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Name

 Caves of Qud 

 

Developer

 Freehold Games 

 

Publisher

 Freehold Games 

 

Tags

 Indie 

 Strategy 

 

RPG 

 

Singleplayer 

 

 Early Access 

Release

 2015-07-15 

 

Steam

 16,79€ 15,49£ 19,99$ / 0 % 

 

News

 413 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 153 

 

Steam Rating

 Overwhelmingly Positive 

Steam store

 https://store.steampowered.com/app/333640 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 50,000 .. 100,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 88  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 88 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Caves of Qud - Linux [214.01 M] 




LINUX STREAMERS (9)
sirsamsaibasscatazrosscarranrsounding
itsadamdevcrempledraika_spikeslayer
trap_exit




Spring Molting Beta Out Now!

Hello friends!

We are excited to announce that the Spring Molting update is live now in beta. We'll be testing for a few weeks and then releasing the update on the main branch June 6th. Full patch notes can be found at the end of this post, but here is a summary:

- ALL NEW INTERFACE Our transformational UI redesign is complete! Fully mouseable, fully gamepaddable, and much prettier, but all carefully designed to maintain the essence of what makes Qud Qud. More polish is coming, but everything functional is in.
- Support for Steam Cloud saves. Play between PCs or between Steam Deck and PC, at your leisure
- a refresh of the starting town of Joppa, with the same lived-in texture as the rest of the world
- hundreds of new sound and visual effects
- several new narrative touches, big bug fixes, & performance improvements

To access the beta, select Caves of Qud in your Steam library> Preferences> Betas> Beta Branch. No password required. For bugs and feedback, please post here.

If you'd like to watch some gameplay before diving into the update yourself, you can watch snapjaw V-Tuber Gra on Youtube. Here is the VOD from yesterday's Ludonarracon Stream.

And if you want to get your friends in on Qud, there is a free demo available from now till May 13th. Access it from the Caves of Qud Steam store page.

Live and drink!

-Freehold + Kitfox

SPRING MOLTING PATCH NOTES

[h3]UI[/h3]
We added an entire new UI. (ie, we completed work on the modern UI, for folks who've been following our progress). More polish will be coming over the next several weeks, but all the functionality is there.


  • There are too many changes to fully document, but here's a partial list of new screens: trade, quests, message log, character sheet, skills, equipment & inventory, tinkering, game summary, every journal tab, status effects, reputation, world generation, interact nearby, books, in-game terminals.
  • The new UI has full keyboard, mouse, and controller support.
  • The new UI plays natively on handhelds like Steam Deck.
  • Added a search bar to relevant screens.

[h3]SAVES[/h3]

  • Added full support for Steam Cloud saves.
  • Vastly improved the performance of saves and loads.
  • Greatly reduced the number of files per save.
  • Greatly reduced save size.
  • Saves are now more resilient towards breakage, from mods or otherwise.
  • Saves now kept in the \Synced subdirectory, and unsynced files are kept in \Local.

[h3]WORLD[/h3]

  • We refreshed the starting village of Joppa.

    • Added a new apothecary: Nima Ruda.
    • Replaced Warden Ualraig with a more fleshed-out version: Warden Yrame.
    • Gave all major NPCS new dialog and new descriptions.
    • Widened the range of artifacts that can be turned in to Argyve. Concurrently, we gave some true kin castes fewer starting trinkets.
    • Made some significant changes to O Glorious Shekhinah! These changes carry through to the generated village starts, and in fact are slightly different in each village type.
    • Gave the village a makeover, with several new walls, pieces of furniture, and monuments.
    • Joppa NPCs now point you to questgivers, like the villagers of dynamic villages do.

  • We refreshed the Naphtaali faction and culture.

    • Replaced or renamed several Naphtaali. Here's the new roster of creatures: Naphtaali forager, Naphtaali tinker, Naphtaali nimrod, Naphtaali jeer, and Naphtaali sap.
    • Replaced chrome idols with unplanished godheds, and their legendary counterparts, planished godheds.
    • Refreshed woodsprogs and added them to jungle populations.
    • Added Erah the ciderer to Kyakukya.


[h3]GAMEPLAY[/h3]

  • Strong feelings creatures have due to actions you take (such as attacking them) now weaken over time instead of reverting suddenly when a map is unloaded.
  • Creatures belonging to multiple factions now take your reputation with all those factions into account when determining their attitude toward you.
  • Creatures no longer ignore changes to your faction reputation if they have a personal opinion of you.
  • Companions no longer revert to their base attitude when they lose track of their leader.
  • Creatures now get mad at you if you tell your companions to attack them.
  • Added a new piece of furniture: electric generator.
  • Tables randomly have items. on them more often.

[h3]MISC[/h3]

  • COMING SOON THIS BETA: 40 new achievements
  • Added many, many new visual and sound effects.
  • Looping music tracks now play seamlessly.
  • Made some alterations to the track that plays during Reclamation.
  • Made some tweaks to hindren and mopango dialog.
  • Refreshed and polished the dynamic wall generation system used for villages (e.g., "dragonfly chitin tent")
  • Refreshed and polished the display names, tiles, and descriptions of uindentified artifacts and partially identified artifacts.
  • Added some new trinkets: Added bubble level, spiral iron, and salt mill.
  • Added a wrench and a pestle.
  • Reduced memory fragmentation over long play sessions.
  • Improved turn-by-turn performance.
  • Improved lightray casting performance during the day.
  • Changed Issachari renderstring to 'h'.

[h3]BUGFIXES[/h3]

  • We made many, many fixes to long-standing issues around creature attitudes, including creatures losing their
  • Fixed Asphodel's followerss being limited to 8.
  • Fixed nonspecific gender verb conjugation.
  • Fixed several cases of messages referring to a *PooledObject.
  • Fixed the performance impact when many creatures had died or objects had been destroyed.
  • Fixed non-human village tinkers and apothecaries not having tier-appropriate stock.
  • Fixed many other small issues.

[h3]MODDING AND DEBUGGING[/h3]

  • [modding] Creatures now have action-specific opinions of others. For example, being attacked by someone's ally now garners the OpinionAttackAlly opinion.
  • [modding] Creatures now maintain a history of allegiance. For example: "On the 3rd of Ut yara Ux, was constructed by a turret tinker." and "On the 12th of Tuum Ut, was proselytized by you."
  • [modding] Many invalid components are now removed gracefully when loading a saved game, making it possible to remove a mod from a saved game and continue playing.
  • [modding] Made the Leader part more general and functional. Use it to generate a creature with companions.
  • [modding] MinEvents now support registration with prioritized execution and optional serialization.
  • [modding] Any class can now register for a MinEvent by implementing the IEventHandler interface.
  • [modding] Event handlers now use event registrars to handle both registration and unregistration with a single method implementation.
  • [modding] Some events are now sent and can be listened for on the global game level, such as AfterPlayerBodyChangeEvent.
  • [modding] Added ModSingletonEvent, ModPooledEvent and IModEventHandler, which allow creating modded events with native performance. See XML docs for examples.
  • [modding] Object instances can now tokenize themselves for the serializer by implementing the ITokenized interface.
  • [modding] IParts can now define a priority which determines their order within the parent object's list. This has an effect on the orders of event processing and serialization.
  • [modding] Inert parts with no functionality, such as those gained from some skills, can now define a skip priority that excludes them from event processing, for a minor performance benefit.
  • [modding] Ported blueprint builders to be IObjectBuilders, which are singletons that can process many game objects without creating garbage or polluting the object's parts.
  • [modding] Text variable replacers, such as "=verb:shloop=" or "=player.waterRitualLiquid|capitalize=", are now moddable by decorating a class and method with the related attributes.
  • [modding] Complex and/or custom text variable operations can now use the Text.StartReplace() builder to do every replacement in a single pass.
  • [modding] Abilities can now set IsWorldMapUsable to allow activation on the world map.
  • [debug] Added a 'show attitude' action to creatures when debug information on object internals is enabled.


[ 2024-05-10 23:00:23 CET ] [ Original post ]

Gra's Ludonarracon Stream

Freehold Games' resident snapjaw v-tuber Gra is streaming live right here on Steam! She will be playing the beta for the Spring Molting update, which will be out tomorrow on the public beta branch.

Caves of Qud is also part of the official selection for this year's Ludonarracon, check out the entire event over here.



Love Qud but want to get your friends in on the action too? You're in luck because there is a free demo available from now till May 13th. You can access the demo from the Caves of Qud Steam store page

Subscribe to Gra on Twitch to see more of her streams: twitch.tv/grastreams

-Alexandra


[ 2024-05-09 23:47:14 CET ] [ Original post ]

Feature Friday - April 26, 2024

06.77


  • Flaming tar pits are once again flaming.
  • Terrified creatures no longer charge.
  • Tumbling pods that are cult leaders now grant XP if they explode during combat.
  • You can now select stacks of items when donating books to Sheba or throwing artifacts down the Sacred Well.
  • You can now rename yourself in your original body or one your mind is stranded within.
  • The name for your saved game is now updated when you take a new name via stranded mind or otherwise.
  • Stilt Day Stilt pigs no longer open their pens.
  • Conjoined girshlings are now considered plural.
  • If you're standing next to friendly creature, you can use their culture when renaming your companions.
  • Clarified the popup message when you can't autoexplore the full map due to unusually dark darkness.
  • Goggles are now referred to in "pairs" rather than sets".
  • Gave thistle pitches a sell value.
  • Made Asphodel's description respect dynamic pronouns.
  • Added info about using the Alt overlay to the manual.
  • Fixed a bug that caused a popup message when one of your companions incurred extradimensional disappointment.
  • Fixed a bug that caused intact cryochambers to spawn on stair landings.
  • Fixed a bug that caused Neelahind to say the well has been poisoned by a previous accusation when the evidence did not match the culprit.
  • Fixed a bug that caused the 'Jeweled Dusk' achievement to unlock when you were not the target of the gemming attack.
  • Fixed a bug that caused the waking dreamers to always start one experience point away from leveling up.
  • Fixed a bug that caused temporary merchants to drop non-temporary wares on death.
  • Fixed a bug that caused 'Petals on the Wind' to be unfinishable if you had already started 'Find Eskhind'.
  • Fixed a bug that caused 'The Earl of Omonporch' delegates to spawn with and leave behind companions.



[ 2024-04-27 02:35:10 CET ] [ Original post ]

Patch schedule + Spring Molting Beta coming!

Hey there,
Here's an update on last week's Feature Friday plus some other news. Since it's already Thursday, we've decided to just wait and post Feature Friday along with this week's patch tomorrow. Then, we'll be skipping Feature Friday next week, because: the following week we're posting the Spring Molting beta!

So the schedule is


  • Friday, April 26th: Feature Friday
  • Friday, May 3rd: no Feature Friday; patch skipped
  • Sometime between May 6th - May 10th: Spring Molting beta


You can read about Spring Molting and our roadmap for 1.0 and beyond here.

Live and drink, friends.


[ 2024-04-25 19:29:19 CET ] [ Original post ]

Feature Friday coming a few days late this week

Hey all,
Got some team tech issues so we'll be posting this week's patch a few days late, likely some time this weekend.

Until then, live and drink.


[ 2024-04-18 23:58:32 CET ] [ Original post ]

Feature Friday - April 12, 2024

06.75


  • The salt desert is once again populated with scorpiocks.
  • Credit lockboxes are now made out of metal, as claimed.
  • Gigantic tonics now indicate they contain double dosage.
  • Flowers are no longer breakable.
  • Symbiotic fireflies are now treated as live animals.
  • Legendary animated objects now have "animated" in their display names, where appropriate.
  • Added plants and farmable plants to Mountains population tables.
  • Motorized treads and gun racks can no longer be dismembered.
  • Made Spinnerets' web stickiness scale better with mutation rank.
  • Clarified in Spinnerets' description that you are immune to getting stuck.
  • When you have Dystechnia, tinkers now give the right message when you ask them to identify an artifact.
  • Light chords no longer display their blank armor stats.
  • Stalagmites now render above liquid pools.
  • Creatures are now less prone to walking over catch basins and polluting their contents.
  • Opening yourself when you are an animated container (for ex. a table) will now open your inventory rather than saying "You have nothing to trade."
  • Fixed a bug that caused some spiders not to weave webs.
  • Fixed a bug that caused the AI to toggle many toggleable AI abilities on and off again repeatedly.
  • Fixed a bug that caused the sacred well to prompt you twice about important items.
  • Fixed a bug that caused limbs dismembered from creatures implanted with a phase harmonic modulator to stay omniphase indefinitely.
  • Fixed a color issue with mumblemouth.
  • [modding] Fixed a bug that caused IPlayerParts to be deep copied.



[ 2024-04-13 03:05:13 CET ] [ Original post ]

Roadmap to 1.0 Caves of Qud Dev Update

Hey quddites!

As you probably know, we announced that Caves of Qud is finally releasing on Steam in its full glory later this year, after more than 15 years of work. But we havent talked a ton about how we get there and whats left to do. So lets get to it!

[h3]Very Soon: Spring Molting[/h3]

Weve decided to put out one last pre-release feature arc on our Journey to 1.0. This update is already in private beta, coming to Patreon supporters extremely soon, and then going to open beta in early May & releasing a few weeks after that. Heres whats included:

- ALL NEW INTERFACE The much-touted, transformational UI redesign is complete! Fully mouseable, fully gamepaddable, and gorgeous, but all carefully designed to maintain the essence of what makes Qud Qud.
- a refresh of the starting town of Joppa, with as much texture & lived-in feeling as the rest of the world
- hundreds of new sound and visual effects
- 40 new achievements
- several new narrative touches, big bug fixes, & performance improvements



Gallery of the gorgeous new interface: https://imgur.com/a/slSlWbh

[h3]Summer & Fall 2024: Secrets til Launch![/h3]

We dont want to spoil everything, but throughout summer and fall our central project will be to finish the main quest, and then add something to satisfy those who complete the entire narrative arc of Caves of Qud. Well add a more hands-on tutorial, too.

Theres also always tons of ts to cross and is to dot when finishing a game: those last achievements, missing sounds and visual effects, more bugfixes, etc. All of these things will need to be built and tested behind closed doors, and theyll keep us busy.

[h3]Late 2024: Launch[/h3]

No, we dont have a date, as its still awhile away and we dont want to be up against the marketing budget of the next Assassins Cry: Breath of the Duty (trademark pending).

Part of the lead-up to launch is preparing the game architecture so we can properly handle big meaty updates post-launch. Which begs the question

[h3]What About After Launch?[/h3]

Yep! Were going to keep updating the game! Major content and system releases. Of course how many exactly does depend on the financial realities of sales, but no matter what, we have two big DLCs planned already. We honestly dont know yet if theyll be paid purchases or free upgrades, but were thinking about the right approach.

Were also considering how to best support other platforms. Its not urgent or pressing, but we want to make sure we dont code ourselves into a corner if/when the time comes to maintain several control schemes, hardware, etc.

[h3]Back to Work![/h3]

Those are all the updates for now. Well shout-n-video when we have Spring Molting up on Steam for you, but hopefully this clears up any lingering confusion about what comes next. Feel free to keep asking us questions on the Discord; were watching out for em.

Live and drink,

Tanya, Alexandra, Jason, and Brian


[ 2024-04-10 13:14:49 CET ] [ Original post ]

Feature Friday - April 5, 2024

06.74


  • Bundles of noisegrass are now more appropriately priced.
  • Added ability icons to the gas breath mutations of breathing lizards.
  • Fungus-ridden robots now actually host fungi.
  • Spacetime vortices now remain stationary for the first round they appear, giving you a window to step outside their range.
  • Cragmensch and glittermensch are now harder to set on fire.
  • High-powdered magnets now indicate when they are destroyed due to application.
  • Your DV is now set to zero while you are dominating.
  • Stasis now freezes the timer on bombs.
  • Fixed a bug that caused interact nearby, the nearby objects list, and the looker object list to consider objects inside solids differently from one another.
  • Fixed a bug that caused the direction of the current local map to be displayed incorrectly when choosing a local map to travel to from the world map.
  • Fixed a bug that caused the item description in power switch abilities to be wrong.
  • Fixed a typo in murals describing the historic liberation of cities.
  • Fixed a bug that caused dynamic turret tinkers controlled by you to be unable to place turrets.
  • Fixed a bug in the ability text of turret tinkers that displayed the internal blueprint or table name it was using.
  • Fixed a bug that caused the target details text of a hidden sidebar to be clipped when using bio-scanning bracelet.
  • Fixed a bug that caused cleave to indicate a target was cleaved even when it was immune to effects.
  • Fixed a bug that caused zones below strata 50 of Eyn Roj to be devoid of creatures.
  • [modding] Fixed a bug that caused population items that did not specify a load strategy to be skipped.
  • [modding] Fixed a bug that caused load strategies on population groups to be ineffectual.
  • [modding] The full file path is now displayed when a conversation part referenced in XML cannot be resolved.


[ 2024-04-06 03:14:56 CET ] [ Original post ]

Feature Friday - March 29, 2024

06.72


  • Extradimensional psychic assassin weeps are no longer noted in your journal on sight.
  • You are now allowed to pick your target when there are multiple creatures available to beguile or proselytize in a cell.
  • Flying objects that become stuck (for ex. in webs) will now stop flying and fall.
  • Fixed a bug that caused some golems to retain their mental shield.
  • Fixed a bug that caused some golems to drop a corpse or their inventory on death.
  • Fixed a bug that rarely caused several webs to spawn stacked in a single square.
  • Fixed a bug that caused phase webs to break immediately.
  • Fixed a bug that caused phasing from phase webs to wear off immediately.
  • Fixed a bug that prevented the phased VFX from rendering.
  • Fixed a bug that caused frost webs to behave differently for player and NPC use.
  • Fixed a bug that rarely caused fixed settlement ovens to appear in random encounters.
  • [modding] Added support for removing any blueprint tag by prefixing them with remove: e.g. removetag, removebuilder, removestat, etc.
  • [modding] Buttons in Options.xml can now declare an OnClick method.
  • [debug] We made some changes to modding population tables.

    • Populations and their groups with the same IDs are now merged by default, specify Load="Replace" to replace them.
    • Objects and tables can now be merged by explicitly specifying Load="Merge".
    • Any population item can now be removed by specifying Load="Remove".


[ 2024-03-30 01:58:56 CET ] [ Original post ]

Feature Friday - March 22, 2024

06.70


  • Added new visual effects to throwing axes and geomagnetic discs.
  • Poison-tipped spears are now thrown with the pointy end towards the target.
  • Throwing axes are now categorized under Thrown Weapons.
  • You are no longer required to die permanently in order to unlock the achievement 'Jeweled Dusk'.
  • Motorized treads can no longer rust.
  • There's now a popup message when you or a companion has a stat drained by a creature for the first time.
  • Fixed a bug that occasionally prevented popups from being displayed when equipment was removed by a pulse field magnet.
  • Fixed a messaging oddity when losing the use of dependent limbs, such as hands.
  • Fixed a bug that caused trails on thrown items to render over their sprite.
  • Fixed a bug that caused your average armor to not be recalculated when regenerating limbs.
  • Fixed a bug that caused dismembered limbs of named creatures to be referred to with an article.
  • Fixed a bug that caused dismembered limbs to not inherit the article of the creature they were dismembered from.
  • Fixed a bug that caused the "worn around wings" slot to lose its name after eating the Cloaca Surprise.
  • Fixed a bug that caused you to permanently lose your beak after eating the Cloaca Surprise.
  • Fixed a bug that caused your disguise to disappear in completely dark areas.
  • Fixed a bug that caused graffiti to sometimes not change the foreground color of a tile.
  • [modding] Added several configurable parameters to throwing visual effects: e.g. speed, arc, rotation, trail, color, etc.
  • [modding] The ending transparency of projectile trails can now be set with a full-length RGBA value, e.g. '#77bfcf60'.
  • [modding] Fixed a bug that caused transparency on custom projectile trails to be overriden.


[ 2024-03-23 01:25:20 CET ] [ Original post ]

Feature Friday - March 15, 2024

06.69


  • Added new hamsa effects to various grenades.
  • All heavy weapons will now be reloaded before each individual shot while using Sweep.
  • Fixed a bug that caused the automove interrupt code to be incorrectly 'sticky' in some situations.
  • Fixed a messaging oddity when attempting to recoil to the court of sultans in combat.
  • Fixed a bug that caused some factions to not gift their cybernetics credit wedges via the water ritual.
  • Fixed a bug that caused irisdual beam to misreport its dealt damage.
  • Fixed a bug that allowed you to lunge with a dismembered stinger.
  • Fixed a bug that caused thermal and freeze grenades to not have appropriate hamsa effects.
  • Fixed a bug that caused armed mines to be reported as disarmed in their description.
  • Fixed a bug that caused the item category of the scrapped waydroid to be incorrect.
  • Fixed a bug that caused the 'Auto-pickup of zero weight items' but skip picking up items with fractional weight.
  • [debug] Added a new debug option to show current faction reputation when looking at creatures that grant reputation.
  • [modding] Name is now a required property of population groups.
  • [modding] Added a Name to every population group.


