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Caves of Qud (ROGUELIKE) - coming December 5th

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
MAJOR UPDATE
POSTED
Mon, October 25
The Palladium Reef feature arc is complete and now live. Patch notes here.

"What an enchanting place! The maze of polyps allowed me to slink along, mostly unnoticed, and take in the doings of its flora and fauna. A rich diversity of life radiates across Qud, but in the Reef, it flourishes on a new level. In but one hemmed in quarter I witnessed a tetrad of kaleidoslugs round the rune-cut cone of an enigma snail, a jelly huff a cloud of plasma onto a memory eater, and a polycule of tongue tyrants devour a squad of interdictors. At one point the Reef came alive and a polyp-jeweled hermit walked out of the lattice. He grinned at me and bartered a broken hand rail. When I turned my head to nod goodbye, he was gone." -Kaylenn Sand-Shell,
In Maqqom Yd



GAME MODES
Alongside the classic mode of play, we added two new game modes. You choose a game mode when you start a new game. Here are all the modes.
  • Classic. This is the standard Qud experience with permadeath. Nothing has changed.
  • Roleplay.
    • Checkpointing at settlements. When you die, you have the option to reload from the last checkpoint. Your checkpoint is automatically set whenever you enter or leave a settlement. You can also set your checkpoint manually while at a settlement by hitting Esc and then 'c'.

  • Wander.
    • Checkpointing at settlements.
    • Your reputation with every faction starts at 0 (or higher), meaning most creatures start neutral to you. Aggressive creatures of neutral factions will still attack you.
    • You get no XP for kills.
    • You get more XP for discoveries, completing quests, and performing the water ritual. This amount scales with your level.

  • Daily. This is the daily challenge as it currently exists. We removed the weekly challenge.

You can't change your game mode once you start a game. To check what game mode you're on, your turn counter, and your world seed, hit Esc in game and select Game Info.


NEW CHARACTER CREATION SEQUENCE
  • We entirely refactored the character generation sequence to be much more sensible, highly moddable, and use an all-new, responsive, fully keyboardable and mouseable UI.
  • We added nine new preset character builds with their own tiles: Marsh Taur, Dream Tortoise, Gunwing, Star-Eye Esper, Firefrond, bzzzt, Praetorian Prime, First Gardener, and First Child of the Hearth. These are designed to help new players get started, but they're also fully customizable.



LATE-GAME REGIONS
  • We added two new late game regions to the east side of the map: Lake Hinnom and the Palladium Reef.
  • Added a new two-tiered settlement, the Yd Freehold, with many new NPCs.
  • Added lilypad people, the slynth, and a hidden slynth settlement.
  • Added two new factions: svardym and the denizens of the Yd Freehold.
  • Added svardym eggcopter storms.
  • Added a new side quest: Landing Pads.
  • Expanded the Rainbow Wood and configured it to include dynamic sites like villages, ruins, and lairs.
  • Added new creatures: svardym hatchling, svardym jut, svardym scrounge, svardym eld, prism perch, white esh, quatravolt glider, trining lamprey, giant clam, reef hermit, plasma jelly, kaleidoslug, enigma snail, junk dollar, tongue tyrant, sultan croc, star kraken, galgal, slynth, and slynth wanderer.
  • Added new plants, plant-like animals, and reef infrastructure pieces: coral polyp, palladium strut, palliud strut with coral growth, finger coral, tunnel sponge, bop sponge, and arsplice hyphae.
  • Added two new liquids: algae and sunslag.
  • Added new butcherable and harvestable consumables: bop cheek and tongue twist.
  • Added three new cooking effect domains: rubber-based, powerful rubber-based, and tongue-based.
  • Added three new ingredients: congealed rubbergum, sliced bop cheek, and fermented tongue.
  • Added [extremely redacted] and all its miscellaneous [redacted].
  • Added a new music track for the Rainbow Wood, Lake Hinnom, and the Palladium Reef.
  • Added many new items, implants, furniture, and other objects. They're listed below in the OTHER NEW THINGS section.



