creature.
  • Being wet no longer produces a visual effect.
  • Bonuses to your cybernetics license tier granted by equipment no longer count toward your base tier for the purposes of upgrading your tier. (Note: This won't affect equipment already generated in saved games.) New language was added to becoming nooks to reflect this.
  • Clarified in the item mod description that sturdy items cannot crack.
  • Multiple sound effects playing at the same time are now better compressed into fewer effects.
  • Made some performance improvements to liquid-rich environments.
  • The estimated weight on the trade screen now includes the weight of the water that will be traded to pay for the transaction.
  • Extrinsic limbs can no longer be set as primary limbs
  • Fixed a bug that caused starting villages in the salt marsh and salt dunes to always be known for Butchery.
  • Fixed some bugs with hostility cessation when creatures changed allegiances.
  • Fixed ulnar stimulators remaining operational when switched off.
  • Fixed a bug that caused spontaneous combustion to only trigger outside of combat instead of during combat.
  • Fixed a bug that prevented newly sentient beings from being considered creatures in some contexts.
  • Fixed a bug that prevented psychic Ego absorption from working.
  • Fixed a bug that occasionally prevented deaths from being correctly attributed to psychic Ego absorption.
  • Fixed a bug that made creature names come up as blank in some circumstances.
  • Fixed a bug that caused UI sounds to always play at full volume.
  • Fixed a grammar error in trash rifling messages.
  • Fixed some cases where creatures' cultures were not mapped properly for naming purposes.
  • Fixed a bug that caused cloned sludges to share component liquids.
  • [modding] The Chance property in population tables now supports "n/m" format to express "n chance in m". If no denominator is specified, 100 is assumed, per the current usage.