[ 2024-03-16 02:43:01 CET ] [ Original post ]

Feature Friday - March 8, 2024

06.68


  • The liquid font mutation no longer oozes liquid on the world map.
  • Popup menus with many options now ignore mouse position when scrolling with keyboard or joystick.
  • Added a confirmation dialogue before dismemebering yourself using metabolizing effects.
  • Flight and Swoop abilities now correctly display the falling chance.
  • The Fear Aura mutation no longer wastes a turn if there are no enemies to fear nearby.
  • The scrapepd waydroid is now categorized under Quest Items.
  • Automove while holding the movemnt input will now properly stop for all events that interupt autoexplore, even if the source is not visible.
  • Fixed a soft lock when a combat animation would continuously fail to render.
  • Fixed a bug that caused visual effects to sometimes stop playing permanently.
  • Fixed a bug that caused petting creatures to sometimes lock the screen for up to 10 seconds.
  • Fixed a bug that caused other NPCs petting creatures nearby to interrupt player inputs.
  • Fixed a bug that caused the jump ability to display its popup twice.
  • Fixed a bug that caused the shimmering visual effect to persist after a waking dream.
  • [modding] Added GameObject.HasItemWithTag(string) to search inventory and equipment for tagged items.
  • [modding] The QudChooseStartingLocationModuleWindow now adds a breadcrumb to the UI.


[ 2024-03-09 05:38:42 CET ] [ Original post ]

Feature Friday - March 1, 2024

06.67


  • You can now wear gigantic gauntlets on your giant hands.
  • The geomagnetic disc now benefits from being gigantic even while powered.
  • Engulfing creatures will now disgorge something they are digesting if they become part of the same party during the digestion process.
  • The temple mecha mk Ia's machined edge is no longer gigantic.
  • You will now auto-explore over fracti if it wouldn't damage you due to non-matching phase or faction reputation.
  • Fixed a bug that caused various coloration of creatures to be lost when in range of nightvision.
  • Fixed a bug that caused unidentified missile weapons to display their identified icon in the missle weapon status bar.
  • Fixed a bug that caused gigantic items to require even more limbs to equip if they were already equipped somewhere else.
  • Fixed a bug that caused creatures to immediately want to unequip a piece of gigantic equipment after equipping it.
  • Fixed a bug that caused equipment to not update how many limbs it uses after implanting giant hands.
  • Fixed a bug that caused giant hands to reduce the amount of limbs required to wear any item regardless of type, most notably gigantic armor.
  • Fixed a bug that caused the geomagnetic disc to sometimes consume double charge.
  • [modding] Dismembered limbs now copy all properties of their severed parts into a DismemberedProperties part.
  • [modding] Added AfterDismemberedEvent which can be used to add additional properties to the severed limb.
  • [debug] Added an 'implant' wish to directly add a cybernetic to yourself in an optional location: "implant:giant hands", "implant:pneumatic pistons:feet".
  • [debug] Added a 'modify' wish to create an item with a specific mod installed: "modify:crysteel gauntlets:gigantic".


[ 2024-03-01 22:41:58 CET ] [ Original post ]

Joppa and UI Rework + more! Caves of Qud Dev News

Hey everyone,

Its Alexandra from Kitfox Games with some development and community news! We are working towards the final, major content update before 1.0 release. Much like the Creatures of the 7th Plague, this one will have a ton of new features, bug fixes and improvements.

The team has been working on a full UI rework complete with fully mouseable, gamepadable, gorgeous updates for every screen. Here are some mockup screenshots of the new UI:






Joppa is also getting a refresh! Everyones favourite starting area is going to be as textured and lived-in as the rest of the world. More to show on this later!

Along with those major reworks, the update will also include:


  • Hundreds of new sound and visual effects
  • 40 new achievements
  • New death can and icons
  • Several new narrative touches
  • Big bug fixes and performance improvements

You can expect this update to be released in Q2.

[h2]Jam with us![/h2]

The folks in the Caves of Qud community are doing another mod jam!! The theme this time around is...Vignettes.

Like last time, they'll be compiling mods from the jam into a modpack. Unlike last time, they're allowing C# scripting - so they've also extended the duration to a week. Beginner modders are still very much welcome and encouraged to join! If you've ever been curious to try modding now is the perfect chance!

The jam will run from March 15, 6:00 PM to March 22 6:00 PM EST.

To sign up for the jam visit: https://itch.io/jam/caves-of-qud-modding-jam-2
If you've got questions, visit us on the Kitfox Discord in the #qud-jam channel

Thats all for now! We will have more details, about the major update in the coming months so stay tuned!

-Alexandra + Freehold


[ 2024-02-28 23:26:35 CET ] [ Original post ]

Feature Friday - February 23, 2024

06.66


  • Phase-shift grenades are no longer moddable with the redundant phase-harmonic mod.
  • Rivers in preset settlements now have the same object and wall-sparing behavior as random villages.
  • Added a new visual effect for night vision.
  • Radar now reveals [redacted].
  • Greatly improved the performance of complex hydraulic power systems.
  • Fixed a bug that caused you to violate the Pauli exclusion principal when surrounded by your own force bubble.
  • Fixed a bug that occasionally produced incorrect capitalization of your name in recipes you create.
  • Fixed a bug that caused your hunger level to not update when becoming famished via dilute warm static.
  • Fixed a bug that caused broadcast power receivers to be non-functional within interiors.
  • Fixed a bug that caused decarbonizers to self-destruct when firing their molecular cannon.
  • Fixed a bug that caused decarbonizers with invalid targeting to prevent the game from rendering.
  • Fixed a bug that caused delayed attacks from lithofexes and dreamcrungles to be aborted when loading a game.
  • [debug] We made some changes to wishing for mutations.

    • You should now prefix wishes for mutations with "mutation:", e.g. "mutation:beak".
    • You can wish for a mutation variant by adding it as a parameter, e.g. "mutation:beak:rostrum".
    • You can wish for a specific mutation entry using its display name, e.g. "mutation:stinger confusing venom".
    • If the mutation has variants and one wasn't specified, you are now asked to select one.
    • You will be asked to confirm when a fuzzy search is about to apply a mutation to you.


[ 2024-02-24 01:53:20 CET ] [ Original post ]

Feature Friday - February 16, 2024

06.65


  • Added new descriptions for several pieces of armor and ceremonial vibrokhopesh.
  • Trash and scrap can no longer break or rust.
  • Creatures no longer expel their quills against inanimate objects.
  • Clues for the Kith and Kin quest are now properly marked as quest items, warning you before being sold.
  • Autoexplore no longer picks up Kith and Kin clues.
  • Gas masks and filters now reduce damage caused by dangerous gases only if they are dangerous to inhale, but when they are, the damage reduction is much more effective.
  • You are no longer prompted multiple times about your ability to swoop when flying.
  • Star kraken no longer extrude unidentifiable tubes.
  • The recoil ability can once again be used on the world map.
  • Made death by damage reflection messages a little more sensical.
  • Unidentified hoversleds are no longer seen as 'small boxes'.
  • Increased the value of rubber tree seed.
  • Fixed a bug that caused Eskhind to sometimes travel back towards the hollowed tree after returning to Bey Lah.
  • Fixed a bug that caused Keh-hind to sometimes not leave Bey Lah right away when exiled.
  • Fixed a bug that sometimes caused creatures to spawn directly over pits.
  • Fixed a bug that rarely caused creatures to spawn directly on top of spacetime vortices.
  • Fixed a bug that caused fish to sometimes spawn without water.
  • Fixed a bug that caused daggers in the thrown weapon slot to be eligible for Rejoinder.
  • Fixed a bug that prevented your notes from displaying properly on unidentified items.
  • Fixed a bug that caused walls and furniture to remain targeted even when out of line of sight.
  • Fixed a bug that caused death from thirst to be attributed to the last creature that damaged you.



[ 2024-02-17 06:00:55 CET ] [ Original post ]

Feature Friday - February 9, 2024

06.64


  • Activated abilities can no longer be used on the world map.
  • Transmuting the amaranthine prism now disappoints someone.
  • The trade binds Value + and Value - and Add One/Remove One can now share bindings.
  • Gun racks and cathedras can no longer be destroyed by coating in acid or lava.
  • Star kraken no longer extrude the Grit Gate communications panel.
  • Adding local cooking ingredients for when you whip up a meal in Tzimtzlum.
  • ASCII bleed effects now match your bleed liquid color.
  • Gave urshiib albinism.
  • Defanged girshling corpses now indicate their defanged status in their display names.
  • Fixed a bug that caused the hollowed tree to sometimes overwrite a location with existing encounters.
  • Fixed a bug that caused the snapjaw who wields Stopsvalinn to be removed by dynamic encounters.
  • Fixed a bug that caused the Sticky Tongue mutation to not animate if it failed to move its target.
  • Fixed a bug with the status effect companions get when you wear Dagasha's Spur and renamed the effect "spurred to teleport".
  • Fixed a bug that prevented forced attacks up and down.
  • Fixed a bug with the coloration of slam messages from rhinoxen charges.
  • Fixed a crash bug due to ashes being reduced to even more ashes when burnt.
  • Fixed a crash bug deaing with infinite move chains.


[ 2024-02-10 07:30:50 CET ] [ Original post ]

Feature Friday - February 2, 2024

06.63


  • Added new descriptions for several pieces of furniture.
  • Added new descriptions for several pieces of equipment.
  • Domesticated Barathrumite tinkers now have their display name adjectives appear in the right order.
  • Wardens Esther can no longer spawn hated by the Farmers' Guild.
  • You no longer autodisassemble items that contain liquids.
  • You can no longer select flaming/freezing ray variants for body parts you do not have.
  • When selecting a variant for a random mutation, you can now go back and select another mutation instead.
  • Random cryotubes that spawn with a stairwell inside them are now always destroyed.
  • Clarified some language in the description of Penetrating Strikes.
  • Fixed a sequence-break between Call To Arms and Grave Thoughts, if you never acquired Grave Thoughts before completing A Call To Arms.
  • Fixed a bug that caused creatures to occasionally spawn on top of stairs.
  • Fixed a bug that caused some templar warleaders to be missing during Reclamation.
  • Fixed a bug that caused dynamic village merchants to restock twice.
  • Fixed a bug that caused mid and high-tier dynamic village merchants to have less stock than intended.
  • Fixed a bug that caused dynamic village merchants to sometimes spawn with the wrong items in stock.
  • Fixed a bug that caused autoexplore stop warnings for targeting lines to incorrectly display extra info.
  • Fixed a bug that caused unidentified frozen items to use their identified tiles.
  • Fixed an issue that caused quest item handwritten books to lose their yellow titles and look like generated books.
  • Fixed some grammar issues in generated dialog for the Landing Pads quest.
  • [modding] GenericInventoryRestocker now supports combining multiple population tables of stock by providing a comma separated list.
  • [debug] Added a 'restock' wish to force all restocking merchants on the map to refresh their inventories.


[ 2024-02-03 02:16:54 CET ] [ Original post ]

Feature Friday - January 26, 2024

06.61


  • Added the following grenades as rare drops on Explosives population tables: spring-turret, time dilation, plasma, gravity, glitter, and phase shift.
  • Added descriptions for several pieces of furniture.
  • Weapons with lots of ammo no longer cause the ammo display to overflow the bar.
  • Creatures can no longer be woken up the turn they fall asleep, which will prevent some issues like a backswing from a blow that knocked a creature unconscious immediately waking them up.
  • Weapons that stun on impact now stun when they are thrown as well.
  • Boosted the disassemble performance of unpowered advanced toolkits to match that of basic toolkits, as clained in the rules text.
  • In look descriptions, fungal infections now show up under "Physical Features" instead of "Equipped".
  • Creatures who prefer not to sell specific items or types of items now agree to sell them to you if they are your companion.
  • Added a sound effect to the "you feel increasingly unstable" mutating message.
  • Liquid-fueled energy cells are now tagged as ammo.
  • Killing all the girshlings in Redrock before accepting What's Eating the Watervine? no longer prevents the quest's completion.
  • Gave Saad Amos the Rebuke Robot skill.
  • Removed how many seconds are left on a bombs timer from its description. It still appears in the display name.
  • Active fungi now have a higher render layer.
  • Fixed a bug that caused clues to the location of Ruin of House Isner to disappear from loaded games.
  • Fixed a bug that caused unequipping the amaranthine prism via Precognition to not disappoint someone, if the prism was not in your inventory prior.
  • Fixed a bug that caused averaged armor values from multiple limbs of the same type to sometimes not update when one of the limbs was lost.
  • Fixed a bug that caused you to always receive blame for unequipping the prism, regardless of whom it was equipped to. (You'll still be blamed if it's your companion doing the unequipping.)
  • Fixed a bug that caused the Decarbonizer module to permanently stop working if its beam was interrupted.
  • Fixed a bug that caused the golem's ability to recall to the Court of Sultans to stop working if recalled or reshaped via the reshaping nook.
  • Fixed a bug that caused the 'Eat the God's Flesh' step to not complete correctly.
  • Fixed a bug that caused Wandering Tau to wander off as if she were preparing to join the Seekers of the Sightless way.
  • Fixed a bug that prevented Wandering Tau from being a follower after If, Then, Else was completed.
  • Fixed a grammar issue with falling through open air.
  • [modding] Folded Staging.xml blueprints into their respective data files.
  • [modding] Added IfHaveItemDescendsFrom conversation delegate which checks your inventory and equipment for an object with a descendant blueprint.
  • [modding] RecoilOnDeath now checks its active status, meaning it can be disabled by normality, EMP, rust, et cetera if flagged as vulnerable.


[ 2024-01-26 23:57:34 CET ] [ Original post ]

Feature Friday - January 19, 2024

06.59


  • Long trader names are now properly clipped on the trade screen.
  • Gave lover's blossom a new tile.
  • Autoexplore now avoids osseous ash.
  • Traders are now referred to by name in messages explaining they don't have the skill to recharge or repair something.
  • Urchin cherubim now grow their cherubic spines on their body instead of their arms, which they don't have.
  • Qas and Qon are now immune to confusing gas.
  • Glass doors are no longer opaque.
  • The quest text of A Signal in the Noise no longer references Joppa.
  • Made some tweaks to mid and late-game armor tables.
  • Creatures with glotrot can no longer use Sticky Tongue.
  • Thrown objects now use the proper unidentified tile if you don't know what they are.
  • Multiple ejection seats can no longer lock in place in the same tile.
  • Reaching loved reputation now only creates an entry in your chronology once per faction.
  • Greatly improved the performance and memory utilization of pathfinding.
  • Improved the performance of breeders.
  • Fixed a bug that caused Putus Templar party leaders in faction encounters to get double their inventory.
  • Gave Putus Templar party leaders the chance to have more than one Eaters' nectar tonic.
  • Fixed a bug with the scoring of A Call to Arms that caused chain laser emplacements and waydroids to be treated as full Barathrumite persons.
  • Fixed a bug that caused gigantic energy cells to never generate with more than half charge.
  • Fixed a bug that put proselytize on cooldown with no effect when targeting a baetyl.
  • Fixed a bug that caused spaser gas to emit from the attacker instead of the defender when killing a target in one shot.
  • Fixed a recurring bug where some legendary creatures had malformed titles.
  • Fixed a bug that allowed the deployment of portable walls on the world map.
  • Fixed a bug that caused Hobbled to become less effective as your move speed increased, and increase it once your move speed was above 200.
  • Fixed a bug that prevented levels deep underneath Ezra from building properly.
  • Fixed a bug that caused a big performance hit when a creature was boxed in and unable to move.
  • Fixed some grammar errors in books without titles.
  • Fixed a text generation issue with sultan titles.
  • [debug] Added "hobbled" wish.
  • [modding] Added object, int, and float properties to factions.


[ 2024-01-19 21:15:44 CET ] [ Original post ]

Feature Friday - January 12, 2024

06.57


  • Mountain and hill maps now have a little more unique character and no longer generate without any open spaces.
  • Improved the generation of rivers in villages.
  • When you get lost, you generally no longer get plopped down in a tile with spawn-blocking objects like fracti and pits.
  • Santalalotze now has tier 8 wares instead of tier 7 (very similar population but slightly more weighted toward the highest-end stuff).
  • Temple mecha are no longer included among a newfather's domesticants.
  • The game no longer thinks the plural of 'human' is 'humen'.
  • Tweaked the description of Short Blade Expertise to match other references to action cost.
  • Molting basilisk husk now has the right description.
  • The sacred well should be less flammable.
  • Messages now refer to 'the' amaranthine prism instead of 'an' amaranthine prism.
  • Improved the consistency of object placement inside of village buildings.
  • Fixed several map generation issues due to reachability being incorrectly calculated.
  • Fixed an issue with village generation that caused a bunch of random objects to appear in random areas, particularly in the upper left region of the map.
  • Fixed a bug in village generation that caused partial, garbled WFC-generated buildings.
  • Fixed a bug in village generation issue that caused extra holes in buildings.
  • Fixed a rare world generation exception.
  • Fixed a rare village generatione exception.
  • Fixed an issue that caused garbage liquids to leak into system memory and cause crashes in Golgotha.
  • Fixed the display name of small sphere of negative weight when it's offered as a reward for completing a village quest.
  • Fixed some plurality issues in messages generated about identifying cybernetic implants.
  • Fixed a capitalization issue with generated messages about pulsed field magnets interrupting autoact.
  • Fixed a bug that caused the 'S' after an possessive apostrophe to be capitalized when naming an item.
  • Fixed a bug that caused water ritual options to be disabled if you did not have enough reputation to afford them without the social coprocessor.
  • Fixed a bug that caused Tinker and Artifex starts to not receive their schematic from Tinker I and II.
  • Fixed a bug that prevented the Yd Freehold asterisk from affecting the reputation cost of pacifying nephilim.
  • Tagged some objects as mass nouns.
  • [modding] The DestroyContiguous part of nullray can now be used for melee weapons on hit.
  • [modding] GiganticInventory now makes restocked inventories gigantic.


[ 2024-01-13 01:28:50 CET ] [ Original post ]

Feature Friday - January 5, 2024

06.52


  • Cathedras now supply the same bonus to tinkering as sitting in the nicest chairs.
  • Curio summoned salt krakens will no longer wander.
  • Creatures with power switches who are promoted to have conversations will no longer default to the interaction menu when used.
  • Statues are now diggable.
  • Floor cushions are now decorative.
  • Improved the random baetyl rewards from building the golem.
  • Onboard recoilers are now excluded from the recoil menu until they are implanted.
  • [redacted] will now spawn creshes in adjacent cells.
  • Random mental mutations offered via the water ritual will now be rerolled if you acquired the selected mutation elsewhere.
  • Fixed a bug that caused the pit in Golgotha to sometimes spawn directly under a chute.
  • Fixed a rare bug that caused an exception while saving the game.
  • Fixed a bug that caused autowalk to stop before entering a cell with a sealed container of a dangerous liquid.
  • Fixed a bug that caused spaser fire to not properly generate plasma if the target died.
  • Fixed a bug that allowed traders to identify items for players with Dystechnia.
  • Fixed a bug that caused tonic stacks dropped by creatures to be capped at 5 injectors.
  • Fixed a bug that caused non-crop objects to count as crops destroyed during A Call To Arms.
  • Fixed a bug that rarely caused an entire fence side to be missing from farms and forts.
  • Fixed a bug in generated the descriptions and titles of extradimensional objects that caused the text "cultSymbol" and "dimensionSymbol" not to be replaced with their real values.
  • Fixed a bug that caused learning Tinker I, II, or III via the water ritual to not award the free schematic if you did not have the base skill.
  • Fixed a bug that caused templar mechs to be overburdened.
  • Fixed a bug that caused treating with the Girsh nephilim to not complete the quest step 'Beast Slouching'.
  • Fixed a bug that caused village tinkers and apothecaries to sometimes not have their intended stock.
  • Fixed a bug that allowed you to dash vertically through multiple floors without stairs using the flume-flier.


[ 2024-01-05 23:40:36 CET ] [ Original post ]

No Feature Friday this week

The team is skipping Friday's patch this week due to the holiday week. We'll resume next week.

Happy new year everyone!

Live and drink.


[ 2023-12-30 18:52:48 CET ] [ Original post ]

Feature Friday - December 22, 2023

06.50


  • Added new descriptions for booster bot, cyclopean gibbon, diplomacy droid, ickslug, mimic, molting basilisk.
  • Mech and golem walls are no longer tagged as diggable.
  • Asphodel now tends to have fewer issues with the Barathrumites.
  • Added chronology entries for curing ironshank and monochrome.
  • Asphodel and xyr asphodelytes are now more tolerant of friendly fire during the Reclamation quest.
  • The Girsh nephilim are now more likely to direct their beams at their target, under some circumstances.
  • If the slynth move into Grit Gate, they are now considered for A Call To Arms scoring.
  • You can no longer initiate the water ritual when your conversation is about to start a fight.
  • Keh-hind no longer disappears if she is, or has ever been, your follower.
  • You can now pray beneath the hologram of Shekhinah.
  • Tumbling pods are now always rated at least Tough.
  • Dromad's trade conversation option now shows the correct dynamic keybind.
  • Holding an automatic movement key or button now properly respects several autowalk stoppers that weren't triggering before, including Aloe Porta and entering spacetime vorticies.
  • Aloe Porta no longer stop autowalk when merely moving past them.
  • Changed the rules text on night-sight interpolators to better match their behavior.
  • Schematics drafters no longer have Tinker III.
  • The Ironshank message about joint pain subsiding is now a popup.
  • The crystal chime Tammuz is now considered a proper noun.
  • Gave eyeless king crab legs the right tile.
  • Updated brazier's display colors to be more sightly when unseen.
  • NPCs that fall into spacetime vortices now become lost.
  • Fixed a bug that caused the level up sound to not play correctly.
  • Fixed a bug that caused spurious "You are frozen soild!" popups.
  • Fixed a bug that prevented turrets from being deployed into gas clouds.
  • Fixed a crash when generating levels in Golgotha.
  • Fixed a bug that caused phase adaptive scope's safety feature to malfunction when used with long-distsance throwing weapons.
  • Fixed a bug that caused creatures in vantabloom darkness to stop autoexplore.
  • Fixed the templating of Opportune Attack's trigger message.
  • Fixed a typo in sawhander's description.
  • Fixed a bug that caused Warden Indrix to stop sharing secrets after the first time.
  • Fixed a bug that caused multiple water ritual and trade options to appear for dynamic villagers if there was an exception during the conversation.
  • Fixed a bug that caused player-controlled soup sludges to not grow new pseudopods.
  • Fixed a bug that would blink the player out of existance if they went to Bey Lah as Eskhind during Kith and Kin, via domination or otherwise.
  • Fixed a bug that caused the mound of scrap and clay to appear in random populations.