OTHER NEW THINGS
  • Added a new wayfaring skill, Wilderness Lore: Rivers and Lakes.
  • Added new items: gravity grenade, plasma grenade, eigenpistol, arc winder, high-voltage arc winder, light rail, hand rail, di-thermo beam, spaser rifle, spaser pistol, space inverter, psychal fleshgun, step sowers, 3D cobblers, slip ring, gas tumbler, thermo cask, high-energy thermo cask, chiral rings, tri-hologram bracelet, night-sight interpolators, precision nanon fingers, psychic meridian, kaleidocera cape, kaleidocera muffs, kaleidocera krakows, enigma cone, enigma cap, and sharpened polyp.
  • Added new cybernetic implants: tibular hydrojets, optical multiscanner, magnetic core, skin glitter, stasis projector, crysteel hand bones, and [redacted].
  • Added three new item mods: snail-encrusted, nanon, and fitted with beamsplitter.
  • Added a new gas: plasma.
  • Added a new type of cybernetic implant merchant: gutsmonger. There's one guaranteed in the SE corner of the Stiltgrounds.
  • Added organ markets.
  • Added two new books: In Maqqom Yd and The Murmurs' Prayer.
  • Added new walls: crysteel plate shear wall, star orchid marble wall, and fulcrete with square wave.
  • Added a whole bunch of new furniture.
  • Added a whole bunch of new tile art.



GAMEPLAY
  • Flawless crysteel gear is now a bit rarer.
  • Zetachrome gear is now much rarer.
  • Gunslingers now start with Akimbo instead of Weak Spotter, and they start with much more ammo.
  • Water Merchants now start with Short Blade.
  • Gave several existing merchants cybernetic implants as wares.
  • You can no longer disassemble non-takeable furniture.
  • Tier 6 bits are now a little more common.
  • You can no longer manipulate the results of cooking with nectar by using Precognition.
  • Creatures beguiled via the cooking effect triggered action now lose interest in their beguilers after the metabolizing effect expires.
  • Salt kraken now have their own unique behavior.
  • Modified how plant-based cooking effects work.
  • Updated Burgeoning plant-summoning tables to be better distributed and include more plants, particularly late-game plants.
  • Soup sludges now appear in dynamic encounters.
  • Moved the river referenced in Raising Indrix to south of the Kyakukya instead of north. Also fixed a bug with its starting location.
  • Made moving across rivers, lakes, and the Rainbow Wood a little slower.
  • You can now jump through squares that contain creatures who are out of phase or flight with you.
  • Village ovens can no longer include psychal gland paste.
  • Serrated and nanon weapons now have a very small chance to decapitate independent of whether you have the Decapitate skill power. Having Decapitate does not augment this chance.
  • The Rainbow Wood is no longer considered a jungle for the purposes of wilderness lore.
  • Generated villages now interact more robustly with their surrounding terrain.
  • Gorged growths now dehydrate and crumble apart after a while.
  • Meditation no longer occasionally cures gamma moth mutation.
  • Damage reflected by equipment is now attributed to the equipment's wearer.
  • You can no longer talk to your original body while dominating another creature. (This led to bad things.)
  • Psionic weapons no longer affect inanimate objects.
  • Night-vision goggles are now overloadable.
  • Eater's flesh and luminous hoarshrooms now count as mushrooms for the purposes of triggering cooking effects.
  • Creatures are now a little better at escaping environmental damage.
  • Creatures no longer use Force Bubble if an ally is adjacent. This prevents rare Force Bubble + Temporal Fugue crashes.
  • Nulling weapons now apply astral burdening for a short time after they hit, rather than only instantaneously as they hit.
  • Temporal fugue clones are now placed a little more intelligently with respect to natural movement modes (e.g., aquatic creature clones will prefer spawning in swim-depth water).
  • Rummaging creatures, such as arconauts, no longer rummage as villagers.



UI
  • Made several general enhancements to the look and feel of the new UI.
  • Added all new tiles for most missile weapons.
  • Most things that interrupt autoact now provide a visual indicator of what caused the interruption, if it's something external.
  • Disassembling something now exits the inventory menu when you're done.
  • Disassemble-all is now interrupted if you become threatened by a nearby creature.
  • Morphotypes now show up in the character sheet.
  • Added a prerelease input manager binding for "move to point of interest".
  • The carrying capacity bonus from Multiple Legs now reflects its description.
  • Looking at objects in force fields and stasis fields now gives info on the object instead of the field.
  • Rephrased messages about additional body parts needed to equip items in more abstract, inclusive terms.
  • Slightly decreased the traversal speed of most projectiles.
  • Irritable Genome's message now includes the mutation that was affected.
  • Added a popup confirmation for targeting yourself with a geomagnetic disc.
  • A visible rhinox getting ready to charge now interrupts autoact.
  • The prerelease input manager now lets you rebind the cancel action.
  • Getting from the current cell now prioritizes takeable items over liquids.
  • Missile weapon targeting now has a bindable context menu.
  • Changed ghost perch's color.
  • Changed memory eater's ASCII glyph.
  • Changed giant amoeba's ASCII glyph.
  • Change twinning lamprey ASCII glyph color.



