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Caves of Qud News

Feature Friday and End-of-Year Patch Plans

Hey all,
We want to sketch out our patch plans for you for the rest of the year. Our work on the Tomb of the Eaters feature arc is reaching fever pitch, so you can expect smaller weekly patches leading up to the Tomb beta, which'll come either in November or early December. Once we put out the beta, it's likely we'll take a few weeks off from posting weekly patches until the Tomb feature arc is fully launched. After that, weekly patches will resume as normal.

That's it, friends. Be well, live, and drink.

197.0
  • Albino ape pelts are now categorized as trade goods instead of snacks.
  • Creatures glyphs rendered by Heightened Hearing now properly respect your tile/ASCII settings instead of always appearing as tiles.
  • When a creature is being engulfed by another creature, if either one changes their phase, the engulfing is stopped.
  • The list of colors in the tattoo gun interface are now themselves appropriately colored.
  • Fixed a bug that caused you to sometimes become lost on a map that you had previously visited.
  • Fixed a bug that caused reveal-all actions to not reveal the lower-rightmost corner of the map.
  • Fixed a bug that caused some trash rifling success messages to not display as popups
  • [modding] We made several GoalHandler and AI classes public.

Feature Friday - October 25, 2019

196.0

Added two new cooking ingredients: congealed skulk and drop of nectar.
Added three new cooking domains: Agility-based effects, burrowing-based effects, and uncertain attribute-based effects.
Tszappur no longer has a chance to be disliked by the Mechanimists.
Ontological anchors, ulnar stimulators, and night-vision goggles now have power switches.
Slam once again requires a cudgel to be equipped.
Time dilation now imposes a minimum penalty of 1 Quickness if it takes effect at all.
Hidden factions no longer appear in the descriptions of NPCs who give reputation.
Ogre Ape Pelts are now categorized as trade goods instead of snacks.
You no longer get a warning message if an NPC picks up an object owned by someone else.
Fixed a bug where slotted energy cells would also remain in your inventory.
Fixed a bug that caused Frenzy to last indefinitely.
Fixed a bug that caused NPCs to avoid light sources that also cooled them.
Fixed a bug that let you escape out of certain mandatory dialogs, such as choosing a cooking recipe effect.
Fixed a bug that caused immigrant tinkers in villages to not get set up properly.
Fixed a missing newline in a Mechanimist saying.
[modding] We made bodies and body parts moddable. See Bodies.xml.

Feature Friday - October 11th, 2019

195.0

Added two new cooking ingredients: congealed hulk honey and soul curd.
Added two new cooking domains: Strength-based effects and powerful regeneration/healing-based effects.
When you turn in 'A Call to Arms', Otho's damage assessment should now be more accurate. We fixed a couple bugs that caused the wrong outcome to be recorded.
Fixed a bug that prevented you from learning cooking recipes from villages.
Added a failure message for rifling through trash via Trash Divining.
Stun gas now only stuns things with brains.
Slog's annunclus no longer shows up in baetyl requests or other dynamic encounters.
Slime Glands and Gas Generation no longer work on the worldmap.
Fungal infections are now properly destroyed when forcibly removed.
Added case-specific messaging for loading and unloading an energy cell.
Loading an energy cell no longer generates a message saying that you dropped the cell.
Rephrased the description of Amphibious to be clearer.
Numpad 0 no longer acts as a hotkey for Abandon Character in the ESC menu.
Removed leading whitespace from some conversation choices.
Fixed a bug that caused flamethrowers and shotguns to not fire.
Fixed some liquid-related bugs with cooking and soup sludge spawning.
Fixed a rare exception with primordial soup.
You know why I'm here, Slog.
[modding] Conversation choice text loaded from XML now has its leading whitespaces trimmed.

October Patch Schedule

Hello friends,
We're doing some traveling in October for Roguelike Celebration and other work-related events, and this'll impact our weekly updates. So here's our updated patch schedule for the rest of the month.

  • Friday, October 4th: NO PATCH
  • Friday, October 11th: PATCH
  • Friday, October 18th: NO PATCH
  • Friday, October 25th: PATCH


Thanks for your continued support, all. Live and drink.

Feature Friday - September 27, 2019

194.0

Note: this update will break save compatibility. If you'd like to continue a save from a previous patch, you can switch back to that patch's branch. From Steam, right-click Caves of Qud > Properties > Betas > choose a branch. Last week's branch is 2.0.193.x'.

Walls, furniture, and tombstones now occasionally appear with graffiti.
If the creature you're dominating gets turned to stone by a lithofex gaze, you no longer erroneously die.
Life loops now prevent the limb they're equipped on from being severed.
Sheba Hagadias no longer has the chance to spawn as a pulsed field magnet.
Fixed some display and reputation bugs on items painted or engraved with historical events from Resheph's life.
[modding] Conversation node text now ignores leading whitespace. You can now insert a space manually with the special character sequence "/_".
[modding] Fixed a bug in PlayerMutator.
[modding] Added a new property to item mods: NativeTier. When generating mods for an item, if a mod's native tier is higher than the to-be-modded item's tier, its likelihood of being chosen is reduced by a factor of (NativeTier-ItemTier)*10.
[modding] We refactored liquids.
  • Liquids are now derived from BaseLiquid and are tagged with the [IsLiquid] attribute.
  • Removed the byte identifiers. All liquid references are now based on string IDs mapped to the value assigned in BaseLiquid::ID.
[modding] Added support for extending the JoppaWorldBuilder. Classes that extend IJoppaWorldBuilder and are tagged with the JoppaWorldBuilder attribute now have their before and after methods called during JoppaWorldBuilder execution. Here's an example.
[JoppaWorldBuilderExtension]
public class MyJoppaWorldBuilderExtension : IJoppaWorldBuilderExtension
{
public override void OnBeforeBuild( JoppaWorldBuilder builder )
{
}
public override void OnAfterBuild( JoppaWorldBuilder builder )
{
}
}
[modding] Added support for generically extending world builders. Classes that extend IWorldBuilder and are tagged with the WorldBuilder attribute now have their before and after methods called during all WorldBuilder executions. The world builders typically (but not necessarily) extend WorldBuilder. Here's an example.
[WorldBuilderExtension]
public class MyWorldBuilderExtension : IWorldBuilderExtension
{
public override void OnBeforeBuild( string world, object builder )
{
}
public override void OnAfterBuild( string world, object builder )
{
}
}