If you enjoy Feature Friday, please leave a review! Every one helps.


[ 2023-12-22 23:36:06 CET ] [ Original post ]

Feature Friday - December 15, 2023

06.49


  • Gave Mayor Haddas better mental stats.
  • Gave turrets the Strapping Shoulders skill.
  • If you Bask on the world map, you no longer immediately become hungry upon leaving the world map.
  • Altered the colorization of fungus-ridden creatures to make them more distinct from legendaries.
  • Spotted shagspooks and dandy caps are now diggable.
  • The Otherpearl is now referred to using the definite article more often.
  • Clonelings' second pair of arms is no longer made of flesh.
  • Cragmensch and glittermensch now leave behind large boulders on death even when burned to death.
  • Mechanimist pilgrims who aren't converts now also carry the Canticles Chromaic, occasionally.
  • Changed a reference to two-weapon fighting in the multiweapon fighting description.
  • Added a message for getting teleported by an infiltrator.
  • Took Single Weapon Fighting away from Crowsong.
  • Fixed a bug that made phase-adaptive scopes malfunction in conjunction with geomagnetic discs.
  • Fixed a bug that prevented gemstones created by transmutation of extradimensional creatures from being bartered.
  • Fixed a bug that made autoact not describe or indicate why it was being interrupted in some circumstances.
  • Fixed a grammar error in third-party Time Dilation activation messages.
  • Fixed a bug that caused legendary templars to be incorrectly selected as psychic thralls.
  • Fixed some misconstruction in desalination pellet messaging.
  • Fixed love tonic description to match its real save difficulty.
  • Fixed a typo in the description of monad.
  • Fixed a typo in the message when you tried to slam a flying creature.
  • Fixed a bug that caused companions of vehicles to be forced neutral when the pilot died or exited the vehicle.
  • Fixed a bug with capitalization in the revelation of rumors about Rainwater Shomer.


[ 2023-12-16 10:12:30 CET ] [ Original post ]

Feature Friday - December 8, 2023

06.48


  • Entries in the wait menu and move menu now have hotkeys.
  • Made random book titles format better when they contain words enclosed in punctuation marks.
  • Throwing multiple weapons with grafted mirror arms now costs a single turn, as intended, rather than a turn per weapon.
  • Gave thrown knives a new visual effect.
  • Precision force lathe activation no longer has an action cost.
  • NPCs can now use precision force lathes.
  • The accuracy bonus from Draw a Bead now only applies to bows and rifles, matching the description.
  • NPCs can now use Draw a Bead.
  • Draw a Bead now only considers your visibility for purposes of maintaining the target mark, not obstructions.
  • Added an Automation option to turn off digging through walls by walking into them.
  • When something falls in love with you, your companions now stop attacking it.
  • Added some new creature descriptions.
  • There are now different indicator animations for when autoact is interrupted by threats vs. nonthreats.
  • When you untarget something via the untarget interaction, your companions now stop attacking your former target.
  • Autoexplore now looks at the village history monuments in the Yd Freehold and Kyakukya.
  • Autoact interactions with doors now only use popups for failed interactions.
  • Portable walls now fill deep shafts and similar terrain features that they are deployed over.
  • Stats now display in the build summary screen using a formatted version of their name, where relevant.
  • The bulging waterskin that sometimes appears in Bey Lah now starts off sealed.
  • You now usually become lost if you attempt to travel on the world map while confused.
  • It's no longer necessary to use force attack to attack while overburdened.
  • Nostrums options in the cooking menu are now grayed out if they don't do anything.
  • Attempting to shield slam yourself now gives a more sensical failure message.
  • Item targets for the Spread Klanq quest no longer include item stats.
  • Having an item ripped from your body by a magnetic pulse now interrupts autoact.
  • There is now a popup message or autoact interruption when a visible, non-trifling companion has an item ripped from their body by a magnetic pulse.
  • Added a message when you're missing a certain chime in an important situation.
  • Improved name transfer of transmuted NPCs.
  • When conjoined creatures split, the parts now take on the attitudes of the whole.
  • The engrave interaction of gaslight chisels can now be used from the inventory.
  • Fixed a rare grammar error with transkinetic cuffs.
  • Fixed a bug where if you disassembled a recoiler from the Recoil menu, the recoiler remained in the menu.
  • Fixed a bug that made the Recoil menu open with no option initially selected.
  • Fixed a bug that made cybernetics credits wedges normally available via the water ritual from some factions only available from the Putus Templar.
  • Fixed an exception when bleeding stopped.
  • Fixed a bug with checkpointing locations.
  • Fixed a bug that made creatures more willing to walk off cliffs than they should have been.
  • Fixed a bug that caused crystalline roots to fall down the pits left by their destruction.
  • Fixed a bug that disabled the Dashing effect of the Flume-Flier of the Sky-Bear.
  • Fixed a bug that sometimes included transient conditions like being wet in the names of creatures harvested for village construction materials.
  • Fixed a bug that made torches in your initial inventory not stack until interacted with.
  • Fixed some cases of color markup being incompletely removed from text.
  • Fixed a bug that made rhinoxen, rarely, charge while frozen.
  • Fixed a bug that made clones potentially inherit some of their original's descriptive elements inappropriately.
  • Fixed the word "block" appearing twice in creatures' Staggering Block messages.
  • Fixed a bug that caused some data disk vendors to fail to stock.
  • Fixed a bug that made poisoning not affect creatures while they were stunned or paralyzed.
  • Fixed a bug that caused strange phrasing in some generated sentences.
  • Fixed a bug that caused strange phrasing when items were taken from the player as part of conversation.
  • Fixed a bug that caused companions' point-defense systems to target your projectiles.
  • Fixed a bug causing use of possessive pronouns in some messages where possessive forms of names were appropriate.
  • Fixed a case of inappropriate capitalization when memory eaters try to consume a memory and can't find one.
  • Fixed a bug that made status feedback for the quest Weirdwire Conduit... Eureka! tell you that you had picked up "1 feet" of wire if the first piece of wire you picked up was 1' long.
  • Fixed a bug that caused you to fail to fall in love with things viewed via their interaction menu.
  • Fixed a bug that caused some merchants to fail to restock until their zone had been visited multiple times.
  • Fixed a bug that disabled digging by walking into a wall.
  • Fixed a bug that caused waking peacefully to become impossible when crungled into the body of a level 1 creature.
  • Fixed a bug that caused the game to end if you leveled up by killing your original body in a deep dream.
  • Fixed a bug that caused the game to freeze when transmuting items without a detail color.
  • Fixed a bug that caused items glitched via warm static to create duplicate references to themselves within the same tile.
  • Fixed a bug that caused Aoyg-No-Longer to become hostile after loading a save.
  • Fixed a bug that caused some consumed or destroyed items to instead re-appear within your inventory.
  • Fixed a bug that caused kills via transmutation not to be properly attributed.
  • Fixed a bug that allowed missile weapons to instantly destroy invulnerable objects.
  • [modding] There is now an intproperty TradeCount that is incremented on objects each time the player enters the trade screen with them.
  • [modding] Degenerate markup of the form {{text}} now displays nothing, consistently with the results of ColorUtility analytical and transformation methods.
  • [modding] Builder-based merchant inventory has been converted to population tables using GenericInventoryRestocker.
  • [modding] XRL.World.Capabilities.Disarming.Disarm() can now take an argument GameObject Weapon that specifies a weapon to attempt to disarm rather than allowing it to be determined randomly.
  • [modding] Optional predicates can now be applied to the TextInsert conversation part.
  • [modding] Hooks for feet no longer resets its stats when regenerating.


[ 2023-12-09 07:44:53 CET ] [ Original post ]

No Feature Friday this week; back next week

Hey folks,
No Feature Friday this week as we have team members traveling. We'll be back next week.

Live and drink.


[ 2023-12-01 20:24:06 CET ] [ Original post ]

Feature Friday - November 24, 2023

06.37


  • Added a move menu, default binding shift-M.
  • Added a "Move to Point of Interest" clickable button to the top right of the new UI, between the buttons for Character Sheet and Autoexplore.
  • Stat saps are now always considered at least Tough opponents.
  • Gigantic items now produce more wire in wire extruders.
  • Autoact now explicates the reason it stopped via the message log more often.
  • Pathfinding now works harder to avoid digging through walls with wiring, piping, or gearboxes.
  • Hidden things being discovered no longer necessarily interrupts autoact.
  • Sparking baetyls no longer ask for Sparafucile's masterwork weapons.
  • Blast cannon projectiles ("pressurized energy") are now treated as mass nouns ("some pressurized energy", not "a pressurized energy").
  • Attempting to activate a ganglionic teleprojector from its interaction menu while the ability is on cooldown no longer fails silently.
  • Lagroots, junk dollars, and other urchins no longer interrupt autoact through mere hostility.
  • Requesting gifts via the water ritual now operates on one item at a time if the NPC has a stack of them.
  • When you die while confused, a confused version of your name is no longer recorded with your score.
  • Legendary dervishes of the Sightless Way are no longer incorrectly titled as servants of Ptoh.
  • Torches are now extinguished by being submerged in liquid.
  • Made Value + and - binds able to share bound keys with Move Up and Move Down.
  • The option "Use text autowalk threat indicator" is now called "Use text version of the autoact interrupt indicator instead of flashing red box".
  • You can now return to the Recoil menu by escaping out of interaction with a recoiler.
  • The option "Use text version of the autoact interrupt indicator instead of flashing red box" is now in the Automation category.
  • The option "Use text version of the autoact interrupt indicator instead of flashing red box" now works consistently: it indicates the interrupting object with a pulsing red visual effect, if disabled, or with a descending yellow v character, if enabled.
  • Creatures now consider moving away from gases or walltraps that are damaging them a little more aggressively.
  • When creatures die while engulfed, items left behind are now left in the engulfer's inventory.
  • When creatures die, the location items left behind drop in is now more consistent.
  • Force bubbles no longer push anything when their owner is being pushed by another force bubble. This should prevent crashes from force bubble owners pushing each other.
  • The activated ability for force bracelets now synchronizes properly when the force bracelet is deactivated by its force fields are independently destroyed.
  • The icon colors applied by desecration now take priority over the icon colors applied by village history engraving.
  • Improved how some items are specified in Spread Klanq quest steps.
  • Slightly reduced the render layer of low walls.
  • Removed two extra spaces from interdictor lock-on messages.
  • Fixed the stats in the ability description of Cryokinesis.
  • Fixed a bug that randomly caused some items to be incorrectly flagged as needing two slots to equip.
  • Fixed a rare bug that caused a hard lock during world generation.
  • Fixed a bug with the repulsive device.
  • Fixed a rare bug with inventory stacking.
  • Fixed a bug that caused the glotrot cure to fail.
  • Fixed a bug that sometimes caused walls to paint incorrectly.
  • Fixed a bug that sometimes caused you to be described as disassembling "something", or for a disassembled item to be omitted, when disassembly was interrupted.
  • Fixed a bug that made automatic attacks on ignored enemies interrupt autoexplore.
  • Fixed a bug that made broken and engulfed statuses not appear in display names.
  • Fixed a bug that caused the "Attack ignored hostile creatures that you move adjacent to during autoexplore" option to cause you to automatically attack ignored enemies that you moved next to on a single manual step.
  • Fixed a bug that with item naming trying to name items after the world map.
  • Fixed a bug that duplicated items when you equipped one from the ground while having another in your inventory.
  • Fixed a bug that made the grounded effect prevent movement actions it shouldn't have, such as charging.
  • Fixed a bug that made miners continue to lay mines after being instructed not to.
  • Fixed a bug that made sparking baetyls imply they might take items from your inventory even if there were enough items to satisfy them nearby.
  • Fixed a bug that caused the looker to be unable to switch objects.
  • Fixed a bug that made merchants become temporarily incapacitated by restocking and soup sludges become temporarily incapacitated by growing their pseudopods.
  • Fixed some bugs with text filters applied to speech, like with birds and fish.
  • Fixed a bug that made geomagnetic discs unable to fly through gases.
  • Fixed a bug with important tonics having their "apply" and "apply to" interaction hotkeys swapped.
  • Fixed a bug with junk dollars' impaler behavior. Existing junk dollars in saved games will not be affected.
  • Fixed a bug that made rock tumblers and wire extruders work when unpowered. Existing furniture in saved games will not be affected.
  • Fixed a bug that caused the positive and negative cacophonic sounds for multiple simultaneous reputation changes to be played simultaneously, when applicable.
  • Fixed a bug that made morphogenetic geomagnetic discs fail to work properly.
  • Fixed a bug that put confused quest names in Reclamation quest steps if you were confused when Girsh nephilim spawned.
  • Fixed a bug in the activation message of Shield Wall.
  • Fixed a bug that caused mutation permutation to occur repeatedly past the halfway point of the Mutating effect.
  • Fixed a bug that made some secrets display with inappropriately capitalized words in the middle of them.
  • Fixed a bug where your hagiographies claimed you penned a copy of a cookbook instead of the cookbook itself.
  • Fixed a messaging oddity in some messages about resistance to recruitment.
  • Fixed a missing space in some possible faction descriptions.
  • Fixed a bug that allowed duplicating a chord of light at Omonporch.
  • Fixed a bug that caused Stingers to not activate when lunging.
  • Fixed a bug that caused the golem mound's catalyst menu to be unopenable when a dram of slime was in your inventory.
  • Fixed a bug that prevented the 'Dayenu' achievement from progressing.
  • Fixed a bug that prevented the repulsive device from being removed.
  • Fixed a bug that caused dynamic quests to sometimes become unfinishable.
  • Fixed a bug in the ability manager screen that casued a lockup when activating an ability in the middle of a drag operation.
  • Fixed a bug that caused a crash when quitting a game.
  • [modding] ProneOnHit now works on projectiles.
  • [modding] The mod manager now sorts mods case-insensitively.
  • [modding] The reference name of the highly entropic beings faction has been changed to Entropic.


[ 2023-11-25 09:27:38 CET ] [ Original post ]

Creatures of the 7th Plague Major Update is OUT NOW!

Hey everyone,

One of the biggest Caves of Qud updates, Creatures of the 7th Plague is out now! This year-long patch is full of new content: Boss fights, factions and new quests! Watch the brand-new update trailer:

[previewyoutube=PZU4LpzlOQg;full][/previewyoutube]

[h2]The Creatures of the 7th Plague Update features:[/h2]


  • Arrival of the Girsh Nephilim, 7th plague of the Gyre, mythic beings whose cradles are tucked throughout the caves of Qud as five new dungeons
  • Next leg of the main quest: a climactic battle with the Putus Templar at the foot of the Spindle
  • Finalized, fully native gamepad and Steam Deck support
  • Hundreds of new visual and sound effects
  • New UI for the hotbar & Abilities screen and new icons for every ability
  • New creatures (mechs!), skills, furniture, items, implants, and more




You can read the full update with all the patch notes here: https://store.steampowered.com/news/app/333640/view/3802788059284257843

This will be our last major update to Caves of Qud before we shift our focus completely to the 1.0 release. You can follow along with updates here on Steam but also on the Kitfox Community Discord or the Official Caves of Qud Discord.



Now who's ready for some Nephilim?!

-Kitfox + Freehold


[ 2023-11-15 18:55:21 CET ] [ Original post ]

Creatures of the 7th Plague - Full Patch Notes

v206.26

[h2]NEW MAIN QUEST AND THE GIRSH NEPHILIM[/h2]


  • Added the next leg of the main quest. Talk to Barathrum after completing the Golem.
  • Added the Girsh nephilim, 7th plague of the Gyre: Agolgot, Bethsaida, Rermadon, Shug'ruith the Burrower, Qas, and Qon.
  • Added cradles throughout Qud where the Girsh nephilim reside.
  • Added secrets for the locations of the cradles.
  • When one of the nephilim is killed, the ones remaining now absorb its essence and become more powerful.
  • The nephilim now leave behind chorded circles of light when they perish.
  • Added shrines to the nephilim throughout Qud. Occasionally they have gyre wights worshipping them, and rarely, legendary gyre wights.
  • We made several changes to the glow wights faction.

    • Glow wights are now known as gyre wights.
    • Changed default gyre wight reputation from -650 to 0.
    • Gyre wights now consider nephilim cradles, Golgotha, and Bethesda Susa holy places.
    • Replaced glow-wight cultists of Agolgot and Bethsaida with gyre wights of Agolgot and Bethsaida, respectively.
    • Added gyre wights of Rermadon, Shug'ruith, Qas, and Qon.
    • Legendary gyre wights are now willing to share the locations of nephilim cradles. Gyre wights of a particular Girsh are more likely to share the cradle of that Girsh.
    • Gyre wights now sometimes camp on the Stiltgrounds.

  • We made several changes to girshlings.

    • Added girshling variants as nephilim spawn: rank girshling, conjoined girshling, plasmatic girshling, burrowing girshling, polarized girshling, and cryptic girshling.
    • Added a defanged girshling variant.
    • Added a new butcherable to girshling corpses: girshling fangs, rank fangs, incadescent fangs, and zigzag fangs, depending on the corpse.

  • Changed the Girsh water ritual liquid to cloning draught.
  • Added a special water ritual option to the Girsh nephilim.
  • Added new creatures: grand newfather, temple mecha mk I, and temple mecha mk II (legendary).
  • Added a new music track for the next leg of the main quest.


[h2]UI AND INPUT [/h2]

  • Merged all input managers down to one, meaning you no longer have to change settings for gamepad to work.
  • Added a new keybind screen and made key binding more flexible, with many more commands now bindable.
  • Made keyboard, gamepad, and Steam Deck input much more robust across the board.
  • We added a new Abilities screen ('a').

    • Added icons for every ability.
    • Added in-depth, dynamic descriptions for many abilities (the rest to come).
    • You can reorder abilities on the Abilities screen and they will also reorder in your hotbar.

  • We made several enhancements to the ability hotbar.

    • Your abilities are now automatically hotkeyed. You can change the hotkeys from the Abilities screen.
    • Added hotkeys for scrolling through your hotbars (default ctrl+1 - ctrl+5).
    • New ability icons also appear on the hotbar.
    • Added the new ability icons to the old UI sidebar. They also now respect the order of abilities on your ability screen.

  • We added many new visual effects.

    • Added new visual effects for several abilities: flaming ray, flame breath, teleportation, slammed, digging, and temporal fugue.
    • Added new visual effects for several types of deaths: decapitation, transmuted, consumed, lased to death, and immolated.
    • Added new visual effects for several missile weapons: all lead slug weapons, all arrows, laser rifle, chain laser, laser pistol, point defense laser, spitting seed plant, light rondure, flamer thrower, null ray pistol, and rocket launchers.
    • Added new visual effects for several other creatures and items: aloe pyra, flaming vents, HE grenades, neutron flux, and hookah.
    • Added new visual effects for throwing.
    • Replaced the combat slash animation with a new one that has three grades of intensity for 1, 2-3 and 4+ penetrations.
    • Added a new animation for bludgeoning damage.
    • Added a new block animation.

  • Added a new, highly visible autoexplore danger indicator.
  • Added new tiles for some flashing status indicators: swimming, wading, covered in spores, flying, and sprinting.
  • Holding down movement keys to move quickly is now safeguarded by the autoexplore danger indicator.
  • Added gamepad button glyphs for Xbox and PlayStation controllers wherever the UI indicates a button bind.
  • Right-stick up and down now defaults to page up and down in menus.
  • Added default force-attack diagonal bindings: Ctrl+Shift+arrow keys.
  • Added a bunch of new keybinds.
  • Page Up and Page Down can now be used to navigate popups and the look menu.
  • Changed the default bind for the Factions page to ctrl+f.
  • Removed "laptop defaults" keybind options. The new defaults should be usable without numpad.
  • Added a user interface option to select the main menu background image.
  • In the new main menu, the Continue button is now disabled if there are no games to continue.
  • Added an autoget option "Exclude liquid in containers you've dropped from auto-collect".


[h2]GAMEPLAY[/h2]

  • We added mecha, late-game pilotable robots.

    • Added special mechanics for infiltrating piloted mecha.
    • Added a key card requirement for piloting an unaccessed mecha.
    • Mecha do not heal on their own and must be repaired with 7 or 8 bits.
    • Mecha require a special type of energy cell to function: mecha power core.
    • Piloted temple mecha appear in dynamic encounters.
    • Unpiloted temple mecha can be found, very rarely, abandoned in caves.

  • Added new items: grappling gun and longreach grappling gun.
  • Added new cybernetic implants: grafted mirror arm, holographic visage, stasis entangler, phase-adaptive scope, and precision force lathe.
  • Added a new piece of furniture: wire extruder.
  • Added wire extruders to Grit Gate, Yla Haj's workshop, and the Yd Freehold.
  • We revamped the First Aid skill tree.

    • Renamed the skill tree to Physic and reduced the initial purchase cost to 50sp.
    • Staunch Wounds now simply improves your bandaging rolls, both in and out of combat.
    • You can now use Staunch Wounds on your companions.
    • Removed the Heal and Set Limb skills.
    • Added a new skill: Nostrums. 100sp. INT 21.