MISCELLANEOUS AND BUGFIXES
  • Our official, community-managed wiki has a new home: https://wiki.cavesofqud.com. We updated the link in the Modding Utilities.
  • Made significant visual enhancements to the world map.
  • Made some changes to the ASCII worldmap.
  • Added Omonporch and the Yd Freehold as landmarks.
  • Renamed Wilderness Lore: Mountains to Wilderness Lore: Hills and Mountains.
  • Having the equipment rack cybernetic implant no longer prevents you from receiving a certain achievement.
  • You no longer receive a certain achievement earlier than is appropriate just by being repeatedly dismembered.
  • You can no longer use the following items and abilities on the worldmap: hologram bracelet, Force Wall, Light Manipulation, Time Dilation, gas generation, and Spinnerets.
  • The trip back from [redacted] now works more consistently.
  • Using the sit interaction on a chair that's in your inventory now places the chair on the ground and sits on it, rather than silently failing.
  • Recycling suits can no longer (uselessly) get the recycling mod.
  • Added a new description, name color, and eat message for arsplice seed.
  • Turrets mounting blood-gradient hand vacuums are now called blood-gradient vacuum turrets.
  • Crab cherubim and mechanical crab cherubim now have claws.
  • Clarified that the fitted with filters mod only protects against harmful gases if you're breathing them.
  • Clarified in the description of giant hands that it applies to all weapon types.
  • Clarified in the description of Akimbo that it applies to all missile weapon types.
  • Greatly improved performance when a large party of creatures is on screen.
  • Fixed a bug that caused autoexplore to dig around boulders and rubble instead of through them.
  • Fixed a bug that caused Temporal Fugue clones to always spawn northwest of you.
  • Fixed a bug that caused jewelers to occasionally have double-jewel-encrusted items.
  • Fixed a bug that caused you to occasionally get stuck inside walls when using Space-Time Vortex.
  • Fixed an error when a creature with no back grew wings.
  • Fixed the worldmap tip displaying too soon (during world generation).
  • Fixed incorrect pronouns in the description of sultan crocs.
  • Fixed a bug that caused Regeneration to regrow your tongue while you were still affected by glotrot.
  • Fixed a bug that caused ubernostrum tonics to remove glotrot without the cure.
  • Fixed a bug that caused Light Manipulation's lase ability to fail when targeting a creature with mental mirror.
  • Fixed a bug that caused creatures to sometimes generate inside walls.
  • Fixed a bug that caused natural claw weapons from Skulk Tonic to remain after the effect expired.
  • Fixed a bug that caused map notes to not load until you opened your journal.
  • Fixed a bug that caused recipes intended to give corrosive gas generation to have no effect.
  • Fixed a bug that made it impossible to complete an important Tomb of the Eaters quest step.
  • Fixed a bug that prevented relics that bestow extra carry capacity from working.
  • Fixed a bug that caused you to be referred to in the third person when dealing damage with Sunder Mind.
  • Fixed a bug that caused [redacted] to fail to render correctly if entered with penetrating radar enabled.
  • Fixed an issue that would prevent [redacted] from carving murals if interrupted by a serialization cycle.
  • Fixed a bug that caused pits and chasms to drop you into solid walls.
  • Fixed a bug that caused objects to be placed on top of pits, leading to excessive build times as multiple zones were built.
  • Fixed a bug that caused zone transitions to happen rapidly every time an object was swallowed by a vortex.
  • Fixed a bug that caused gas generation to continue after transitioning to the world map.
  • Fixed a bug that caused visual effects like torches to sometimes persist after teleporting to another zone.
  • Fixed a bug that caused geomagnetic disc to sometimes bounce to neutral and friendly creatures.
  • Fixed a bug that caused villages or village outskirts to build over Pax Klanq's hut.
  • Fixed a performance issue caused by aquatic or wall-walking creatures in your party trying to pathfind to you.
  • Fixed a bug that caused Mental Mirror to be very unlikely to reflect mental attacks.
  • Fixed a bug that caused bonded companion cherubim and soup sludges to spawn without their party leaders or factions set.
  • Fixed a bug that caused soup sludges to only render their first four liquid colors.
  • Fixed a rare exception that prevented the ability manager from opening.
  • Fixed a rare crash in Grit Gate.
  • The "you" pronoun is no longer incorrectly used when creatures collect liquids.
  • Fixed a bug that caused the minimap to share the message logs opacity setting.
  • Fixed the pluralization of pneumatic pistons, anchor spikes, palladium electrodeposits, and tibular hydrojets.
  • Fixed a bug that caused Golgotha and Bethesda Susa to not build properly.
  • Fixed a bug that caused Joppa's opening story popup to give incorrect info.
  • Fixed a bug that confused Joppa and the ruins of Joppa in certain contexts.
  • [pets] Fixed a bug that caused You, but Mechanical not to inherit your anatomy.



