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Caves of Qud News

Feature Friday - September 21, 2019

193.0
  • We tweaked the layout of Joppa.
    • Moved the sultan shrine to the map north of Joppa, near the graveyard.
    • Added a guaranteed shrine to Resheph where the sultan shrine used to be.
    • Added a dirt path leading from central Joppa to the graveyard and sultan shrine, and a sign to guide the way.
  • Added a new item: tattoo gun.
  • Added a new item: precinct navigator.
  • Added some new bracelet tiles.
  • Force bracelet now appears slightly more often in rare artifact loot tables.
  • Fixed a bug that occurred while cooking with convalessence.
  • [modding] DischargeOnHit now triggers on thrown weapons and projectiles.
  • [modding] Added a new event, ProjectileEnteringCell, which gets passed to all objects in a cell before projectile impact occurs. You can modify the path during this event; any changes from index p onward will take effect. Returning false skips this cell's projectile impact.

      It has the following parameters.
    • Cell: the current cell
    • Path: the list of Points in the current missile path
    • p: the int value of the current index in the missile path
    • Attacker: the attacking creature

Feature Friday - September 13, 2019

192.0

Added a Sixth Great Sultan to the history of Qud: Resheph. His history is depicted via shrines like the other sultans but remains the same from game to game.
Converted the dates that appear in sultan and village histories to the new Reshephian calendar.
Added a new faction: Cult of the Coiled Lamb.
Added a secluded shrine to Resheph in the Stiltgrounds.
Added a new NPC to the Stiltgrounds: Tszappur, disciple of the Coiled Lamb. Tszappur will muse with you over the significance of the events in Resheph's life.
Altered the entry point tile of the Six Day Stilt.
Revamped the post-quest dialog for 'What's Eating the Watervine?'.
Life drain now properly ceases if the drainer dies.
Fixed a bug that caused the attacker to be treated as the defender during some critical hit effects.
Fixed a typo in maghammer's description.
Fixed some other typos.
[modding] Mods can now include a Commands.xml file that adds mod-specific keybinds. The command IDs are fired as events on the player body.
[modding] Mods can now include an Options.xml file that adds mod-specific options.
[modding] The NameMaker and Tinkering classes are now public.
[modding] Added a new attribute and interface: PlayerMutator and IPlayerMutator. You can use them to modify the player object before the game begins. Any class tagged with the PlayerMutator attribute is instantiated after the player object is created and assigned, and the "mutate" method is called with the player as the parameter. For example:


[PlayerMutator]
public class MyPlayerMutator : IPlayerMutator
{
public void mutate(GameObject player)
{
// modify the player object before the game starts
}
}

Feature Friday - September 6, 2019

191.0

  • Added a new item: maghammer.
  • Added a new eyewear mod: nav.
  • Added new tiles for the following items, creatures, and locations.
    • Mechanmist rummager
    • albino ape pelt
    • ogre ape pelt
    • ripe cucumber
    • arsplice seed
    • crystal of Eve
    • Eater's flesh
    • mental aggregator
    • leafy helm
    • croccasins
    • elastyne slippers
    • yeshyrskin slippers
    • ape fur hat
    • plastifer bonnet
    • polyhedral rings
    • eyeless crab shell
    • gyrocopter backpack
    • tread guard
    • VISAGE
    • wool kilt
    • clay pot
    • the rusted archway
  • You can now mod items by interacting with them in your inventory and choosing "mod with tinkering".
  • The tinkering screen now indicates when there are hostile creatures are nearby.
  • Recharging energy cells now takes a turn and cannot be done while frozen.
  • You can no longer apply the following melee mods to missile weapons: electrified, freezing, flaming, and counterweighted.
  • Fixed a bug with the trade/violence reward branch in Kith and Kin that caused the grenade stockpile reward to be only half as many grenades as it should have been.
  • Fixed a bug that made hats ineligible for several mods they were designed to be eligible for.
  • Fixed a bug that sometimes caused baboons to fail to generate as villagers.
  • Fixed a bug that caused unique baboons to have the name 'baboon hero' instead of a proper name.
  • Fixed a typo in the description of effects that alter your move speed while you're in a pool of liquid.
  • Fixed a bug that caused skill-based speed bonuses to world map travel to not work (e.g., bonuses granted by the Survival skill powers).
  • [modding] You can now set the Owner field on objects in the map editor.

No Patch This Week, Weekly Patch Resumes on September 6th

Hey all,
The dev team is doing some traveling this week, so there'll be no patch on Friday. The weekly patch will resume the following Friday (September 6th).

Thanks, friends. Live and drink.

Feature Friday - August 23, 2019

190.0

Arconauts report the continued unearthing of a massive tomb complex surrounding the Spindle at Omonporch. A stolen ledger reveals the presence of catacombs, a crematory, crypts, and sepulchers for each of the Six Great Sultans. They insist that we monitor the site for further developments, which, they say, will continue to come.
The description on shields now clarifies that shields only grant their AV when you successfully block an attack.
Shield block messages and particle text now display the bonus AV granted.
Added a background to the mod configuration page.
Indrix now repeats his directions to Mamon Souldrinker when you talk to him again after starting Raising Indrix.
Sparking baetyls no longer ask for unobtainable glow-wight corpses.
Lairs are no longer sometimes generated with a mysterious 'baboon hero' occupant.
Dialog nodes with consequences can no longer be avoided by performing the water ritual or entering the trade screen.
Removed some deprecated skills from NPCs.
Updated the description of Disintegration to clarify that bonus damage is done to structural objects rather than inanimate objects.
Fixed a bug that caused indigenous village tinkers to be unable to repair, identify, and recharge items.
Fixed a bug that caused various skill powers to fail to work with natural equipment (e.g., fists).
Fixed a bug that caused issues when amphibious player characters traveled on the world map.
Fixed a bug that allowed you to disassemble equipped items without actually losing the item.
Fixed a bug that caused Shake It Off to fail to attempt to prevent daze or stun the first turn the effect was acquired.
Fixed a bug that prevented medicinal liquids from attempting their disease prevention effect in the case of Ironshank.
Re-enabled the Modding Utilities menu background image.