      • You can treat bleeding, poison, illness, and disease onset at a campfire.
      • Treatments can be applied to companions.
      • Some treatments require a medicinal ingredient.

    • Added a new skill: Amputate limb. 25sp. INT 23.

      • You can voluntarily amputate your own limbs.
      • You can amputate your companions' limbs, if they are infected or equipped with unremoveable equipment.

    • Added a new skill: Apothecary. 100sp. INT 25.

      • Healing tonics you apply last an extra round.


  • We revamped the Dual Wield skill tree and made changes to how offhand attack changes are displayed. (Experimental: subject to change)

    • Renamed the skill tree Multiweapon Fighting and the skills Multiweapon Proficiency, Multiweapon Expertise, and Multiweapon Mastery.
    • The bonuses to offhand attacks granted by Multiweapon Fighting skills now apply to all offhand limbs, except mutation-based weapons like Horns and Stinger. This now includes chimera limbs, as before, but also limbs granted by Multiple Arms and Helping Hands.
    • Reduced the offhand bonuses from the three skills from (effective) +20/40/60% to +20/35/50%.
    • Reduced the skill point cost of Multiweapon Fighting and Multiweapon Expertise to 150sp, down from 300sp.
    • Reduced the skill point cost of Multiweapon Mastery to 200sp, down from 300sp.
    • Increased the stat requirements of Multiweapon Expertise and Multiweapon Mastery from 21 and 25 to 23 and 27, respectively.
    • Natural offhand limbs and weapons wielded in offhand limbs now display their offhand attack chance in their descriptions.
    • When you swap your primary limb, your old primary inherits the offhand chance of the new primary you swapped to. This was always the case but is now easier to track due to the offhand chance getting displayed in the limb/weapon description.

  • We added a new Single Weapon Fighting skill tree.

    • Single Weapon Fighting. 100sp. STR or AGI 17. You no longer make offhand attacks in exchange for mastery with a single weapon (toggleable).
    • Opportune Attacks (free with skill) - Whenever you score a critical hit with a melee weapon, the cooldowns of up to two random weapon or shield skills are immediately refreshed.
    • Weapon Expertise. 150sp. STR or AGI 21. Whenever you make a melee attack, there's a 50% you immediately make a second attack for free.
    • Penetrating Strikes. 200sp. STR or AGI 23. Your attacks always penetrate one extra time.
    • Weapon Mastery. 300sp. AGI 29. Whenever you make a melee attack, immediately make a second attack for free.

  • We made several balance changes to the Horns mutation.

    • Horns now costs 4 mutation points instead of 3.
    • Changed the damage scaling from 2d(3+[rank/2]) to 2d(3+[rank/3]).
    • Changed tho to-hit bonus scaling from +rank to +(rank/2)+1.
    • Changed bleed damage scaling from 1d2+(rank-4)/3 to 1d2+(rank-4)/4.
    • Changed the bleed save target from 20 + 3*rank to 20 +2*rank.

  • Updated dream tortoise preset to comply with starting point requirements now that Horns mutation point cost is increased (removed Telepathy).
  • We made improvements to how mutation variants are chosen and displayed.

    • Added new tiles and descriptions for each mutation variant. E.g., horns, horn, spiral horn, antlers, and casque now each have their own tiles and descriptions.
    • Added new tiles and descriptions for Flaming Ray's ghostly flames and Freezing Ray's icy vapor.
    • When you choose a variant during character generation, the appropriate tile and description are now displayed.
    • When you randomly choose mutations during character generation, you can now get mutation variants.
    • When you gain a mutation after character generation, you can now pick a variant.

  • Increased Gun Rack's license point cost from 4 to 6.
  • Intravenous ports now stack by adding to the tonic's duration its original duration, before any modifiers, for each implant.
  • When two spacetime vortices come into contact, they now explode instead of one being sucked into the other.
  • Objects that occlude vision, like trees, and stationary pieces of furniture now have a chance to be hit if a missile passes through their space.
  • Creatures now refuse to chat or trade with you when they are on fire.
  • Kesehind now knows how to use the shield he carries.
  • Made gyre wight apotheotes have a hostile temperament.
  • NPCs can now use healing foods like witchwood bark and urberries.
  • Leather whips can now be modded with some item mods.
  • You no longer switch targets to a clockwork beetle when one spawns.
  • Neutral-temperature liquids now stabilize their containers' temperature, including in the case of liquid-cooled overloaded weapons.
  • Holograms are no longer immune to normality fields.
  • Friendly creatures can no longer swap you out of their way.
  • Added a command "Rest until party healed" that waits for you and your companions to recover full hit points, excepting any who do not heal naturally.
  • Carapace now gives 400 tortoise reputation, per its description.
  • Forcefields from force bracelets and Force Bubble must now be within 1 space of their emitters to continue existing.
  • Galgal charges are now interrupted by [redacted].
  • Gigantic arc winders now receive the appropriate bonus to their damage roll.



[h2]MISCELLANEOUS[/h2]

  • Added remastered music tracks: Pilgrim's Path and Overworld.
  • Added MANY new sound effects.
  • Changed the penetration SFX to match the 1, 2-3 and 4+ tiers.
  • Replace "Then Things to Do When You Start the Game" with a "Quickstart" guide that has up-to-date info and dynamic keybinds.
  • Tweaked "What's Eating the Watervine?" quest dialog.
  • Tweaked the language of the book From Entropy to Hierarchy.
  • Added a From Entropy to Hierarchy, 2nd Edition.
  • There is now case specific death messaging for dying from reflected damage.
  • Removed the unfinished dungeon Trembling Dunes, to return at a later date.
  • Simplified the campfire sounds.
  • Gave portable wall a new tile.
  • Greatly improved save & load performance for both the game and previously visited zones.
  • Greatly improved performance when new game objects were created.
  • Improved general rendering performance.
  • Improved performance when sounds would play during your turn.
  • Improved performance when custom effects play during your turn, particularly offscreen.
  • Improved performance when a creature takes damage and attempts to alert nearby allies.
  • Reduced memory usage & fragmentation for long play sessions, particularly when saving or loading the game often.
  • Reduced save file size.
  • Stable, stationary spacetime vortices are now points of interest.
  • Walking by flowers now refers to some flowers rather than a set of flowers.
  • Made some performance improvements to autoexplore.
  • Added a popup message when a companion fall down a pit.
  • Improved messaging when robots are affected by Sunder Mind.
  • The chiming rocks at Eyn Roj and the glowing soft below it are now points of interest.
  • Liquid collection now indicates the direction the liquid is being collected from, and the source if from a container.
  • You now receive a popup when non-trifling companions fall down a pit or similar terrain feature.
  • Granite and tangled mudroot are now treated grammatically as mass nouns.
  • Sparking baetyls no longer ask you for things you have equipped and cannot unequip.
  • Missile weapons now prefer to autoequip in an unoccupied slot.
  • If you get multiple pieces of scrap at once and autodisassemble is on, they are now all disassembled.
  • Shrines becoming desecrated by non-player damage no longer issues a popup message.
  • In several places we rephrased "+1 penetration" to "+1 to penetration rolls" to differentiate that bonus from when you get a full additional penetration.
  • It's no longer possible for you to become your own target.
  • Added an autoexplore option: "Attack ignored hostile creatures that you move adjacent to during autoexplore."
  • The Bey Lah village stores are now consistently referred to using the definite article.
  • It's now possible to interact with wall-crawling creatures while they're on walls.
  • Skin glitter is now treated grammatically as a mass noun.
  • You are no longer offered a trade conversation option with baetyls.
  • Tweaked the electromagnetic shielding description to include its effect on magnetism and expanded the items that can be modded with it.
  • Tweaked zone names in Oboroqoru's lair.
  • Normalized all instances of Agolgot and Agolgut to Agolgot.
  • Tools are now included in the categories expanded by default when choosing an item to equip on a hand.
  • You can now escape out of dialogs to name an item.



[h2]BUGFIXES[/h2]

  • Rejoinder no longer counterattacks while toggled off.
  • Fixed a bug that caused Light Manipulation to cast ambient light even when out of charges.
  • Fixed a bug that caused some popup selections to cancel autoexplore immediately after.
  • Fixed an issue that caused a spurious option popup when selecting a category in the trade menu.
  • Fixed some grammar issues in Disintegration's messaging.
  • Fixed a bug that caused several dynamic quests to stop working if you swapped bodies.
  • Fixed a bug that prevented "find a relic"" dynamic quests from immediately completing the find step if you already had the relic when you got the quest.
  • Fixed a bug that caused the first step for site-finding dynamic quests to not complete if you found the site before you got the quest.
  • Fixed a bug that made Flaming Ray and Freezing Ray hands variants stop working after eating the Cloaca Surprise or Crystal Delight.
  • Fixed a bug that made the first deployment of a stasis grenade's stasis field be unaffected by normality.
  • Fixed a bug that brain brine to not be consumed upon drinking.
  • Fixed a bug that prevented entering clams.
  • Fixed a bug that caused the achievement for defeating a chrome pyramid to not be awarded.
  • Fixed a bug that caused you to be unable to attack with hooks for feet.
  • Fixed a bug that caused hooks for feet not to regenerate again.
  • Fixed the spelling and capitalization of Dyvvrach's name in the fourth step of If, Then, Else.
  • Fixed a typo in a medassist module loading message.
  • Fixed many issues with faulty zone generation. Canyons and canyon-like areas should be more canyon-like again.
  • Fixed a bug that made relics providing improved block not remove the effect when unequipped, quickly resulting in 100% blocking chance.
  • Fixed a bug that made some relics associate themselves with an incorrect historical period.
  • Fixed an issue that would sometimes cause tomb stairs to spawn encased in walls.
  • Fixed an issue that would ocassionaly cause historic sites to not generate correctly.
  • Fixed an issue that caused pit ledges to render incorrectly after a serialization cycle.
  • Fixed a bug that caused missile weapon penetration to be more limited than it should have been under some circumstances.
  • Fixed a number of issues involving environmental power systems when entering a zone.
  • Fixed some message composition issues in mimic, jilted lover, and livid creeper special attacks.
  • Fixed some issues causing NPCs to interfere with and delay each other in combat by swapping positions.
  • You can no longer dupe chairs by equipping them as weapons and then sitting on them.
  • Fixed a bug that prevented unlocking the 'Become as Gods' achievement.
  • Fixed a bug that caused some sultan relic retrieval quests to fail to recognize completion.
  • Fixed some issues arising from hostile creatures being considered impassable by autoexplore.
  • Fixed a bug that caused dynamic interaction quests to complete with actions that didn't match the quest requirements.
  • Fixed a bug that caused dynamic location quests to not complete correctly.
  • Fixed a bug that caused some non-artifact items to be considered the most advanced artifact in your possession at a end of the game.
  • Fixed a bug that caused you to open (or try to) animated doors when swapping positions with them.
  • Fixed a bug that made the offspring of segmented mirthworms, worms of the earth, and fire ant queens employed as hired guards not be as peaceable as their parents.
  • Fixed third-person shield slam messages telling you the shield in question was yours.
  • Fixed awkward phrasing when a shield slam was performed against a phase-mismatched target.
  • Fixed a bug that caused NPCs to fail to fully utilize extra equipment slots granted by worn items.
  • Fixed a bug that made zone-wide identification effects fail to identify natural equipment artifacts.
  • Fixed a bug that made liquid coverings involving algae mixes sometimes use the word algae where they should use the word algal.
  • Fixed a bug that prevented Call to Arms from scoring correctly.
  • Fixed a bug that prevented "drink from", "opened" or "closed" quests from completing properly.
  • Fixed a rare bug that caused startup crashes when configuration files became corrupt.
  • Fixed a bug that made Electrical Generation not accumulate charge during turns when you weren't taking actions.
  • Fixed a bug that caused companions to keep attacking a creature they had been targeting after you have Dominated it.
  • Fixed a bug that made NPCs lock up trying to use Quicken Mind when it was unusable.
  • Fixed a bug that disabled the "Attack ignored hostile creatures that you move adjacent to during autoexplore" option.


[h2]DEBUG & MODDING[/h2]

  • Improved the map editor UI.
  • The workshop uploader now provides a native file picker for images.
  • The workshop uploader now allows you to close the upload status screen after an error.
  • The workshop uploader now allows you to elide hidden files from your uploads.
  • The map editor now provides a native file picker for maps.
  • Fixed a bug in the map editor that caused dragging the map to be scaled improperly.
  • The mod manager now displays disabled mods as grey instead of red.
  • There is a new GameSystems class which provides public static helpers for raising an event on all game systems.
  • Added string, int, float, list, and dictionary properties to Quest XML.
  • ReflectDamage is now an IActivePart.
  • Systems now support PlayerEquipped, PlayerActivating, and PlayerObjectAddedToInventory.
  • The Consumer part now has the fields Message and FloatMessage for configuring its message log message and, optionally, a floating text message.
  • The parts Breeder, LeavesTrail, LeaveTrailWhileHasEffect, PopulationSpawner, and DeploymentGrenade all now support extended blueprint syntax (# can preface a comma-separated list of blueprints to select from, and @ can preface a population table name). The first four also have a new Range parameter that allows objects to be deployed at a randomizable range from the source.
  • ModSerene and ModHorrifying now work with existing equip slots configurations, adding a head and/or face requirement if not already present, rather than replacing existing configurations entirely.
  • Any mutation that grants natural equipment (such as wings or hooks for feet) can now specify variants using the "MutationEquipment" tag.
  • Severed body parts now have string properties EquippedBlueprint, DefaultBehaviorBlueprint, and CyberneticsBlueprint set to the blueprints of the respective attached objects, if any.
  • Added a Tree tag to objects considered trees.
  • Added 'music' and 'widget' tags to Worlds.xml, which are aliases for ZoneBuilders.Music and ZoneBuilders.AddWidgetBuilder, respectively.
  • The BleedingOnHit part now has a field Holographic that, if true, causes it to inflict holographic bleeding instead of regular bleeding, and no longer has a SelfOnly field, instead using its IActivePart scope configuration to control what it affects (with WorksOnSelf, WorksOnEquipper, WorksOnHolder, WorksOnWearer, and WorksOnImplantee supported).
  • Symbolic links are now be excluded from workshop uploads.
  • Populations within interiors are no longer be placed outside the bounds of the map.
  • ModTransmuteOnHit's description is now moddable via the DescriptionTerm field, and creatures transmuted into other creatures are no longer considered to have died.
  • The Impaler part now has a field NeedsToBeHidden, true by default, which if set to false makes being hidden unnecessary for the impalement functionality to work.
  • Added weights to water ritual secrets and journal entries, making secrets more or less likely to be shared and discovered.
  • Added weight modifiers to interests in Factions.xml, specified via a Weight attribute. Ex: Weight="50".
  • Added GetWaterRitualSecretWeightEvent, which can modify the final weight of secrets in the water ritual.
  • Added BuySecretWeight and SellSecretWeight attributes to the water ritual xtag, which can override a creature's weighting of secrets by id.
  • Added EntityID and EventID to factions, allowing retrieval of their historic entities and events, respectively, when they exist. Example use is to get the village inhabited by a given village faction.
  • Added Transmitter and Receiver to conversations to facilitate long-distance physical communication.
  • Pressing Control now brings up the blueprint XML for a hovered object in the map editor blueprint list.
  • Reduced the mouse wheel sensitivity of the map editor blueprint list.
  • Added a scroll bar to the blueprint list.
  • Fixed a bug that caused the blueprint list to jump to the top whenever a blueprint was selected in the map editor.
  • BioAmmoLoader now has two new fields StartAvailable and VariableTurnsToGenerate. Start Available provides a randomizable amount to be assigned to the field Available at object creation. VariableTurnsToGenerate provides a randomizable amount of turns taken to generate another point of Available firing capacity.


[ 2023-11-15 18:52:00 CET ] [ Original post ]

Feature Friday - November 10, 2023

06.20 - 'beta' branch


  • Added a new music track for the quest Reclamation.
  • Added remastered music tracks: Pilgrim's Path and Overworld.
  • Added descriptions for grappling gun, longreach grappling gun, phase-adaptive scope, stasis entangler, holographic visage, grafted mirror arm, precision force lathe, force knife, ashy stalagmite, girshling variants, girshling corpse variants, girshling fang variants, mecha power core, variants of resin extruded by the Girsh nephilim, and the girsh creshes.
  • Added a command "Rest until party healed" that waits for you and your companions to recover full hit points, excepting any who do not heal naturally.
  • Added a user interface option to select the main menu background image.
  • Gave several NPCs Single Weapon Fighting skills.
  • Gave amputate limb an icon and description.
  • Renamed polyphase modulator to phase-adaptive scope.
  • Swapped tiles for phase-adaptive scope and stasis entangler.
  • Hookahs can receive common item mods once again.
  • Missile weapons now prefer to autoequip in an unoccupied slot.
  • Toggling phase-adaptive projectiles off now works.
  • If you get multiple pieces of scrap at once and autodisassemble is on, they are now all disassembled.
  • Carapace now gives 400 tortoise reputation, per its description.
  • Updated dream tortoise preset to comply with starting point requirements now that Horns mutation point cost is increased (removed Telepathy).
  • Forcefields from force bracelets and Force Bubble must now be within 1 space of their emitters to continue existing.
  • Galgal charges are now interrupted by [redacted].
  • You can no longer remove a piloted mechas sealed power core just by being allied to them.
  • It's no longer possible for mutants with Electrical Generation to drink all the charge out of a mecha's sealed power socket.
  • You can no longer dupe chairs by equipping them as weapons and then sitting on them.
  • Tam now addresses you appropriately if you approach him in a temple mecha.
  • The Flaming Ick is now exempted from liquids stabilizing their containers' temperature downward.
  • In the new main menu, the Continue button is now disabled if there are no games to continue.
  • Shrines becoming desecrated by non-player damage no longer issues a popup message.
  • Burrowing girshlings now extrude a layer of resin visually distinct from Shug'ruith's.
  • Rank and plasmatic girshlings now drop the right corpses.
  • Girshling fangs are now actually butcherable from girshling corpses.
  • Nephilim are now more resistant to love tonics.
  • Decreased the frequency that girshling fangs appear dynamically.
  • Gyre wights of Qas now have the right display names.
  • In several places we rephrased "+1 penetration" to "+1 to penetration rolls" to differentiate that bonus from when you get a full additional penetration.
  • Tweaked the look of mecha interiors.
  • Tweaked the high mecha name generator.
  • It's no longer possible for you to become your own target.
  • Added an autoexplore option: "Attack ignored hostile creatures that you move adjacent to during autoexplore."
  • The Bey Lah village stores are now consistently referred to using the definite article.
  • Fixed a bug that caused claws from the circle of light in the chord of Agolgot to receive a +10 hit bonus.
  • Fixed a bug that caused the UI to not remove effects cured via the Nostrums skill.
  • Fixed a bug that caused objects to be transmuted out of existence when stepping into a deep pool of pure warm static.
  • Fixed a bug that caused pacified nephilim companions to despawn on zone transition.
  • Fixed a bug that caused stingers to display their variant twice.
  • Fixed a bug that caused energy turrets to occasionally spawn loaded with mecha power cores.
  • Fixed a bug that caused your primary weapon to be excluded from Flurry.
  • Fixed a bug that caused recharging mecha power cores to not consume the right bit type.
  • Fixed a bug that caused the Quicken Mind ability to not refresh abilities.
  • Fixed a bug that prevented unlocking the 'Become as Gods' achievement.
  • Fixed a bug that prevented clones with single weapon fighting from attacking.
  • Fixed a bug that caused temple mecha at Omonporch to start with damage accrued and drained power cores.
  • Fixed a bug that caused some sultan relic retrieval quests to fail to recognize completion.
  • Fixed some issues arising from hostile creatures being considered impassable by autoexplore.
  • Fixed a bug that caused a hang if you used interact nearby to initiate [redacted].
  • Fixed a bug preventing page up and page down from working to scroll the console looker.
  • Fixed some issues with pathfinding, in particular navigation to zone edges.
  • Fixed a bug that caused a hang during the "Mod Configuration Differs" popup when using the console UI.
  • Fixed a bug that caused dynamic interaction quests to complete with actions that didn't match the quest requirements.
  • Fixed a bug that caused dynamic location quests to not complete correctly.
  • Fixed a bug that caused organic creatures to display as damaged instead of wounded, and vice versa.
  • Fixed a bug that caused the ability bar pagination text to not always match the number of actual pages.
  • Fixed a bug that caused the ability bar to be stuck on a blank page if losing an ability removed the last ability on the selected page.
  • Fixed a bug that caused leaderboard scores to be truncated on low DPI displays.
  • Fixed some issues with the interaction of spiral borers and pits.
  • Fixed a rare lockup related to fungal vision.
  • Fixed a bug that caused warm static to not glitch mutations.
  • Fixed an inconsistency in hookah behavior.
  • Fixed a bug that caused some non-artifact items to be considered the most advanced artifact in your possession at a end of the game.
  • Fixed a bug that made it impossible to hit a wall-clinging creature while using a phase-adaptive scope.
  • Fixed a bug that caused you to open (or try to) animated doors when swapping positions with them.
  • Fixed a bug that made the offspring of segmented mirthworms, worms of the earth, and fire ant queens employed as hired guards not be as peaceable as their parents.
  • Fixed a bug that prevented pressing left from unequipping an item when 'Equip and unequip the highlighted item when pressing right or left respectively on the Inventory and Equipment screens.' is enabled.
  • Fixed a bug that caused navigation issues when the last saved game was deleted.
  • Fixed a bug that caused mangled unicode output in the ability bar.
  • Fixed a bug that could cause you to become trapped inside a wall when falling down a pit.
  • Fixed third-person shield slam messages telling you the shield in question was yours.
  • Fixed awkward phrasing when a shield slam was performed against a phase-mismatched target.
  • Fixed an issue causing stacking reputation sounds.
  • Fixed a rare lockup related to fungal vision.
  • [modding] Added Transmitter and Receiver to conversations to facilitate long-distance physical communication.
  • [modding] Pressing Control now brings up the blueprint XML for a hovered object in the map editor blueprint list.
  • [modding] Reduced the mouse wheel sensitivity of the map editor blueprint list.
  • [modding] Added a scroll bar to the blueprint list.
  • [modding] Fixed a bug that caused the blueprint list to jump to the top whenever a blueprint was selected in the map editor.
  • [modding] BioAmmoLoader now has two new fields StartAvailable and VariableTurnsToGenerate. Start Available provides a randomizable amount to be assigned to the field Available at object creation. VariableTurnsToGenerate provides a randomizable amount of turns taken to generate another point of Available firing capacity.