DEBUG AND MODDING
  • Added a new, highly-extensible data file, EmbarkModules.xml, that drives character creation.
  • Added three new body types for clams, jellies, and starfish.
  • Added some new predicates to conversations: IfTrueKin, IfNotTrueKin, IfGenotype, IfNotGenotype, IfSubtype, and IfNotSubtype.
  • Unity impostors now support X and Y offsets.
  • Fixed populations being replaced instead of merged.
  • AllowedMutationCategories defined in Genotypes.xml now supports a comma separated list of included/excluded categories. E.g., "Physical,Morphotypes" = only physical and morphotypes; "*,-Mental" = everything but mental.
  • Added a context menu to objects in the map editor for adding a part without the need of a new blueprint.
  • Fixed a boot crash when defining duplicate conversation nodes.


It's a big patch, so we probably missed some things here! If you have a question, just ask.
 

gogis

Scholar
Joined
Jun 9, 2018
Messages
100
Holy shit, they've just made mode where nothing is hostile to you? I was aware of SJW shit in Qud but it's next level. Why all good stuff like CDDA, Qud and Dwarf Fortress is completely overtaken by poz devs? What am I missing? Were they taken hostage? Were they like that from the very beginning and I was lured in? Should I be scared?
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,559
Something about trannies taking over isolated communities to corrupt them, be it modders, roguelike devs, or translators.
 

LarryTyphoid

Scholar
Joined
Sep 16, 2021
Messages
2,233
Holy shit, they've just made mode where nothing is hostile to you? I was aware of SJW shit in Qud but it's next level. Why all good stuff like CDDA, Qud and Dwarf Fortress is completely overtaken by poz devs? What am I missing? Were they taken hostage? Were they like that from the very beginning and I was lured in? Should I be scared?
Qud devs have been pozzed for a good while now.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
REGULAR UPDATE
POSTED
Sat, October 30
Feature Friday - October 29, 2021

202.93
  • Added a third completely transparent opacity setting to the minimap, nearby objects and message log opacity toggles.
  • Added a window position lock toggle which removes the position and size borders of the message log, minimap and nearby objects windows.
  • Fixed a bug that prevented you from toggling certain toggleable abilities off before their cooldowns expired (including gas generation, Phasing, and Force Bubble).
  • Fixed a bug that caused ironshank to stop progressing if you reached over 200 move speed.
  • Fixed [redacted] ignoring the combat animations option.
  • Fixed a bug causing minimap and message log size persistance to not work correctly when the UI was not at 1.0x scale
  • Overloaded arc winder no longer appears as a blueprint on data disks.
  • [modding] Added preprocessing symbols for compiled mods to define optional behavior if another mod was loaded.
    For example,
    #if MOD_BLUE_CTESIPHUS
    will only compile what's within if the Blue Ctesiphus mod was loaded earlier.
  • [modding] Added [HasOptionFlagUpdate] and [OptionFlagUpdate] attributes that are invoked whenever an option is updated.
  • [modding] Added an option to write compiled mod assemblies to disk.
  • [modding] Fixed a bug that caused character creation to freeze if you did not define a detail color for a genotype.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
REGULAR UPDATE
POSTED
Sat, November 6
Feature Friday - November 5, 2021

202.94
  • Disassembling a single item now has no action cost and no longer drops you out of the inventory. We may change this behavior again once we do more refinement to inventory action cost.
  • Added worldmap descriptions for Lake Hinnom, the Palladium Reef, and the Yd Freehold.
  • Added a description for gutsmonger.
  • The villagers of Ezra is now considered an old faction.
  • Yondercane is no longer considered meat.
  • Mechanical cherubim heads now disassemble to a 7-bit.
  • Villagers in village outskirts now act more like villagers in the village proper.
  • Blank sultan murals no longer show up in villages.
  • You can no longer build Six Day Stilt recoilers.
  • Small boulders now weigh less than medium boulders.
  • Fullerite melee weapons are now considered metal due to their steel shafts.
  • Removed unused flail and chain blueprints.
  • Clarified in the message for polyp plucking that you aren't collecting the polyp.
  • You can no longer duplicate the n-pointed asterisk.
  • Mechanical creatures whose descriptions are written in verse now have the description of their persistent hum better integrated.
  • Removed an extraneous secret for the Mark of Death.
  • Wandering creatures that tend to path around deep pools and other obstacles are now less likely to choose those obstacles as destinations.
  • Legendary jilted lovers now get the correct colorization.
  • Severed giant amoeba limbs now get the correct colorization.
  • Changed the option for pushing right on the inventory screen to equip to also apply to pushing left on the equipment screen to unequip.
  • Fixed a rare bug that caused roleplay and wander mode games to be deleted when quitting to the main menu after a death.
  • Fixed a bug that caused items to vanish during trade or container use.
  • Fixed a bug that caused subterranean deathlands zones not to have names.
  • Fixed a bug that caused sultan cult leaders in historic sites not to be identified as leaders in their titles.
  • Fixed pentaceps pluralization.
  • Fixed a typo in the ornate chair description.
  • Fixed a bug that caused canyons, rivers, and roads to sometimes end abruptly between zones.
  • Fixed a bug that caused canyons, rivers, roads, and stairs to not build if you had visited the zone or or a connecting zone and then loaded an earlier save.
  • Fixed a bug that caused you to occasionally be placed inside walls when you became lost.
  • Fixed rare grammar issues around the possessive case.
  • [modding] Line numbers are now included in runtime error messages for mods if the "Write compiled mod assemblies to disk" option is enabled.
  • [modding] Like Subtypes, Genotypes can now define individual <extrainfo> elements instead of <chargeninfo>.
  • [modding] Fixed invalid manifest IDs breaking certain mods.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
REGULAR UPDATE
POSTED
Fri, November 12
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.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
REGULAR UPDATE
POSTED
Sat, November 20
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.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,653
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/333640/view/3108042783043216147
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.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
REGULAR UPDATE
POSTED
Sun, November 28
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.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
REGULAR UPDATE
POSTED
Sat, December 4
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.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
REGULAR UPDATE
POSTED
Fri, December 10
Feature Friday - December 10, 2021

202.101
  • Robots and mutated plants can now be stunned.
  • Baetyl, hermit, and mysterious stranger cherubim now belong to the correct factions.
  • Pax Klanq is now immune to fungal infections.
  • Dynamic quests no longer use player map notes as landmarks.
  • White esh now honk instead of caaw.
  • Meyehind and Liihart now rejoin the hindren faction if Eskhind becomes Hindriarch.
  • Wardens Esthers, Lulihart, and Tszappur now more consistently get along.
  • Argyve no longer offers to sell his scratched data disk, and Q Girl no longer offers to sell her data disk with encoded instructions.
  • Made some tweaks to low-tier melee relic base types.
  • Fixed pluralization of 'boot' in sultan histories.
  • Fixed a bug that caused excessive CPU use in cybernetics terminals.
  • Fixed a bug that caused rhinoxen to get a number of free melee attacks on their targets when charging.
  • Fixed a bug where if a rhinox's charge killed a creature, a copy of that creature's corpse was spawned in each tile of the charge path.
  • Fixed a bug that caused extremely odd names to get generated for sultan cults and sultan relics.
  • Fixed a bug that occasionally caused ovens to do nothing.
  • Fixed several rare exceptions in the display of cooking recipies.
  • Fixed a typo in arc winder's description.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
REGULAR UPDATE
POSTED
Sat, December 18
Feature Friday - December 17, 2021