[ 2023-11-11 08:42:33 CET ] [ Original post ]

Feature Friday - November 3, 2023

Note: this update breaks save compatibility with previous versions.

206.17 - 'beta' branch


  • Added new cybernetic implants: stasis entangler, polyphase modulator, and precision force lathe.
  • We made some refinements to temple mecha.

    • Added special mechanics for infiltrating piloted mecha.
    • Added a new requirement for piloting an unaccessed mecha.
    • Mecha no longer heal on their own and must be repaired with 7 or 8 bits.
    • Mecha now require a special type of energy cell to function: mecha power core.
    • Piloted temple mecha now appear in dynamic encounters.
    • Unpiloted temple mecha can now be found, very rarely, abandoned in caves.

  • Gyre wights now sometimes camp on the Stiltgrounds.
  • Added new legendary names and titles for gyre wights.
  • Added new gyre wight dialog.
  • The approaches to Girsh cradles are no longer considered holy sites to gyre wights. Golgotha and Bethesda Susa themselves stil are, however.
  • Rank girshlings and plasmatic girshlings now occasionally leave corpses behind on death, like other girshlings.
  • Neutral-temperature liquids now stabilize their containers' temperature, including in the case of liquid-cooled overloaded weapons.
  • Holograms are no longer immune to normality fields.
  • Granite and tangled mudroot are now treated grammatically as mass nouns.
  • Sparking baetyls no longer ask you for things you have equipped and cannot unequip.
  • Prevented some cases of named creatures being randomly assigned the same term in multiple elements of their name.
  • Friendly creatures can no longer swap you out of their way.
  • Fixed several issues with yes/no/cancel dialogs in console mode.
  • Fixed a bug that caused no keybinding to be displayed for some popups in console mode when playing with a gamepad.
  • Fixed a bug that sometimes caused a long pause when returning the application to focus.
  • Fixed a bug that caused you to be unable to enter some interiors if the entrance was blocked.
  • Fixed a bug that caused keyboard input not to register on prerelease inventory and trade screens. Note: Directional navigation of prerelease trade and inventory screens won't respect binds and only responds to arrows and numpad.
  • Fixed a number of issues involving environmental power systems when entering a zone.
  • Fixed some message composition issues in mimic, jilted lover, and livid creeper special attacks.
  • Fixed some issues causing NPCs to interfere with and delay each other in combat by swapping positions.
  • [modding] The Impaler part now has a field NeedsToBeHidden, true by default, which if set to false makes being hidden unnecessary for the impalement functionality to work.
  • [modding] Added weights to water ritual secrets and journal entries, making secrets more or less likely to be shared and discovered.
  • [modding] Added weight modifiers to interests in Factions.xml, specified via a Weight attribute. Ex: Weight="50".
  • [modding] Added GetWaterRitualSecretWeightEvent, which can modify the final weight of secrets in the water ritual.
  • [modding] Added BuySecretWeight and SellSecretWeight attributes to the water ritual xtag, which can override a creature's weighting of secrets by id.
  • [modding] Added EntityID and EventID to factions, allowing retrieval of their historic entities and events, respectively, when they exist. Example use is to get the village inhabited by a given village faction.


[ 2023-11-04 08:47:23 CET ] [ Original post ]

Feature Friday - October 27, 2023

06.11 - 'beta' branch


  • Added new cybernetic implants: grafted mirror arm and holographic visage.
  • Revised the design of stasis resonators.
  • Changed the Girsh water ritual liquid to cloning draught.
  • Added a new water ritual option to the Girsh nephilim.
  • Girsh nephilim now bleed.
  • Gave girshlings fangs.
  • Added a new butcherable to girshling corpses: girshling fangs, rank fangs, incadescent fangs, and zigzag fangs, depending on the corpse.
  • Added defanged girshlings.
  • We made more changes to the Gyre wights.

    • Changed default Gyre wight reputation from -650 to 0.
    • Gyre wights still consider nephilim cradles and their approaches holy places.
    • Replaced glow-wight cultists of Agolgot and Bethsaida with gyre wights of Agolgot and Bethsaida, respectively.
    • Added gyre wights of Rermadon, Shug'ruith, Qas, and Qon.
    • Legendary gyre wights of a particular Girsh are more likely to share the cradle of that Girsh.
    • Nephilim shrines now occasionally have gyre wights worshipping at them, and rarely, legendary gyre wights.
    • Fleshed out Gyre wight descriptions, dialog, and legendary titles coming soon.
    • Made gyre wight apotheotes have a hostile temperament.

  • Added a new tile for the nephilim circles of light.
  • Added a new tile for the Single Weapon Fighting ability toggle.
  • NPCs can now use healing foods like witchwood bark and urberries.
  • The chiming rocks at Eyn Roj and the glowing soft below it are now points of interest.
  • Leather whips can now be modded with some item mods.
  • You no longer switch targets to a clockwork beetle when one spawns.
  • Liquid collection now indicates the direction the liquid is being collected from, and the source if from a container.
  • You now receive a popup when non-trifling companions fall down a pit or similar terrain feature.
  • Fixed many issues with faulty zone generation. Canyons and canyon-like areas should be more canyon-like again.
  • Fixed a bug that made relics providing improved block not remove the effect when unequipped, quickly resulting in 100% blocking chance.
  • Fixed a bug that made some relics associate themselves with an incorrect historical period.
  • Fixed a bug that caused key delay to reset to the lowest value after existing and re-entering the game.
  • Fixed an issue that would sometimes cause tomb stairs to spawn encased in walls.
  • Fixed an issue that would ocassionaly cause historic sites to not generate correctly.
  • Fixed an issue that caused pit ledges to render incorrectly after a serialization cycle.
  • Fixed a bug that caused multiple simultaneous throw animations to each require an individual keypress to animation cancel.
  • Fixed a bug that caused missile weapon penetration to be more limited than it should have been under some circumstances.
  • Fixed an issue that caused rapid flickering of the zone transition arrows.
  • Enabled opengl support for legacy OSX 10.3 systems.
  • [modding] The BleedingOnHit part now has a field Holographic that, if true, causes it to inflict holographic bleeding instead of regular bleeding, and no longer has a SelfOnly field, instead using its IActivePart scope configuration to control what it affects (with WorksOnSelf, WorksOnEquipper, WorksOnHolder, WorksOnWearer, and WorksOnImplantee supported).
  • [modding] Symbolic links are now be excluded from workshop uploads.
  • [modding] Populations within interiors are no longer be placed outside the bounds of the map.
  • [modding] ModTransmuteOnHit's description is now moddable via the DescriptionTerm field, and creatures transmuted into other creatures are no longer considered to have died.


If you're interested in modding Caves of Qud, come join the Caves of Qud Modding Jam: Monster Mash!

https://itch.io/jam/caves-of-qud-modding-jam-1


It's a perfect entry point for new modders.


[ 2023-10-28 08:01:11 CET ] [ Original post ]

Feature Friday - October 20, 2023

06.10 - 'beta' branch


  • Added cradles throughout Qud where the Girsh nephilim reside.
  • Added secrets for the locations of the cradles.
  • Nephilim cradles and their approaches are now considered holy places to Gyre wights.
  • Legendary Gyre wights are now willing to share the locations of nephilim cradles. Gyre wight creature updates coming soon.
  • When one of the nephilim is killed, the ones remaining now absorb its essence and become more powerful.
  • The nephilim now leave behind chorded circles of light when they perish.
  • Added shrines to the nephilim throughout Qud.
  • Added new sound effects for Girsh nephilim presence and irisdual beam attack.
  • Added girshling variants to population tables.
  • Temple mechas Mk 1a can now use their gigantic machined edge again.
  • Fixed a bug that caused armor pieces to be ineffectually equippable to any limb.
  • Fixed a bug that caused temporary mutations to be removed inconsistently.
  • Fixed a bug that caused torches to not automatically equip.
  • Fixed a bug that caused creatures to sometimes equip gigantic items they shouldn't be able to equip.
  • Fixed a bug that caused the equipment screen to occasionally close when unequipping an item that provided limbs.
  • Fixed a bug in fork-horned gnu's description.
  • [modding] Severed body parts now have string properties EquippedBlueprint, DefaultBehaviorBlueprint, and CyberneticsBlueprint set to the blueprints of the respective attached objects, if any.
  • [modding] Added a Tree tag to objects considered trees.
  • [modding] Added 'music' and 'widget' tags to Worlds.xml, which are aliases for ZoneBuilders.Music and ZoneBuilders.AddWidgetBuilder, respectively.


[ 2023-10-21 06:19:54 CET ] [ Original post ]

Feature Friday - October 13, 2023

06.4 - 'beta' branch


  • Added a new piece of furniture: wire extruder.
  • Added wire extruders to Grit Gate, Yla Haj's workshop, and the Yd Freehold.
  • We made several balance changes to the Horns mutation.

    • Horns now costs 4 mutation points instead of 3.
    • Changed the damage scaling from 2d(3+[rank/2]) to 2d(3+[rank/3]).
    • Changed tho to-hit bonus scaling from +rank to +(rank/2)+1.
    • Changed bleed damage scaling from 1d2+(rank-4)/3 to 1d2+(rank-4)/4.
    • Changed the bleed save target from 20 + 3*rank to 20 +2*rank.

  • We made some balance changes to Single Weapon Fighting.

    • Made all the stat requirements Strength OR Agility instead of just Agility.
    • Descreased skill point cost to 100sp.
    • Renamed Expert Strikes to Penetrating Strikes, increased the skill point cost to 200, and increased the stat requirement to 23.
    • Broke Weapon Mastery into two skills: Weapon Expertise and Weapon Mastery. Expertise costs 150sp and has a 21 stat req, gives 50% chance for a second attack. Mastery costs 300sp and has a 29 stat req, bumps the second attack chance up to 100%.
    • You can now make offhand attacks with horns and stingers even if Single Weapon Fighting is toggled on, but if you make either one your primary weapon, then you do not get offhand attacks with the swapped limb.
    • Made Penetrating Strikes no longer apply to non-creature walls.
    • Extra attacks from Weapon Expertise and Weapon Mastery now trigger off activated weapon abilities.

  • We made some balance changes to Multiweapon Fighting.

    • Made all the stat requirements Strength OR Agility instead of just Agility.
    • Increased the stat requirements of Multiweapon Expertise and Multiweapon Mastery from 21 and 25 to 23 and 27, respectively.
    • Increased the skill point cost of Multiweapon Mastery from 150 to 200sp.

  • Gave the Girsh nephilim base resistances.
  • Gave portable wall a new tile.
  • When two spacetime vortices come into contact, they now explode instead of one being sucked into the other.
  • Stable, stationary spacetime vortices are now points of interest.
  • Creatures now refuse to chat or trade with you when they are on fire.
  • Kesehind now knows how to use the shield he carries.
  • Walking by flowers now refers to some flowers rather than a set of flowers.
  • Made some performance improvements to autoexplore.
  • Added a popup message when a companion fall down a pit.
  • Improved messaging when robots are affected by Sunder Mind.
  • Temporarily replaced overly long melee attack sounds.
  • Irisdual beam is now more audible through walls.
  • Fixed a bug that caused the legendary grand newfather's followers to be much lower level than they should have been.
  • Fixed a bug that caused lockups in autoexplore.
  • Fixed a bug that made Flaming Ray and Freezing Ray hands variants stop working after eating the Cloaca Surprise or Crystal Delight.
  • Fixed a bug that made the first deployment of a stasis grenade's stasis field be unaffected by normality.
  • Fixed a bug that brain brine to not be consumed upon drinking.
  • Fixed a bug that prevented entering clams.
  • Fixed a bug that caused the achievement for defeating a chrome pyramid to not be awarded.
  • Fixed a bug that caused you to be unable to attack with hooks for feet.
  • Fixed a bug that caused hooks for feet not to regenerate again.
  • Fixed a bug that caused irisdual beam's vfx to be delayed by the firing of other missile weapons.
  • Fixed missile weapon VFX from offscreen zones being displayed.
  • Fixed pagination controls on character generation screens.
  • Fixed a bug that would rarely cause an object to become invulnerable.
    []*Fixed a bug that would rarely cause a UI lockup when interaction with an object.
  • Fixed a bug that made Flaming Ray and Freezing Ray hands variants stop working after eating the Cloaca Surprise or Crystal Delight.
  • Fixed the spelling and capitalization of Dyvvrach's name in the fourth step of If, Then, Else.
  • Fixed a typo in a medassist module loading message.
  • [modding] The Consumer part now has the fields Message and FloatMessage for configuring its message log message and, optionally, a floating text message.
  • [modding] The parts Breeder, LeavesTrail, LeaveTrailWhileHasEffect, PopulationSpawner, and DeploymentGrenade all now support extended blueprint syntax (# can preface a comma-separated list of blueprints to select from, and @ can preface a population table name). The first four also have a new Range parameter that allows objects to be deployed at a randomizable range from the source.
  • [modding] ModSerene and ModHorrifying now work with existing equip slots configurations, adding a head and/or face requirement if not already present, rather than replacing existing configurations entirely.
  • [modding] Any mutation that grants natural equipment (such as wings or hooks for feet) can now specify variants using the "MutationEquipment" tag.


[ 2023-10-14 06:12:09 CET ] [ Original post ]

Creatures of the 7th Plague - NEW BETA!

Our next feature arc, Creatures of the 7th Plague, is now in beta! Big picture, this arc includes the next quest in the main questline, significant updates to the UI and input, lots of new visual and sound effects, lots of performance improvements, and many gameplay changes.

If you'd like to help us test it, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. Check out this thread if you want to post your feedback and get access to fast-forward wishes to help test the new quest. Note: previous saves won't be compatible with this beta.

Live and drink, friends. Patch notes below.

[h3]NEW MAIN QUEST AND THE GIRSH NEPHILIM[/h3]

  • Added the next leg of the main quest. Talk to Barathrum after completing the Golem.
  • Added the Girsh Nephilim, 7th plague of the Gyre. Lairs to come.


    [h3]UI AND INPUT [/h3]
    Several of these changes were merged in from the "input" beta.

  • Merged all input managers down to one, meaning you no longer have to change settings for gamepad to work.
  • Added a new keybind screen and made key binding more flexible, with many more commands now bindable.
  • Made keyboard, gamepad, and Steam Deck input much more robust across the board.
  • We added a new Abilities screen ('a').

    • Added icons for every ability.
    • Added in-depth, dynamic descriptions for many abilities (the rest to come).
    • You can reorder abilities on the Abilities screen and they will also reorder in your hotbar.

  • We made several enhancements to the ability hotbar.

    • Your abilities are now automatically hotkeyed. You can change the hotkeys from the Abilities screen.
    • Added hotkeys for scrolling through your hotbars (default ctrl+1 - ctrl+5).
    • New ability icons also appear on the hotbar.
    • Added the new ability icons to the old UI sidebar. They also now respect the order of abilities on your ability screen.

  • We added many new visual effects.

    • Added new visual effects for several abilities: flaming ray, flame breath, teleportation, slammed, digging, and temporal fugue.
    • Added new visual effects for several types of deaths: decapitation, transmuted, consumed, lased to death, and immolated.
    • Added new visual effects for several missile weapons: all lead slug weapons, all arrows, laser rifle, chain laser, laser pistol, point defense laser, spitting seed plant, light rondure, flamer thrower, null ray pistol, and rocket launchers.
    • Added new visual effects for several other creatures and items: aloe pyra, flaming vents, HE grenades, neutron flux, and hookah.
    • Added new visual effects for throwing.
    • Replaced the combat slash animation with a new one that has three grades of intensity for 1, 2-3 and 4+ penetrations.
    • Added a new animation for bludgeoning damage.
    • Added a new block animation.

  • Added a new, highly visible autoexplore danger indicator.
  • Added new tiles for some flashing status indicators: swimming, wading, covered in spores, flying, and sprinting.
  • Holding down movement keys to move quickly is now safeguarded by the autoexplore danger indicator.
  • Added gamepad button glyphs for Xbox and PlayStation controllers wherever the UI indicates a button bind.
  • Right-stick up and down now defaults to page up and down in menus.
  • Added default force-attack diagonal bindings: Ctrl+Shift+arrow keys.
  • Added a bunch of new keybinds.
  • Page Up and Page Down can now be used to navigate popups and the look menu.
  • Changed the default bind for the Factions page to ctrl+f.
  • Removed "laptop defaults" keybind options. The new defaults should be usable without numpad.


    [h3]GAMEPLAY[/h3]
  • Added new creatures: grand newfather, temple mecha mk I, and temple mecha mk II (legendary).
  • Added new items: grappling gun and longreach grappling gun.
  • We revamped the First Aid skill tree.

    • Renamed the skill tree to Physic and reduced the initial purchase cost to 50sp.
    • Staunch Wounds now simply improves your bandaging rolls, both in and out of combat.
    • You can now use Staunch Wounds on your companions.
    • Removed the Heal and Set Limb skills.
    • Added a new skill: Nostrums. 100sp. INT 21.

      • You can treat bleeding, poison, illness, and disease onset at a campfire.
      • Treatments can be applied to companions.
      • Some treatments require a medicinal ingredient.

    • Added a new skill: Amputate limb. 50sp. INT 23.

      • You can voluntarily amputate your own limbs.
      • You can amputate your companions' limbs, if they are infected or equipped with unremoveable equipment.

    • Added a new skill: Apothecary. 100sp. INT 25.

      • Healing tonics you apply last an extra round.


  • We revamped the Dual Wield skill tree and made changes to how offhand attack changes are displayed. (Experimental: subject to change)

    • Renamed the skill tree Multiweapon Fighting and the skills Multiweapon Proficiency, Multiweapon Expertise, and Multiweapon Mastery.
    • The bonuses to offhand attacks granted by Multiweapon Fighting skills now apply to all offhand limbs, except mutation-based weapons like Horns and Stinger. This now includes chimera limbs, as before, but also limbs granted by Multiple Arms and Helping Hands.
    • Reduced the offhand bonuses from the three skills from (effective) +20/40/60% to +20/35/50%.
    • Reduced the skill point cost. Each skill is now 150sp, down from 300sp.
    • Natural offhand limbs and weapons wielded in offhand limbs now display their offhand attack chance in their descriptions.
    • When you swap your primary limb, your old primary inherits the offhand chance of the new primary you swapped to. This was always the case but is now easier to track due to the offhand chance getting displayed in the limb/weapon description.

  • We added a new Single Weapon Fighting skill tree. (Experimental: subject to change)

    • Single Weapon Fighting. 150sp. AGI 17. You no longer make offhand attacks in exchange for mastery with a single weapon (toggleable).
    • Opportune Attacks (free with skill) - Whenever you score a critical hit with a melee weapon, the cooldowns of up to two random weapon or shield skills are immediately refreshed.
    • Expert Strikes. 200sp. AGI 19. Your attacks always penetrate one extra time.
    • Weapon Mastery. 150sp. AGI 23. Whenever you make a melee attack, immediately make a second attack for free.

  • We made improvements to how mutation variants are chosen and displayed.

    • Added new tiles and descriptions for each mutation variant. E.g., horns, horn, spiral horn, antlers, and casque now each have their own tiles and descriptions.
    • Added new tiles and descriptions for Flaming Ray's ghostly flames and Freezing Ray's icy vapor.
    • When you choose a variant during character generation, the appropriate tile and description are now displayed.
    • When you randomly choose mutations during character generation, you can now get mutation variants.
    • When you gain a mutation after character generation, you can now pick a variant.

  • Increased Gun Rack's license point cost from 4 to 6.
  • Intravenous ports now stack by adding to the tonic's duration its original duration, before any modifiers, for each implant.
  • Objects that occlude vision, like trees, and stationary pieces of furniture now have a chance to be hit if a missile passes through their space.


    [h3]MISCELLANEOUS[/h3]
  • Added MANY new sound effects.
  • Changed the penetration SFX to match the 1, 2-3 and 4+ tiers.
  • Replace "Then Things to Do When You Start the Game" with a "Quickstart" guide that has up-to-date info and dynamic keybinds.
  • There is now case specific death messaging for dying from reflected damage.
  • Removed the unfinished dungeon Trembling Dunes, to return at a later date.
  • Simplified the campfire sounds.
  • Greatly improved save & load performance for both the game and previously visited zones.
  • Greatly improved performance when new game objects were created.
  • Improved general rendering performance.
  • Improved performance when sounds would play during your turn.
  • Improved performance when custom effects play during your turn, particularly offscreen.
  • Improved performance when a creature takes damage and attempts to alert nearby allies.
  • Reduced memory usage & fragmentation for long play sessions, particularly when saving or loading the game often.
  • Reduced save file size.