202.102
  • Equipment with power switches, such as ontological anchors, night-vision goggles, and ninefold boots, now grasts you an activated ability for toggling their power.
  • Creatures that are immune to being damaged are now also immune to being dismembered.
  • Jewelers and gemcutters now have guards.
  • Corrected resonance grenade damage to non-structural objects in the grenade description.
  • Frog cherubim now correctly belong to the frogs faction.
  • Regeneration tanks now tolerate impure convalessence mixtures as long as they contain at leats 100 drams and the mixture is at least two-thirds convalessence. Regen tanks in existing saved games won't be affected, though.
  • Regen tanks now properly regenerate tongues even when they're the only body part you lost.
  • Creatures no longer attempt to use Disintegration against enemies they are out of phase with.
  • Gave the [redacted] sapient plant properties.
  • You can no longer [redacted] before starting the Tomb of the Eaters quest.
  • Added the arcology names back to the true kin caste selection screen.
  • Cooking effects that identify all artifacts on the local map now identify implanted cybernetics.
  • Fixed a bug that caused variables to occasionally display in the names of village factions.
  • Fixed a bug that caused hologram bracelets to have infinite range.
  • Fixed an issue that occasionally caused invalid text to be generated after leaving a zone with an object you were lovesick for.
  • Fixed a bug with temporal fugue clones and other temporary objects that prevented zones from unloading, degrading performance.
  • Fixed an issue that occasionally caused out-of-date copies of your body or your followers to return from [redacted].
  • Made the text color consistent across hyperbiotic object names.
  • Fixed a wrong identation in Corpus Choliys.
  • Fixed a bug that made sower's seeds considered inorganic and eligible for donation at the sacred well.
  • Fixed the pluralization of 'moments in time chosen arbitrarily'.
  • Fixed a pluralization issue in dynamic quest text.
  • Fixed a rare bug that caused saves to fail to load.
  • Fixed a bug that caused your [redacted] to fail to generate properly.
  • [modding] Made the 'sheeter' wish more robust.
 

Brickfrog

Learned
Joined
Aug 28, 2020
Messages
810
Can anyone think of a positive review that engendered more hatred towards a video game than sseth's absolutely glowing video on caves of qud?
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
REGULAR UPDATE
POSTED
Thu, December 30
The Deep Jungle beta is here

Our Deep Jungle feature arc is now in beta. If you're interested, come help us test!

To access the beta: right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. We'd appreciate if you logged issues you find at our public issue tracker. Kindly include [beta] in the bug title.

Live and drink, friends.

PATCH NOTES

DEEP JUNGLE AND BAROQUE RUINS
  • We added two minor late-game regions, the deep jungle and baroque ruins.
    • Made significant changes to the worldmap to accommodate the new regions.
    • Added new creatures: deep slumberling, purple jell, trash abbot, and goatfolk qlippoth.
    • Added new flora: nachash tree and nimbus beam.
    • Added rare urberry bushes.


LATE-GAME HISTORIC SITES
  • We added historic sites for the period 1, 2, and 3 sultans. The number of historic sites per game now follows this pattern:
    • Period 5 sultan: 2 sites
    • Period 4 sultan: 2 sites
    • Period 3 sultan: 2 sites
    • Period 2 sultan: 1 site
    • Period 1 sultan: 1 site

  • We made mid and late-game historic sites have fewer levels. They now max out at around depth 7.
  • More changes to historic site population are likely to come.


NEW ACHIEVEMENTS
  • Added 48 new achievements.
    • Mechanimist Reformer; Aaaaaaaaargh!; Feast Upon the Goat Hearts! *cheers*; Rocket Bear; Two Cats Are Better Than One; Me, Myself, and I; Clonal Colony; The Woe of Apes; Close the Loop; Tourist; Sight Older Than Sight; What Are Directions on a Space That Cannot Be Ordered?; Star-Eye Esper; The Quasar Mind; There Can Be Only One; Glimmer of Truth; Sultan of Salt; Absolute Unit; Non-Locally Sourced;
      Surprise!; From Thyn Heres Shaken the Wet and Olde Lif; All Those Who Wander; The Recitation of the Drowning of Eudoxia by the Witches of Moonhearth; A Clammy Reception; What's Eating the Watervine?; Byevalve; You Recame; Dayenu; Belong, Friends; Token of Gratitude; The Laws of Physics Are Mere Suggestions, Vol. 2; Aetalag; I-; *gulp*; Jeweled Dusk; The Narrowing Sky; Dawnglider; Was It Something I Said?; Lottery Winner; The Psychal Chorus; Become as Gods; Live and Ink; tsk tsk; Raisins in the Layer Cake;
      May the Ground Shake But the Six Day Stilt Never Tumble; Red Rock Hazing Ritual; Mumblecore; Open Your Mind


RUST WELLS
  • The Rust Wells have been entirely revamped. The dungeons are now based on fulcrete wells that are dug into the earth.
  • Added a mechanism to allow flight in strata beneath the surface when there is sufficient open sky above you.


BALANCE
  • If you have the Hooks for Feet defect, your dismembered hooks now regrow.
  • We reduced the defensive buffs from cooking with the preserved gland paste of the various bearded lizards.
    • Sleetbeard gland paste and concentrated sleetbeard gland paste now bestow +10 and +20 cold resist, respectively, instead of +100.
    • Flamebeard gland paste and concentrated flamebeard gland paste now bestow +10 and +20 heat resist, respectively, instead of +100.
    • Tartbeard gland paste and concentrated tartbeard gland paste now bestow +10 and +20 acid resist, respectively, instead of +100.
    • The gland paste and concentrated gland paste of nullbeards, gallbeards, dreambeards, stunbeards, and maze beards no longer offer any defensive bonuses.

  • Made a small adjustment to the creature tier calculation.


POPULATION REFACTOR
  • We're in the process of refactoring our systems for populating maps and creature inventories. Creature and equipment distributions may have changed somewhat (but not drastically).
  • Humanoid creatures, particularly snapjaws and goatfolk, now rarely spawn with a wider range of equipment.
  • Snapjaw scavengers now occasionally spawn without equipment.


MODDING
  • We're in the process of retiring encounter tables in favor of population tables. This may affect mods.
  • Creatures that were previously equipped via encounter table equipment builders are now implemented as multiple creature objects with the AggregateWith tag (ex: Snapjaw Scavenger).
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
REGULAR UPDATE
POSTED
Sat, January 8
Feature Friday - January 7, 2022

203.4 - 'beta' branch
  • Added new items: ogre fur hat, ogre fur gloves, and ogre fur cloak.
  • You can now butcher ape fur hats and ape fur gloves from albino ape corpses. The descriptions of these items were changed to make this more sensible.
  • Relic melee weapons are now sometimes two-handed.
  • Historic sites are now built from a more sensible set of wall types, which includes gilded marble from the appropriate sultanate period.
  • Removed short swords from the game because their stats were extraneous and identical to daggers. If they do come back, they'll likely be revamped.
  • Added new descriptions for low and mid tier daggers, cudgels, axes, and swords.
  • Cloneling clones now count toward the achievements "Me, Myself, and I" and "Clonal Colony".
  • Fixed a bug that caused the achievement for traveling to the Six Day Stilt not to unlock if you had accepted the quest O Glorious Shekhinah!
  • Fixed a bug that caused the razed goatfolk village to fail to build.
  • Fixed a bug that caused read books to count multiple times for achievements.
  • [debug] Added an option to disable achievement progress (Debug > disable achievements).
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
REGULAR UPDATE
POSTED
Fri, January 14
Feature Friday - January 14, 2022

203.6 - 'beta' branch
  • Added a new music track to [redacted].
  • You now fall in love with statues and figurines depicting creatures you would normally fall in love with.
  • Renamed "desert rifle"" to "Isaachar rifle"".
  • Renamed "borderlands revolver" to "chrome revolver".
  • Added new descriptions for the following guns and ammo: Issachar rifle, carbine, sniper rifle, musket, chain laser, linear cannon, freeze ray, blood-gradient hand vacuum, chaingun, chrome revolver, semi-automatic pistol, chain pistol, pump shotgun, combat shotgun, lead slug, electrobow, grenade launcher, missile launcher, HE missile, phase cannon, nullray pistol, short bow, compound bow, and flamethrower.
  • Adjusted the tiers of some missile weapons.
  • Fixed a typo in Goek's dialog.
  • The life drain effect of bloody soup sludges no longer triggers on all weapon hits, instead restricted to a hit from their bloody pseudopod.
  • Fixed a bug that caused the "Hole Like a Head" achievement to not unlock if you had multiple heads.
  • Fixed a bug that caused the game to freeze if you were dominating an object requiring fungal vision as the shimmering effect expired.
  • Fixed a bug that caused the shimmering screen effect from consuming Eater's flesh to persist when dominating another creature.
 

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