    [h3]BUGFIXES[/h3]
  • Rejoinder no longer counterattacks while toggled off.
  • Fixed a bug that caused Light Manipulation to cast ambient light even when out of charges.
  • Fixed a bug that caused some popup selections to cancel autoexplore immediately after.
  • Fixed an issue that caused a spurious option popup when selecting a category in the trade menu.
  • Fixed some grammar issues in Disintegration's messaging.
  • Fixed a bug that caused several dynamic quests to stop working if you swapped bodies.
  • Fixed a bug that prevented "find a relic"" dynamic quests from immediately completing the find step if you already had the relic when you got the quest.
  • Fixed a bug that caused the first step for site-finding dynamic quests to not complete if you found the site before you got the quest.


    [h3]DEBUG & MODDING[/h3]

    • Improved the map editor UI.
    • The workshop uploader now provides a native file picker for images.
    • The workshop uploader now allows you to close the upload status screen after an error.
    • The workshop uploader now allows you to elide hidden files from your uploads.
    • The map editor now provides a native file picker for maps.
    • Fixed a bug in the map editor that caused dragging the map to be scaled improperly.
    • The mod manager now displays disabled mods as grey instead of red.
    • GameSystems.FireEvent now supports all events fired on the player
    • There is a new GameSystems class which provides public static helpers for raising an event on all game systems.
    • Added string, int, float, list, and dictionary properties to Quest XML.
    • ReflectDamage is now an IActivePart.
    • Systems now support PlayerEquipped, PlayerActivating, and PlayerObjectAddedToInventory.


  • [ 2023-10-07 02:36:25 CET ] [ Original post ]

    Feature Friday - September 29th, 2023. AND 7th Plague beta coming next week!

    The beta for our next feature arc Creatures of the 7th Plague is coming next week! Once it's up, we'll post our Feature Friday updates to the beta branch until the beta is over and merged into the mainline.
    Keep an eye out! Live and drink, friends.

    204.108


    • When you first get a recoiler, you now gain an activated ability Recoil that selects from among your recoilers to interact with, sorted by the most recently used. In existing saved games, drop a recoiler and pick it up again to gain the activated ability.
    • The default interaction for programmable and reprogrammable recoilers in your inventory is now "imprint" if they have not yet been imprinted.
    • Recoilers are now metal. Existing recoilers in saved games will not be affected.
    • Autoexplore no longer attempts to talk to sparking baetyls that are hostile to you.
    • The offer dialog for sparking baetyls is now clearer about exactly which items will be offered, and it prefers to offer less valuable items.
    • Swoop now respects being disabled via the "direct ability use" interaction.
    • Barathrumite tinkers and arconauts who are no longer part of the Barathrumites faction are now described as urshiib tinkers and arconauts, respectively.
    • Stairwell teleporters are now interesting. Existing teleporters in saved games will not be affected.
    • The default interaction for data disks is no longer "learn" when you already know how their recipe. For known item recipes in your inventory, the default action is now usually "build"
    • Creatures no longer attempt to use Intimidate or Menacing Stare against brainless targets.
    • You can no longer use crayons on the world map.
    • Fixed several bugs that made creatures much less willing to forgive friendly fire incidents than they were supposed to be.
    • Fixed a bug that made skin glitter implants held as thrown or improvised weapons refract light. Existing implants in saved games will not be affected.
    • Fixed a bug that made being overburdened cause some actions to fail silently.
    • Fixed a bug that made attempts to unequip cursed items fail silently.
    • Fixed an exception that could happen rarely when liquids were moving around.
    • Fixed some cases where in unusual circumstances you could be blamed for targeting someone with a missile attack who you hadn't meant to target.
    • Fixed a bug that made autoexplore path to sparking baetyls whose request you had fulfilled and whose journal entry you had deleted.
    • [modding] Added a MutationOnEquip part for equipped items that can give/improve a mutation.


    [ 2023-09-30 08:27:54 CET ] [ Original post ]

    Feature Friday - September 22, 2023

    04.106


    • You can no longer deploy wire strands on the world map.
    • You can no longer deploy wire strands that are rusted or broken.
    • Creatures can now only vomit once every three turns.
    • Creatures in stasis can no longer be dismembered or decapitated.
    • Learning Kickback now enables NPCs to fire missile weapons at point-blank range if they did not previously do so.
    • Neelahind now knows how to use the shield she carries.
    • The cragmensch and glittermensch capacity to extract boulders from their own bodies is no longer visible via techscanning.
    • Chiral rings equipped by someone in stasis no longer dismember adjacent creatures.
    • Autoexplore now chats with sparking baetyls that you have not yet spoken to.
    • Pathfinding now goes to slightly more effort to avoid being next to pits.
    • When unlocking a door with a security card that is in a stack, the stack count is no longer displayed.
    • Creatures can no longer start flying while overburdened or while engulfing another creature.
    • Engulfing now forces both the engulfer and engulfee to land if they were flying.
    • Fixed a bug that caused NPCs who equipped a piece of armor in place of a worse piece of armor then become enthusiastic to equip the worse piece of armor as an improvised weapon.
    • Fixed a bug that made trading for very low value items free.
    • Fixed a bug that made being submerged prevent beginning to swim or wade.
    • [modding] Updated Harmony to version 2.2.2.


    205.65 - 'beta' branch

    • Fixed a bug that prevented 'find a relic' dynamic quests to stop working if you swapped bodies.
    • Fixed a bug that prevented 'find a relic' dynamic quests from immediately completing the find step if you currently posess the relic when you get the quest.
    • Fixed a bug that prevented 'find a specific item' dynamic quests to stop working if you swapped bodies.
    • Fixed a bug that prevented 'interact with a specific item' dynamic quests to stop working if you swapped bodies.
    • Fixed a bug that caused the first step for site-finding dynamic quests to not complete if you found the site before you acquired the quest.
    • Fixed a bug that caused Temporal Fugue to have no cooldown.
    • [modding] Improved the map editor UI.
    • [modding] Fixed a bug in the map editor that caused dragging the map to be scaled improperly.
    • [modding] Systems now support PlayerEquipped, PlayerActivating, and PlayerObjectAddedToInventory.
    • [modding] GameSystems.FireEvent now supports all events fired on the player
    • [modding] There is a new GameSystems class which provides public static helpers for raising an event on all game systems.


    If you enjoy our weekly updates, please leave a positive review. Every one counts!


    [ 2023-09-23 08:05:48 CET ] [ Original post ]

    Feature Friday - September 15, 2023


    204.104


    • The reload command no longer attempts to reload point-defense drones.
    • When creatures die in the same square as a wall or other movement-blocking object, items they had equipped now drop into a nearby passable square if one is available.
    • Creatures are now more likely to use Quill Fling if they are adjacent to multiple hostile creatures and less likely to use it if there are adjacent to friendlies or neutrals (especially if those are badly hurt) or objects that may cause trouble to damage.
    • Copies of the sheaf of tattered parchment no longer appear randomly in the world.
    • Barathrumites present in Grit Gate at the start of A Call to Arms no longer perform idle behavior until A Call to Arms is over.
    • Horned chameleons that are mimicking something else's color are now only recognized by autoact as hostile at a distance of 3 squares or less.
    • Mimics that are mimicking something else now are no longer recognized by autoact as hostile.
    • Clonelings now stop cloning attempts in progress when their ability to clone becomes forbidden or otherwise unusable.
    • Spider creatures who have prominent roles in villages no longer compulsively attack creatures who become stuck near them. The same is true of Sheba Hagadias if she is a spider creature.
    • Sheba Hagadias is now automatically revealed if she is a type of creature that is usually hidden.
    • When you try to walk into a brick wall, your way is now referred to as being blocked by some brick, not a brick.
    • Idle creatures will now sometimes move to a chair that isn't too far away in order to sit on it for a while, rather than only sitting on chairs that are in the same square as them.
    • Fixed a bug that caused excessive failure popups when trying to auto-equip an item while stuck.
    • Fixed a bug that made falling down a coral pit display messages both that you fell down a coral pit and fell down a deep shaft.
    • Fixed a bug that caused villages and ruins to generate with far more inaccessible areas than intended.
    • Fixed a bug that caused temporal fugue clones to spawn their own copies of Either/Or.
    • Fixed a bug that made it impossible to hit walls with thrown objects.
    • Fixed a bug that made throwing reveal the identified appearance of unidentified artifacts.
    • Fixed a bug that made energy cell replacement on artifacts in your inventory or equipped default to cancelling out of the dialog if you had no suitable cells for the artifact.
    • Fixed a bug that made containers filled with convalessence, even in normal environmental temperatures, sublimate away and, in the case of regen tanks, explode.
    • Fixed an error that could occur during world generation when spawning legendary animated versions of high-tech furniture.
    • [modding] Updated the mod compiler, allowing projects to use C# language version 9.
    • [modding] Updated the mod toolkit's csproj template.
    • [modding] Added Before="[ELEMENT_ID]" and After="[ELEMENT_ID]" attributes to Conversations.xml, which positions the element relative to the referenced id.


    205.63 - 'beta' branch

    • Fixed a bug that caused doubled navigation inputs in some cases.
    • Fixed 'm' not opening the modding utilities on the main menu.
    • [modding] The workshop uploader now provides a native file picker for images.
    • [modding] The workshop uploader now allows you to close the upload status screen after an error.
    • [modding] The workshop uploader now allows you to elide hidden files from your uploads.
    • [modding] The map editor now provides a native file picker for maps.
    • [modding] The mod manager now displays disabled mods as grey instead of red.


    [ 2023-09-16 08:28:35 CET ] [ Original post ]

    No Feature Friday this week

    Hi friends,
    We're skipping Feature Friday this week due to some team travel and focus on an upcoming feature arc. We'll be back next week with an update!

    Live and drink.


    [ 2023-09-08 19:12:05 CET ] [ Original post ]

    Feature Friday - September 1, 2023

    04.103


    • Manual equip now makes an effort to have the default slot be the typical slot the item would be equipped in for non-melee-weapon items.
    • The cybernetics install screen now displays the license points of each available implant.
    • Attempting to use a matter recompositer on the world map now fails with a message rather than silently.
    • You can now only build campfires in the same zone you are in.
    • When disarming a creature, the weapon being disarmed is now part of the disarm message, and separate messages about the weapon being unequipped and dropped are no longer displayed.
    • When disassembling a liquid-fueled energy cell slotted in a device in a nearby square, the liquid in the cell now pours out into the nearby square rather than onto you.
    • Lair names no longer describe their occupants as wet, otherwise liquid-covered, or lost.
    • Fixed a bug that made convalessence warmer than it was supposed to be.
    • Fixed a grammar issue in the message when attempting to enter the Spindle from the world map.
    • Fixed an orthographic issue in Yempuris Phi's description.
    • Fixed a misplaced capitalization in an item naming prompt.
    • Fixed some odd formatting in some automatically generated item naming results.
    • [modding] ITeleporter now defines a method virtual string GetCustomTeleportFailure(GameObject Actor) that can be overridden by child classes to provide custom teleportation failures; if the method returns a value that isn't a null or an empty string, a teleport attempt will fail and the string returned will be displayed as a failure message.


    205.62 - 'beta' branch

    • Legacy command assignments are now upgraded properly if you don't already have a Keybinds2.json file.
    • The equipment screen auto-hotkeys now respect bound commands.
    • Objects will now properly emit smoke VFX if they are in inventories.
    • 'draw' now has a higher action priority than 'show effects'
    • 'clean' now has a slightly higher action priority
    • Added a "add/remove whole inventory" command to match legacy key behavior.
    • Autoact now properly advances and cancels VFX frames
    • Fixed the first render of the ability bar showing the wrong number of pages.
    • Fixed several instances of modern VFX playing for off-screen zones.
    • Fixed several binds that were incorrectly marked as conflicting.
    • Fixed an issue causing you to be able to bind the same key to multiple abilities.
    • Fixed the hotkey spread for abilities overlapping with VI style keybinds.
    • Fixed temporal fugue not activating correctly.


    [ 2023-09-02 08:10:25 CET ] [ Original post ]

    Feature Friday - August 26, 2023

    04.102


    • Added Moon Stair plants to plant-germinating tables.
    • Reduced the Sunder Mind rank on novices of the Sightless Way.
    • Reduced the Confusion rank on disciples of the Sightless Way.
    • Reduced the frequency of novice and disciple gear drops.
    • Added a more accurate message for when a memory eater tries to eat your memories but you have none.
    • Sitting on a stack of chairs now splits off one chair to sit on.
    • Intimidate can no longer be activated on the world map.
    • Confirmation is now requested before offering items to sparking baetyls.
    • Unidentified objects no longer show up as points of interest.
    • Mechanical legendary creatures now retain "mechanical" in their display names.
    • Improved some cases of poor pluralization in generated text.
    • Removed some offensive words from the corpus.
    • Glotrot no longer causes you to contaminate the water in your containers. Instead you spit your putrid water on the ground.
    • Klanq can now puff on you regardless of what your body is composed of.
    • Fixed a soft lock when possessing an inactive crypt sitter via dreamcrungling.
    • Fixed a bug that caused doors to be closeable by creatures that should not be able to close them.
    • Fixed a bug that resulted in you losing control of your golem on the world map.
    • Fixed a bug that caused some strange pronoun behavior in electrical arc messages.
    • Fixed a bug that made some village denizens unable to give you directions when lost.
    • Fixed a bug that made it possible to throw things through walls that you were next to.
    • [modding] Grammar.Pluralize() now converts "lb." to "lbs."
    • [modding] In ObjectBlueprints.xml, part, mutation, and skill tags now support a field ChanceIn10000 that defines a chance for the tag to be applied (for example, ChanceIn10000="5000" applies the tag 50% of the time).
    • [modding] Added OwnerAfterInventoryActionEvent, which fires on the interacting creature.
    • [modding] Added a Silent parameter to Door AttemptOpen/AttemptClose.
    • [modding] IfGenotype and IfSubtype conversation predicates now supports comma delimited lists.


    205.61 - 'beta' branch

    • Added move to next ability page and move to previous ability page bindings
    • Added a pagination indication to the abilities bar when you have more than one page of abilities
    • Item manipluation popups now correctly exclude already-used hotkeys for actions
    • Slightly increased the speed of the throw animation
    • Added new VFX for nullray pistols, rockets
    • Removed some incorrect "Enter" popup hotkey indicators
    • Fixed an unnecessary delay when rendering new style explosion VFX
    • Fixed the stepping when zooming in and out


    If you enjoy our weekly patches, please leave a positive review. Every one helps!


    [ 2023-08-26 11:06:31 CET ] [ Original post ]

    Feature Friday - August 19, 2023

    04.101


    • Burning trash now sometimes releases gases.
    • Added several new descriptions for various foods.
    • NPCs are a little less eager to use Temporal Fugue when facing foes much, much weaker than them.
    • Sparking baetyls now take items directly out of your inventory if available. Important items are exempted and items on the ground will be taken first.
    • Sparking baetyls no longer request food cubes or Ekuemekiyyen greens.
    • Qudzu and pricklers now use the color of the wall behind them as a background color, like jilted lovers and livid creepers. Existing qudzu and pricklers in saved games will not be affected.
    • Made some adjustments to make wall-clinging creatures show up better on similarly-colored walls. Existing wall-clinging creatures in saved games will not be affected.
    • Falling rocks now affect the player's companions as well as the player.
    • Earthquakes in surface areas no longer inflict damage from falling rocks.
    • Being killed by falling rocks now has a case-specific death message.
    • Asphodel no longer ceases being hostile after a while if you invoke the Chaos Spiel.
    • Strip flies and modded companions can no longer rob tomb reliquaries without consequence.
    • Gave Rodanis Y a treaded body plan.
    • Clarified the description of the masterwork item mod.
    • Improved messaging when strip flies steal items from companions.
    • Improved messaging when companions attempt to loot tomb reliquaries.
    • Fixed a bug that caused cooking effects triggered by phasing out to process before the subject had finished phasing out.
    • Fixed a bug that made hidden inventory objects show up in lists of items to equip.
    • Fixed a bug that made sparking baetyls take less than the number of items they were asking for when provided with more than that number.
    • Fixed a bug that made the move speed buff from Wings sometimes display with way too many significant digits.
    • Fixed a bug that allowed becoming terrified to exempt you from being immobilized by stasis.
    • Fixed a bug that made the text =Name= appear in murals depicting you naming an item.
    • Fixed a bug that made autoexplore continue pathing into walls when you were temporarily phased.
    • Murals depicting you naming an item now use the item's short display name.
    • [modding] Multiple skillsofts affecting the same skill now interact correctly.


    205.59 - 'beta' branch

    • Updated help with dynamic keybinds.
    • Added a new VFX for arrows.
    • Many performance improvements.
    • Fixed several issues with key re-binding.


    If you enjoy our weekly updates, please leave a positive review. Every one helps!


    [ 2023-08-19 10:17:07 CET ] [ Original post ]

    Feature Friday - Fixed a bug that caused every pariah to be a diplomacy droid.

    04.100


    • You are no longer informed that you have lost sight of your marked target after you kill them.
    • Removed the steel plate mail and steel buckler from wardens of the Sanctum and protectors of the Stilt.
    • Removed the strength bonus cap from the natural weapons of humors, gyrohumors, Rodanis Y, rhinoxen, molting basilisks, traipsing mortars, plastronoids, and the Bethesda trolls.
    • Dismember can no longer be activated on the world map.
    • Improved the grammar in the message when creatures fabricate things from the substance of their own bodies.
    • The injector "apply to" action no longer notionally targets inanimate objects. (e.g., by representing that a wall does not want a salve injector applied to it).
    • The injector "apply to" interaction is no longer available on the world map.
    • Added tiles for albino ape heart, ogre ape heart, and black puma haunch.
    • You now become lost upon taking a teleport gate to a zone you have not previously visited.
    • Fixed a bug that caused duplicate messages about ceasing to be lost.
    • Fixed a bug that made force bracelets activate then immediately deactivate.
    • Fixed a bug that caused every pariah to be a diplomacy droid.
    • Fixed a bug that caused girshworms not to be immune to their own poison gas, and for the gas discharges of girshworms, honey skunks, and worker ants to end earlier than they should have.
    • Fixed a bug that caused errors when firing missile weapons at inanimate targets.
    • Fixed a bug that caused some village merchants not to be properly titled.
    • Fixed a bug that caused village dromad merchants to have their tile color set to gold instead of brown.
    • Fixed a bug that caused creatures hidden by darkness to interrupt autoact with a claim that you could see them.
    • [modding] Added 'removeinventoryobject' and 'removemutation' tags to object blueprint XML.
    • [debug] Added 'destroy' and 'obliterate' wishes to remove targeted objects from play.
    • [debug] The 'beguile' wish no longer targets you and then crashes the game.
    • [modding] There are now events SubjectToGravityEvent and CanFallEvent that can be used to modify whether an object is subject to gravity and whether it can fall (e.g., elelvator platforms are 'yes' to SubjectToGravity and 'no' to CanFall).



    205.54 - 'beta' branch


    • Fixed several occurrences of input spillover.
    • Fixed input hang when using generic terminals.
    • Fixed several issues where hotbar keys weren't working properly.
    • Fixed 'F' not working in some menus.
    • Fixed ESC not working on the main menu.
    • Fixed a serialization hang when adding a bind with three modifiers.
    • Fixed a bug causing the cancellation message for held movement to say "you stop waiting" instead of "you stop moving".
    • Fixed the keybinding display on the legacy Continue screen.
    • Fixed a bug causing an error message whne trying to read one of Sheba's books.
    • Fixed the map editor "in use" toggle.
    • Fixed a bug that caused the automatic ability bar bind to never be displayed for an ability that had its custom bind deleted.


    If you enjoy our weekly patches please leave a positive review. Every one helps!


    [ 2023-08-12 09:55:27 CET ] [ Original post ]

    Feature Friday - August 4, 2023 - Improved the animation when petting creatures

    04.98


    • Added a new command, "Replace energy cells" (Ctrl-R by default) -- brings up a prioritized menu of your items that have energy cell slots so you can choose one to slot a new cell into.
    • When replacing an energy cell in an item that is equipped or in your inventory, the highlighted default is now the first cell available.
    • The remove cell option in the replace/install cell menu now shows what the currently slotted cell is.
    • Took off the metal classification on psychodyne helmets.
    • NPCs can now use Sweep.
    • Sweep now sometimes traverses from right to left.
    • Increased the animation speed of missile traversal using Akimbo and Sweep.
    • Mind Over Body now lets you travel on the world map while famished.
    • It's no longer possible for villages to build their habitats out of the non-existent 'bones' of plants.
    • As improvised weapons, tonic injectors are now considered short blades. Injectors in saved games will not be affected.
    • Burrowing Claws no longer extends its special behavior against walls to your other melee weapons.
    • If Burrowing Claws is toggled on and you attack a wall, you now attack with your burrowing claws instead of your wielded weapons.
    • Gave frogs some more frog-like characteristics.
    • Creatures no longer attack force fields they own or can pass through in the attempt to reach their targets.
    • Increased the default priority of the read interaction for books and scrolls once they've ready been ready.
    • The cooldown of Ultra Fire is now affected by Willpower.
    • If you're a telepath who is missing their tongue and you attempt to proselytize a creature who you can't make telepathic contoct with, the failure message is now clearer.
    • Explicitly targeting a creature for a missile attack by placing the targeting reticule over them now switches your target, even if you already have one. Explicitly targeting an inanimate object now switches your target, only if your previous target was also an inanimate object.
    • Made electrical discharges from power grids a little more corrigible.
    • Figurines no longer rarely give you reputation with nonexistent factions.
    • Improved the animation when petting creatures.
    • Fixed some strange naming patterns when already-legendary creatures immigrated to villages.
    • Fixed a bug that caused Sweep to have no action cost.
    • Fixed a bug that caused creatures to use Sweep with non-heavy missile weapons.
    • Fixed a bug that caused Hooks for Feet to not equip its hooks unless the mutant already had shoes on when they acquired the mutation.
    • Fixed a bug that made autoexplore still try to burrow when your Burrowing Claws were toggled off.
    • Fixed a bug that gave Kickback multiple chances to take effect when using Akimbo.
    • Fixed a bug that caused Force Bubble to think it was still toggled on if the entire force bubble was destroyed.
    • Fixed a bug that caused your evil twin to occasionally be friendly.
    • Fixed a bug that caused crypt sitters to be leashed to the wrong tile when crossing zone boundaries.
    • Fixed some incorrect broodpuff descriptions.
    • Fixed a typo in the Donation Level: Kasaphescence achievement.
    • Fixed some grammar in quest text.
    • [modding] Added a serialized ModVersions dictionary to SerializationReader which can be referenced when overriding IPart.LoadData to preserve save compatibility.
    • [modding] LiquidVolume.Fill() now calls Empty() with NoDestroy: true.


    205.49 - 'beta' branch

    • Replaced the combat slash animation with a new one, with three grades of intensity for 1, 2-3 and 4+ penetrations.
    • Changed the penetration SFX to match the 1, 2-3 and 4+ tiers.
    • Input is now buffered, which should eliminate missed inputs when entering keyboard input very quickly.
    • Rebinding menu navigation keys is now allowed.
    • Added a new animation for bludgeoning damage
    • Added a new block animation.
    • Added modern VFX for abilities: flaming hands, flame breath, Aloe Pyra, flaming vents.
    • Added modern VFX for items: flamethrower.
    • Fixed an issue where input would sometimes become nonresponsive after binding a key.
    • Fixed some bugs with rebinding a key forgetting all the defaults.
    • Improved conflict checking logic for main keybinds and abilties screens.


    [ 2023-08-05 08:06:40 CET ] [ Original post ]

    Feature Friday - Boulders are now less flammable.

    04.96


    • Quartzfur items can now get three item mods.
    • Phylactery squires now carry steel bucklers instead of steel shields.
    • Autoexplore no longer explores inside a vantabloom radius.
    • When autoexplore finds nothing left to explore, but there are unexplored regions inside vantabloom darkness, an appropriate message is now displayed.
    • Autoexplore no longer explores through solid walls if you're (temporarily) phased.
    • Burrowing creatures are now more willing to pathfind through walls.
    • Mopango now have the claws normally granted by their species' Burrowing Claws mutation.
    • Taking and then giving an item to a merchant follow now removes the merchant stock designation and makes them more likely to equip it.
    • Wax nodules are now takeable.
    • Boulders are now less flammable.
    • Made ashes more stackable.
    • Improved the grammar in messaging around metamorphic polygel and ashes.
    • Made improvements to some spark shower visual effects.
    • Fixed bugs that prevented NPCs from equipping phylacteries and pickaxes.
    • Fixed a bug that prevented NPCs from using offensive activated abilities provided by equipment.
    • Fixed a bug that made having a nanopneumatic jackhammer equipped caused you to try to autoexplore through walls even when the jackhammer was unpowered.
    • Fixed a bug that caused scrambled waydroids to sometimes be hostile to your companions and vice versa.
    • Fixed a bug that caused the droid scrambler to work unreliably when in the inventory of a companion.
    • Fixed a bug that caused you permamently blink out of existence if you dominated Aoyg-No-Longer at the wrong time.
    • Fixed a bug that caused a clone of Aoyg-No-Longer, if one is present during the quest, to sometimes zip away instead of the original.
    • Fixed a bug that caused warm static to rarely not apply a random effect.
    • Fixed a bug that caused non-adjacent map squares with a clear path to them to become explored even when not lit.
    • Fixed a bug that prevented Empty The Clips from applying its effect if you didn't have at least a single pistol equipped.
    • Fixed a freeze when attempting to view the incantations for your golem when you have several thousand chronology entries.
    • [modding] IActiveParts now include the result of GetActivePartLocallyDefinedFailureDescription() (as "LocallyDefinedFailureDescription") in their debug internals if their status is LocallyDefinedFailure.


    205.45 - 'beta' branch

    • Added new visual effects for several abilities: teleportation, slammed, digging, and temporal fugue.
    • Added new visual effects for several types of deaths: decapitation, transmuted, consumed, lased to death, and immolated.
    • Added new visual effects for several missile weapons: all lead slug weapons, laser rifle, chain laser, laser pistol, point defense laser, spitting seed plant, and light rondure.
    • Added new visual effects for several other items: HE grenades, neutron flux, and hookah.
    • Added new visual effects for throwing.
    • Added some icons for death messages. More to come.
    • Added new tiles for some flashing status indicators: swimming, wading, covered in spores, flying, and sprinting.
    • Fixed a bug preventing key repeat looking.
    • Removed "laptop defaults" keybind options. The new defaults should be usable without numpad.
    • Improved conflict-checking logic for main keybinds screen.
    • Controls that had all bindings removed no longer revert to defaults when loading.


    If you enjoy our weekly updates, please leave a positive review. Every one helps!


    [ 2023-07-29 10:34:15 CET ] [ Original post ]

    Meet Kitfox Games! They are co-publishing Caves of Qud 1.0 with us!

    Hey friends!

    We want to introduce you to a couple of our friends at Kitfox Games, community manager Alexandra and director Tanya. Kitfox is here to help us ring in a new era of Caves of Qud development. Today, we'd like to all announce together that the game will fully launch out of Early Access next year, 2024! Kitfox will be helping us do that, and hopefully as many people as possible will enjoy the fruits of those efforts. We made a new trailer to announce the upcoming launch and publishing partnership, so please do watch it and send it to those of your friends who weirdly haven't bought the game yet for some reason:

    [previewyoutube=2c6burNvtsU;full][/previewyoutube]

    If you like the new visual effects you see in the trailer, you can check 'em out in game now, on the beta branch! (right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch)

    Feature Fridays will continue, as well as everything else we normally do, but we'll also be popping up regularly with news and updates surrounding other ways to chat and hype and enjoy the game together. For example, you're welcome to join the Qud channel on the Kitfox Discord server, or come meet some Kitfoxes at the Gamescom booth this year, where we'll be showing Qud to mystified Germans alongside Dwarf Fortress.

    Kitfox will probably livestream the game on their Twitch channel in the coming days or weeks, so keep an eye out there too, if you want to hang with some fellow mutants or even give them a few pointers on how best to enjoy our journey under the salt sun.

    You can sign up for our email newsletter for updates directly to your inbox!

    Excitedly,
    Brian (AlphaBeard), Jason (ptychomancer), Alexandra & Tanya


    [ 2023-07-28 15:51:02 CET ] [ Original post ]

    Feature Friday - July 21, 2023

    04.95


    • Point-defense systems can now target dart projectiles, in the same tracking category as arrows.
    • Fjorn-Kosef's fists no longer have antimatter cells slotted into them, nor are they considered weird artifacts.
    • Made improvements to how NPCs equip gear.
    • NPCs are now better able to use fidget cells.
    • Stasis now prevents bloodsplatter and similar effects.
    • Colossal creatures can now equip large boulders.
    • When you dominate a creature, your companions now stop attacking it.
    • When you get lost on the worldmap, you no longer always wind up in the center of the parasang.
    • When you become unlost via an unconventional method, you now get the usual message about regaining your bearings.
    • Nests and nest-like creatures who are villagers should no longer collapse after they finish spawning.
    • Items that are temporary, coated in dangerous liquids, or in the process of being eaten away by acid can now be given to or taken from NPCs via the trade screen, except you still cannot sell them.
    • Creatures that leave trails of objects behind them no longer fall through the floor when they leave a pit in the space behind them.
    • Krakens no longer do their two-step move on the worldmap.
    • Fixed some issues causing energy cells with the radio-powered mod not to recharge correctly.
    • Fixed a bug that made it only possible to disarm weapons equipped in hands or in missile slots.
    • Fixed a bug that disqualified items from becoming magnetized based on total stack weight rather than weight per item.
    • Fixed a bug that made it impossible to look at fungal infections. Existing fungal infections in saved games will not be affected.
    • Fixed a bug where Reverse Engineer success messages would refer to the artifact by its unidentified name.
    • Fixed a bug that made padded items worthless.
    • Fixed a bug that caused errors when some creatures tried to retreat via teleportation.
    • Fixed a bug that made leyline puppeteers, enigma cones, and enigma caps only able to accept two item mods.
    • Fixed the default subterranean wall type in baroque ruins.
    • [modding] The Lost effect is no longer hardcoded to JoppaWorld; being lost is now tracked per world.
    • [modding] Fixed a bug that made removing Photosynthetic Skin cause errors with bleeding.


    205.42 - beta

    • Changed the default bind for the Factions page to ctrl+f.
    • Fixed a bug that caused Light Manipulation to cast ambient light even when out of charges.
    • Fixed a bug that caused some popup selections to cancel autoexplore immediately after.
    • Fixed an issue that caused a spurious option popup when selecting a category in the trade menu.


    If you enjoy our weekly updates, please leave a positive review. Every one helps!


    [ 2023-07-22 10:51:43 CET ] [ Original post ]

    Feature Friday - July 14, 2023

    04.93


    • NPCs now use Berate, Empty the Clips, and Juke (especially if they also know Pointed Circle).
    • Improved the messaging around Berate, Intimidate, Menacing Stare, Juke, and Empty the Clips.
    • If you have the Wings mutation and Jump and your flight ability is not presently disabled, you can now jump over creatures.
    • Creatures who are lost can no longer give directions to other creatures who are lost.
    • You can now generally get directions from robots when lost, if they're willing to talk to you.
    • To-hit bonuses on armor now specify that they apply to melee combat.
    • Added a message for using an exit teleporter.
    • Made a few more creatures able to give you directions if you get lost.
    • More severed ooze parts are now green.
    • Warden Indrix now has Intimidate.
    • Fixed a bug that made to-hit bonuses on armor not work.
    • Fixed a bug that made the Hampered movespeed penalty from wielding a heavy weapon removable by things that cure negative status effects.
    • Fixed a bug that caused you to grow two tails after eating the Cloaca Surprise.
    • Fixed a bug that caused pure warm static not to glitch other liquids when mixed.
    • Fixed a bug that prevented you from gaining mental defects via brain brine.
    • Fixed a bug that made ovens fail to appear as points of interest.
    • Fixed a bug that made Slime Glands have a usable range of one square less than it was supposed to have.
    • Fixed a bug causing the chronology entry for permanent mind transfer to sound as if it were describing an existential crisis.
    • Fixed an instance of excessively godlike pronoun capitalization in agolflies' description.
    • Fixed more bugs in petting messages.
    • [modding] The DataDisk part now supports a number of fields for controlling the type of data disk generated:

      • TargetBlueprint allows a specific blueprint to be designated.
      • TargetType allows a type of recipe (Build or Mod) to be specified.
      • TargetTinkerTier allows a desired tinker tier (the tier of the highest bit required) to be specified.
      • TargetTier allows an item tier to be specified.
      • TargetTechTier allows an item tech tier to be specified.
      • TargetTinkerCategory allows a tinkering category to be specified.

    • [modding] Various blueprints for data disks of specific types have been added:

      • BuildDataDisk and ModDataDisk for disks with item and mod recipes, respectively
      • TinkerTier1DataDisk through TinkerTier8DataDisk for disks of the respective tinker tiers
      • TinkerTier1BuildDataDisk through TinkerTier8BuildDataDisk for item recipe disks of the respective tinker tiers
      • TinkerTier1ModDataDisk through TinkerTier8ModDataDisk for mod recipe disks of the respective tinker tiers
      • ArmorBuildDataDisk, AmmoBuildDataDisk, GrenadeBuildDataDisk, HeavyWeaponBuildDataDisk, MeleeWeaponBuildDataDisk, PistolBuildDataDisk, RifleBuildDataDisk, TonicBuildDataDisk, and UtilityBuildDataDisk for item recipe disks of the respective tinkering categories

    • [modding] Mutation defects are now flagged with Defect="true" on either the category or mutation itself, instead of being tied to the category display name.
    • [modding] GameObject now has a generic method HasPart(), similar to GetPart().
    • [debug] Added a "population: findblueprint: blueprint" wish that calculates the probability of the specified [blueprint] appearing at least once in each population table.
    • [debug] Added a "population: generate: table#amount" wish that generates the specified population table an amount of times, showing a breakdown of what was rolled.


    205.39 - beta

    • Added binds for Mark Target and alternate fire modes.
    • Added support for up to 4 binds for an action.
    • Item containers can now be scrolled with the scroll wheel.
    • Reduced and standardized the sensitivty of scroll views.
    • Fixed a bug causing interaction from the looker to select the default action immediately.
    • Fixed a rare exception in commandDelayTimers.
    • Fixed the store items binding.
    • Fixed the binding for collapse and expanding categories in the item picker.
    • Fixed the binding for scrolling long descriptions on the tinkering screen.
    • Fixed several bindings for various tinkering screen commands.
    • Fixed night vision cybernetic not toggling state.


    If you enjoy our weekly updates, please leave a positive review. Every one helps!


    [ 2023-07-15 09:26:42 CET ] [ Original post ]

    Feature Friday - July 7, 2023

    04.91


    • Springing now affects power skating.
    • NPCs now use Intimidate and Menacing Stare.
    • Baetyls no longer request bizarre carnage.
    • Mechanical cherubim now prefer to use oil for the water ritual.
    • NPCs are now more willing to throw things and fire missile weapons at forcefields and at targets hiding behind trees.
    • Friend to fungi and fungus-ridden creatures now get recolored dark and bright magenta, respectively.
    • Immobile creatures may now move using Juke.
    • Pathfinding on the world map now prefers to go around the Rainbow Wood.
    • Campfires and campfire remains that are buried under solid objects no longer prevent another campfire from being built nearby.
    • Added new descriptions for some articles of clothing.
    • Reduced the volume of the stasis field sound effect.
    • Targets are now unset if you pick them up, equip them, implant them, slot them, load them, or used them as a component.
    • Fixed a bug that made pouring neutron flux from one functional magnetic bottle to another issue a false warning about lack of magnetic containment.
    • Fixed a bug that made NPCs able to reload a weapon and fire immediately.
    • Fixed a bug that caused Terrified effects which were supposed to suppress the use of activated movement abilities to fail to do so.
    • Fixed a bug that caused trining lampreys to not self-replicate.
    • Fixed a bug that caused jumping and ejection seat animations to sometimes display your tile with the wrong colors.
    • Fixed a bug that caused a quills object to be unequipped into your inventory if a prior mutation was glitched into Carapace via warm static.
    • Fixed a bug that made Templar phylacteries reference a confused name if they generated while the player was confused.
    • Fixed a bug that caused strange phrasing in tomb inscriptions about books.
    • Fixed more grammar oddities in third-party petting messages.
    • Fixed a typo in Hortensa's conversation.
    • Fixed a bug causing text following commas to be inappropriately removed from item names in some contexts.
    • Fixed a bug that caused the stripping of color formatting to fail on some nested color patterns.
    • [modding] Added SourceID, SourceBlueprint, KillerID, and KillerBlueprint properties to dropped corpse objects. ID properties will only be populated if the relevant object already had an ID when the corpse was generated.


    205.37 beta

    • Increased the value of the leftmost tick of the repeat delay slider from 0 to 5.
    • Fixed the main menu X not highlighting on hover.
    • You can use the walk command again while looking to walk to the object you're looking at.
    • Fixed v positive and v negative binds changing objects in a stack in the looker.
    • Page Up and Page Down can now be used to navigate popups and the look menu.
    • Fixed the binding display on the book UI.
    • You can now use hotbar positional binds to trigger an ability even if that ability has a custom bind.
    • Fixed an issue when looking at a tile when you didn't have Walk bound.
    • Fixed an issue when using backspace on the number selection popup.
    • Fixed an issue causing page up and down to be reversed in some menus.


    Please leave a positive review if you enjoy the weekly updates, every one helps!


    [ 2023-07-08 10:43:07 CET ] [ Original post ]

    Feature Friday - Jun 30, 2023

    04.90/205.35 beta


    • Added new descriptions for some natural equipment.
    • Heightened Hearing, Sense Psychic, and electromagnetic sensors no longer alert enemies.
    • Ichor merchants now occasionally stock sap, putrescence, primordial soup, and (rarely) warm static.
    • The Light Source category is now initially expanded when equipping a thrown weapon.
    • Sense Psychic now allows you to perceive when someone creates an otherwise non-visible pyrokinesis or cryokinesis field.
    • Factory arms now properly move objects.
    • Being rusted now generally turns things red.
    • If a village records its history through tattoos, and a villager has a body that cannot be tattooed but can be engraved, they now spawn with an historical engraving.
    • You no longer auto-disassemble items in the course of modding them.
    • The trade screen no longer ever shows a negative post-trade weight.
    • Improved auto-equip failure messages, especially in cases where auto-equip failed on multiple body parts.
    • Improved messaging for the appearance and disappearance of pyrokinesis and cryokinesis fields.
    • The damage done by pyrokinesis and cryokinesis now depends on the phase that the field's creator was in at the time of creation.
    • Fixed a bug that made armor fail to auto-equip to an occupied but potentially available body part if the first appropriate body part was occupied by non-removable equipment.
    • Fixed a bug that caused odd grammar in the descriptions of your severed limbs.
    • Fixed a bug that caused you to get time cube messages when zero jells applied the effect to NPCs.
    • Fixed a bug that caused creatures to swap energy cells too frequently in items that have boot sequences with high charge draws.
    • Fixed a bug that caused psychic hunters to sometimes fail to spawn and prevent other creatures in the zone from moving.
    • Fixed support for the "Stack" hint, which will cause some ammunition populations not to be scattered all over the floor as individual objects.
    • Fixed a bug that made some farms generate with odd names.
    • Fixed a bug that caused some tinkerable items to display a in their name and give no bits when disassembled.
    • Fixed a bug that caused rusted robots who had their rusting repaired remain red.
    • Fixed a bug that caused your tongue to continuously regrow and rot away if you had Regeneration.
    • Fixed a bug that made initial cryokinesis field deployment use colors appropriate to pyrokinesis.
    • Fixed a bug causing graphical glitches with some force field interactions.
    • Fixed a bug that excluded disguise mod name elements from item pickup messages.
    • Fixed a bug that caused doubled punctuation at the end of village history tattoos.
    • Fixed some formatting issues with pet responses to being petted.


    [ 2023-07-01 10:22:40 CET ] [ Original post ]

    Gamepad support + new Abilities screen beta is now live!

    Hi there,
    We've been working on some UI features, including better gamepad support, a more robust input manager, and a whole new Abilities screen. That work is now live on the beta branch!

    If you'd like to help us test it, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. Note: previous saves won't be compatible with this beta.

    Please post your bugs here.

    Live and drink, friends.


    • Merged all input managers down to one, meaning you no longer have to change settings for gamepad to work.
    • Made keyboard & gamepad input much more robust across the board.
    • We added a new Abilities screen ('a').

      • Added icons for every ability.
      • Added in-depth, dynamic descriptions for many abilities (the rest to come).
      • You can reorder abilities on the Abilities screen and they will also reorder in your hotbar.

    • We made several enhancements to the ability hotbar.

      • Your abilities are now automatically hotkeyed. You can change the hotkeys from the Abilities screen.
      • Added hotkeys for scrolling through your hotbars (default ctrl+1 - ctrl+5).
      • New ability icons also appear on the hotbar.

    • Added the new ability icons to the old UI sidebar. They also now respect the order of abilities on your ability screen.
    • Added a new, highly visible autoexplore danger indicator.
    • Holding down movement keys to move quickly is now safeguarded by the autoexplore danger indicator.
    • Added gamepad button glyphs for Xbox and PlayStation controllers wherever the UI indicates a button bind.


    [ 2023-06-28 00:21:21 CET ] [ Original post ]

    Feature Friday - June 23, 2023

    04.87


    • Phasing is now better integrated with pathfinding.
    • Gave fire ant queens wings.
    • Made the default interaction for spiral borers be 'activate'.
    • Clonelings can once again drink cloning draught to restore their cloning capacity.
    • Added a bunch of new creature descriptions.
    • Changed the appearance of hyrkhounds.
    • Regeneration tanks now change tiles when broken.
    • Added an option to disable fire sounds.
    • Landing Pads now awards XP upon completion.
    • Reduced the degree to which creature AI avoids webs.
    • Lase's penetration value in the Light Manipulation description is now accurate.
    • Phase-harmonic spasers now generate omniphase plasma.
    • Quartzfur and glass armor no longer reflects damage from sources like bleeding and poison that are inside armor.
    • Resolved various issues involving conflicts between different sources of icon coloration for creatures.
    • Reasonably smart creatures can now slot fresh energy cells into various energy-cell-using equipment besides ranged weapons.
    • Fixed a bug that caused flaming objects coated in plasma to emit much more smoke than intended.
    • Fixed a bug that occasionally caused odd wind direction messages.
    • Fixed a bug that made merchant restocking announcements depend on the merchant being visible.
    • Fixed a bug that made gas tumblers not affect spasers.
    • Fixed a bug that caused villagers to occasionally be assigned duplicate titles.
    • Fixed a bug that caused points of interest and some exotic construction materials to have superfluous language in their descriptions.
    • Fixed a bug that could cause broken world history entries.
    • Fixed a bug that could cause exceptions in zone generation.
    • Fixed a bug that caused the final step of "Kith and Kin" to not award experience.
    • Fixed a bug that caused the "Spread Klanq around Qud" quest steps not to update unless you had saved & loaded your game.
    • Fixed a bug that caused villages with empty but unreachable cells to fail to generate.
    • Fixed a bug that caused Unity impostors to be visible with tiles disabled.
    • Fixed a bug that caused rust fields and bogs to fail to generate.
    • Fixed a bug that caused Slog to have two tails.
    • Fixed a rare exception in Slam.
    • [modding] Pettable creatures can now have their chance of assigning a Pet goal set using the intproperty PetGoalChance (default 10), and the number of times to wait (times they would otherwise have been assigned a Pet goal) after successfully assigning a Pet goal before assigning another with the intproperty PetGoalWait (default 100).
    • [modding] Added the AwardXP conversation action, which gives XP to the player or speaker with an optional popup message.


    [ 2023-06-24 10:03:43 CET ] [ Original post ]

    Feature Friday - June 16, 2023

    04.84


    • We made Kickback work with any missile attack and moved it under the Tactics skill tree.
    • Bilge sphincter bonuses are now considered "base".
    • Normality fields have a new appearance.
    • Reduced the difficulty of the save to avoid going prone from Rocket Jump.
    • Various items that provide saving throw modifiers now say what they are doing using more descriptive language.
    • Simplified some save modifier language involving forced movement.
    • Creatures are now much less willing to use special movement abilities to go to dangerous locations.
    • Slog is now more willing to enter pools of filth.
    • The Stuck effect from a grabber arm now ends if the grabber arm is destroyed or moved out of adjacency to the target.
    • Hints about location of the Ruin of House Isner found in books now use more sensible language when the hint is less than one parasang.
    • Fixed various cases of things being described awkwardly as sets. This fix will show up unevenly in existing saved games.
    • Fixed a bug that removed creatures' titles from restocking announcements and points of interest.
    • Fixed a bug that caused the messages for discovering a lair not to indicate the type of creature the lair owner is. Lairs in existing save games will not be affected.
    • Fixed a bug that caused several quests not to complete correctly if you had swapped bodies. More fixed quests to come next week.
    • Fixed a bug that caused crashes in some situations with stuck creatures.
    • Fixed a bug that caused the player's name to be rendered as "you" when items were named for them.
    • Fixed a bug that caused some maker's marks to cause strange text generation.
    • Fixed a capitalization issue with generated quest item names.
    • Fixed a bug that caused some exotic construction materials to be described as wet when they weren't.
    • Fixed bugs that caused brinestalk, sliced bop cheek, wild rice to be treated as plural.
    • [modding] Added a new part, ExcludeMods, that can be used like to prevent an item from getting specified mods it would otherwise qualify for. Exclude="*" will exclude all mods, though typically that would be done using .
    • [modding] Added AfterSecretRevealed, PlayerAfterConversation and PlayerEnteredCell events to IGameSystem.



    [ 2023-06-17 09:20:15 CET ] [ Original post ]

    Feature Friday - June 9, 2023

    04.83


    • Rocket skates now alter Jump into Rocket Jump.

      • +4 jump range
      • Minimum range 3
      • You can rocket jump over creatures.
      • Upon landing, you make an Agility 20 save or fall prone.
      • You leave a trail of burning exhaust behind you.

    • The Hurdle skill now lets you jump without interrupting your sprint.
    • Movement confirmation now a yes/no popup, rather than requesting confirmation via moving again, when moving up or down.
    • When you perform the water ritual with a social coprocessor installed, you now gain additional reputation with the creature's faction if your implant's performance has been boosted by compute power.
    • Photosynthetic skin, vine-weave tunics, and other leafy items no longer count your own foliage (if you are a plant or plant-like creature) in determining camoflauge DV.
    • The Leap, Frog achievement now triggers when you are taught Jump by a wider range of frogs, including svardym.
    • Flaming vents are a little more destructive.
    • Robots can no longer eat food or drink liquids. Existing robots in saved games won't be affected.
    • Robots no longer heal while EMPed. Existing robots in saved games won't be affected.
    • Forts no longer sometimes spawn disconnected from the rest of the map.
    • Added new descriptions for several map terrain objects.
    • Replaced the tiles for low-tier relic hats and helmets with different, better-suited existing tiles.
    • Improved the spawn placement of esper assassins.
    • The main menu music now restarts when returning to the main menu from an active game.
    • Added a section on saving throws to the manual.
    • Fixed a bug that caused a variety of item types to be unable to stack.
    • Fixed a bug that made buying skills in the water ritual display the original cost in the dialog rather than the adjusted cost.
    • Fixed a bug that caused the natural claw weapons of burrowing claws to not be removed with the mutation.
    • Fixed a bug that caused Slog of the Cloaca to not award reputation when killed.
    • Fixed a bug that made pettable creatures with multiple pet responses fail to display proper messages.
    • Fixed a bug that caused several quests to not complete correctly if you had swapped bodies. More fixed quests to come next week.
    • Fixed pettable creatures pet responses that used the old format (all Patreon pets).
    • Fixed a bug where Rainwater Shomer was able to follow you back into the corporeal world.
    • Fixed a bug that sometimes prevented Eskhind, Liihart, or Meyehind from spawning.
    • Fixed a bug that caused the names of lairs not to indicate the type of creature the lair owner is. Lairs in existing save games will not be affected.
    • Fixed a bug that caused creatures not to equip shields.
    • Fixed a bug that caused legendary tortoises to be described as legendary tortoises twice.
    • Fixed a bug with the network of roots pet that caused its inventory to transmute into "pooled objects".
    • Fixed a bug that caused a non-dominant biome for an area to sometimes be listed as its most notable feauture.
    • Fixed a rare crash during gem tumbling when the tumbler was frozen.
    • [modding] Added IfHaveLiquid, GiveLiquid, and UseLiquid conversation delegates (wiki ref: Modding:Conversations#Delegates_2).
    • [modding] Added a PlayerTook event to IGameSystem.
    • [debug] Wishing "rebuild" on the world map now correctly places you on the rebuilt world map.
    • [debug] Fixed the Grit Gate doors not being properly opened when wishing "stage4".


    [ 2023-06-10 08:07:06 CET ] [ Original post ]

    Feature Friday - June 2, 2023

    04.82


    • Non-player creatures now occasionally pet nearby pettable creatures.
    • Eating a plant or fungi-based meal at an oven as a carnivore no longer provides satiation and may make you ill.
    • Photosynthetic Skin now gives a small bonus to DV when occupying the same tile as foliage.
    • We made some cosmetic changes to jungle trees.

      • To reduce confusion around which tree blocked movement -- tanglewood tree or shimscale mangrove tree -- we replaced the tanglewood tree with a new tree, ziv bough, and gave shimscale mangrove tree (the movement blocking one) both mangrove/tanglewood tile variants.
      • Added another new tree: star palm.
      • Witchwood trees now have a tile variant.
      • Dogthorn and swarmshade trees now use their tile variants.
      • Tweaked the tree population in the jungle and jungle-like regions.
      • Added new descriptions for shimscale mangrove tree, swarmshade tree, star palm, and ziv bough.

    • Containers of pure water that are also quest items are no longer excluded from NPC inventories in trade.
    • Clicking on an object to walk toward it now continues to walk toward the object if it moves rather than the location it was in when clicked.
    • Legendary chefs no longer occasionally spawn without an oven.
    • Village ovens may spawn surrounded by liquid but no longer spawn immersed and unusable.
    • Village ovens no longer spawn in hallways.
    • Village ovens are no longer removed by random rivers passing through them.
    • Pathfinding now avoids visible sprouting orbs.
    • In the modern UI, characters with Nerve Poppy now have their HP bar move when they change HP statuses.
    • Save file cleanup no longer deletes any folder starting with a period.
    • Improved some failure messaging for Flaming Ray and Freezing Ray.
    • Improved the determination of whether a creature is in combat for the purposes of Narcolepsy.
    • Tweaked some descriptions on the worldmap.
    • Fixed a bug that caused creatures to fall in love with objects that weren't real.
    • Fixed a bug that caused soup sludges to only equip a single pseudopod.
    • Fixed a bug that assigned extra titles to some creatures.
    • Fixed a bug that caused game crashes in some exotic combinations of creatures being stuck and engulfed.
    • Fixed a bug that caused some named items to be called weird artifacts in their descriptions.
    • Fixed a bug that made Flaming Ray and Freezing Ray unusable when granted by cooking effects.
    • Fixed a bug that caused burrowing claws granted by skulk injectors to not generate their natural claw weapons.
    • Fixed various bugs involving messages not being generated, or sight being lost on targets, because a creature you're fighting is across a zone boundary.


    [ 2023-06-03 09:39:56 CET ] [ Original post ]

    Feature Friday - May 26, 2023

    04.78


    • Gaslight chisels can now be used to engrave hard, inorganic body parts in a fashion similar to how tattoo guns can be used to tattoo soft, organic body parts. (Existing gaslight chisels in saved games will not receive this functionality.)
    • Digging while autoexploring or otherwise pathfinding now prefers somewhat to dig through softer walls.
    • When a selected target square for Jump is invalid, you are now asked to select it again rather than exiting the command entirely.
    • Village pets talk less like villagers now, and smart use brings up their interaction menu rather than immediately chatting with them.
    • Attacks now pass harmlessly through holographic walls, unless they are animated.
    • Reduced the weight (and thus gravity grenade damage when they slam into you) of conveyor belts.
    • Added some references to the Corpus Choliys and spray bottles in apothecary dialolg.
    • Non-player creatures can now use the following implants if they have them installed: matter recompositer, high-fidelity matter recompositer, inflatable axons, nocturnal apex, and stasis projector.
    • Non-player creatures wielding psionic melee weapons now unequip them if their target is immune to psychic attacks.
    • Non-player creatures wielding psychal fleshguns now stop trying to shoot targets that are immune to psychic attacks.
    • Improved the death messages for being killed by your Temporal Fugue clones and similar phenomena.
    • Fixed a bug where "Wait N turns" was waiting 1 extra turn.
    • Fixed a color inconsistency in village generated dialog.
    • Fixed a bug that prevented smart use on some objects from correctly bringing up their interaction menu when it was supposed to.
    • Fixed a bug that caused plural creatures to sometimes be referred to as a set of themselves.
    • Fixed a bug that caused some cybernetic implants to sometimes be described strangely.
    • [modding] Added an after-render callback to some displays that were not using it (especially Targeting displays).
    • [modding] Fixed a bug that caused XML files of failed mods to be loaded.
    • [modding] The unapproved mod alert now only displays when nothing else prevents that mod from running.
    • [modding] Generally standardized on use of The.Player over Core.Player.Body
    • [modding] Fixed several instances where UI screens (Skills and Powers, Status, etc.) were referencing The.Player directly instead of the object passed in to them.


    [ 2023-05-27 09:11:30 CET ] [ Original post ]

    Feature Friday - May 19, 2023

    04.74


    • When aiming a missile or thrown weapon with a known maximum range, the portion of the selected path beyond that range is now colored black.
    • When aiming a thrown weapon, the portion of the selected path beyond your full-accuracy throw range is now colored yellow.
    • Geomagnetic discs are now subject to being intercepted by point-defense systems.
    • Point-defense systems now respect phase.
    • Glowfish and glowcrows now emit a small amount of light.
    • Kickback no longer activates if you have no feet.
    • Renamed the "Open chests while auto-exploring" option to "Look in containers while auto-exploring", made it apply to all container types, and removed the now vestigial "Open bookshelves while auto-exploring" option.
    • Using the Confusion mutation now makes affected targets angry.
    • Added a custom message on Pax Klanq's death.
    • Liquid pools now freeze into solids based on the primary liquid in the mixture.
    • Manual equip now uses body parts' descriptions rather than names.
    • Flurry can no longer be activated on the world map.
    • Smart use near harvestable plants now harvests them.
    • Inflated axons and prowling effects now end if the corresponding cybernetics are removed.
    • Added color animation effects to glowspheres, floating glowspheres, luminous motes, quantum motes, and black motes.
    • Added new descriptions to grenades and several other items.
    • Improved the grammar used with the leatherworking tools in Bey Lah.
    • Improved the grammar in messages related to examining and putting things on tables and bookshelves.
    • Color-coded grenade tiles and ASCII glyphs.
    • Fixed some issues with the stats assigned to tinkered turrets.
    • Fixed a bug that caused the cone picker to not respond to movement directions properly when locked.
    • Fixed a bug that caused the cone picker display to be assymetrical.
    • Fixed a bug that removed the "space-select | lock/unlock (F1)" line of the fire/throw target picker from the text UI.
    • Fixed a bug with the display of some sultan names in village histories.
    • Fixed a bug that caused rebuked followers to keep following you when dismissed.
    • Fixed a bug that disabled the look interaction on items in containers and implanted cybernetics.
    • Fixed a bug causing some deep shafts and special worldmap terrains to have "set of" prepended to their names.
    • [modding] Gave Meal Preparation its own Class name unique from CookingAndGathering (CookingAndGathering_MealPrep).
    • [modding] Added a new 'rapid:[n]' wish to trigger rapid advancement.




    [ 2023-05-20 12:04:19 CET ] [ Original post ]

    Feature Friday - May 12, 2023

    04.72


    • Added a remappable command for interacting with your companions (defaults to Ctrl-C).
    • Items being gigantic no longer uses up one of their three modding slots.
    • Improved the artifact identification messages shown when you permanently come to understand an artifact you temporarily understand due to tech or bioscanning.
    • When a weapon can only penetrate a maximum of 1x, the penetration arrow icon in its display name is now black.
    • Offhand attacks from your stinger now always apply their venom.
    • Palladium electrodeposits are now destroyed on removal, and their Intelligence bonus, when applicable, now counts toward skill requirements. (Existing implants in saved games will not be affected.)
    • Becoming hungry no longer interrupts autoact. Becoming famished still does.
    • Items marked to be treated as scrap no longer continue to be treated as scrap if they become unidentified.
    • Brinestalk gates and iron gates no longer occlude vision while closed.
    • Popups from pulsed field magnets ripping things off your body now require you to press space to dismiss them.
    • You no longer get a chronology entry for visiting a generated village if it's the village you started in.
    • Gave glowsphere and silver rondure more appropriate tiles.
    • Made the gigantic chassis plate metal.
    • Made wavy doors metal.
    • Improved the sort order of liquid containers.
    • Fixed a bug that caused named items to include superfluous details about their state in their descriptions.
    • Fixed a bug that caused the "Find Eskhind" quest to start when Eskhind was slain.
    • Fixed an issue where pressing a movement direction multiple times could cause one press to not register.
    • Fixed a bug that made nulling melee weapons not necessarily eligible for the Jacked mod.
    • Fixed a bug that made autoexplore unable to swap positions with animated doors that the player was unable to unlock.
    • Fixed a bug that made some remote sensing effects carry through inappropriate colors to the tiles shown.
    • [modding] The PortableWall part now supports a field DeployingWhat for controlling the text the field picker displays.


    [ 2023-05-13 11:00:58 CET ] [ Original post ]

    Feature Friday - May 5, 2023

    04.71


    • The watervine farmer calling now starts with bonus reputation with the Farmers' Guild.
    • Ticking vents are now limited to spawning 30 clockwork beetles in total.
    • Fungal infections on hands now display their stats as melee weapons.
    • You now fall to the ground if you lose your wings in-flight.
    • Gave equimaxes double-muscled.
    • Creatures are now more willing to attack force fields and plant growth and, sometimes, dig through walls to reach an enemy.
    • Gigantic creatures now break most beds and chairs they attempt to sleep or sit in.
    • Certain liquids are now converted to other liquids if they react with a desalination pellet.
    • The target selection prompt for stasis and force projectors now refers to a field rather than a wall.
    • You can no longer enter the [redacted] if you do not bear the Mark of Death.
    • The bit cost of item modifications is now in part based on the base item's tech tier instead of its general tier. This mostly has no impact, except that it's now easier to mod recoilers even if they port you to late-game locations.
    • When a creature is pushed or pulled due to an effect that propels them through the air (e.g., Slam, gravity grenade), they no longer interact with liquid pools they pass over.
    • Pariahs in pariah groups no longer exhibit extremely antisocial behavior like leaving trash trails and swallowing things whole.
    • Attempting to sleep on a bed or sit on a chair with a neutral creature in its square now swaps positions with the creature, if possible, rather than asking if you want to attack them.
    • Added new descriptions for several creatures.
    • Removed an outdated version of Electrical Generation from electrofuges and gave them the newer one.
    • Improved some suboptimal grammar in tombstone messages.
    • Fixed a bug that occasionally made exploding items explode multiple times.
    • Fixed a bug that allowed you to complete quests with temporary items.
    • Fixed a bug that caused permanent clones of narratively important NPCs to flag the original as dead when the clone died.
    • Fixed a bug that made geomagnetic discs not overloadable.
    • Fixed a bug that prevented NPCs from reloading some missile weapons.
    • Fixed a bug that made the fists installed by fist replacement cybernetics persist after the implant was removed.
    • Fixed a bug that prevented the player from automatically equipping a torch on game start.


    [ 2023-05-06 09:39:50 CET ] [ Original post ]

    Feature Friday - April 28, 2023

    04.69


    • Slugsnouts and leering stalkers no longer use their ranged weapons at point-blank range.
    • Reverted last week's change about not being able to open doors if you can't access your extremities. Now, certain creatures won't open or close doors based on behaviorial factors.
    • Made it harder to get to [redacted] if you don't have the Tomb of the Eaters quest.
    • You can no longer travel to [redacted] while in a body that's not your own.
    • The deployment of portable walls and stasis projectors is now animated.
    • Increases the frequency Ruin of House Isner secrets appear in generated text, which had become less frequent since the last corpus refresh.
    • Messaging for secrets discovered via Trash Divining is now sensitive to the "Display popups when noting information in your journal." option.
    • Revamped some creature descriptions.
    • Fixed a bug causing some sentences to refer to a creature when they should have referred to a piece of the creature's equipment.
    • Fixed a bug that made some creature detection effects continue highlighting creatures if you switched bodies into something lacking the detection capacity.
    • Fixed a bug where heavy weapons were categorized as rifles in tinkering categories, resulting in heavy weapon schemasofts with no blueprints.
    • Fixed a bug where the Hampered effect was categorized as mental, which caused it to terminate Sunder Mind.
    • Fixed a bug in the construction of some trader restocking messages.


    [ 2023-04-29 09:27:03 CET ] [ Original post ]

    Feature Friday - April 21, 2023

    04.68


    • We made some changes to geomagnetic discs.

      • They no longer bypass walls or doors.
      • They no longer have unlimited range for reaching their initial target.
      • They no longer target the same creature twice in a given throw.
      • They no longer rely on the thrower's vision to find targets.
      • Their base charge use is lower.
      • Their charge use is now asserted on every bounce.
      • When disabled due to lack of charge, they now fail to activate and are not thrown.
      • When targets are out of phase with them, they now attempt to hit the target and fail, rather than refraining from the attempt.
      • Previously, when used by NPCs, they would use the NPC's strength bonus for the to-hit calculation rather than agility bonus if the strength bonus was higher. They no longer do this.
      • Deft Throwing and parabolic muscular subroutines now improve their chance to hit.
      • Their appearance in flight is now that of their tile.
      • Seeing one in action now identifies it.
      • Fixed a bug that made them fail to target some hostile creatures who had not yet noticed the player.

    • The move speed penalty from equipping heavy weapons is now surfaced as a status effect, Hampered.
    • You can no longer open or close doors if you are unable to move your extremities.
    • Creatures with no hands or hand-likes can no longer open or close doors.
    • A chronology entries is no longer recorded for trying to rename a companion who already has a proper name.
    • Unidentified thrown weapons no longer autoequip to the thrown weapon slot.
    • Equipment, inventory, and some companions now persist when an object is glitched via warm static. ((Beguiled/proselytized creatures will still lose interest if new body can't support them))
    • Reduced the number of "target temperature reached" messages issued by transkinetic cuffs.
    • Improved the journal verbiage when you learn a secret that's known by a faction but not the faction you learned the secret from.
    • Improved the grammar across many spots in text generation.
    • Fixed a bug that caused Spread Klanq quest steps not to complete after a save/load cycle.
    • Fixed some situations where inanimate objects would become targeted during a multi-weapon ranged attack.
    • Fixed a bug that occasionally caused you to fall in love with quest-related statues or statues created by lithofex gazes, even if there was no reason to love them.
    • Fixed a bug that caused pure warm static to not glitch objects its container shattered on.
    • Fixed a bug that caused the inventory or equipment screen to be rendered blank when you glitched yourself via warm static.
    • Fixed a bug that made fungal infections not operate properly when occupying left/right/upper/lower body parts. This fix won't affect existing fungal infections in saved games.
    • Fixed a bug that caused dynamic quests steps requiring an item not to complete in some circumstances, like receiving the item as a gift during the water ritual.
    • Fixed a bug that caused dynamic quest steps requiring an item not to complete if you already had the item in your inventory at the start of the quest.
    • Fixed a bug that made in-place disassembly of energy cells slotted into sockets often fail if you had other energy cells that could stack with that one in your inventory.
    • Fixed a bug that caused [owned by you] to appear on sold items if you had stored them in a container at any point prior.
    • Fixed a grammar error in some sentences involving compacted bone matter.


    [ 2023-04-22 10:27:20 CET ] [ Original post ]

    Feature Friday - April 14, 2023

    04.67


    • Quests to recover historic relics now include the name of the historic site in the quest text, in addition to the name of the level the relic is on. This does not necessarily mean the location of the historic site is revealed when you get the quest, though.
    • Leeches are no longer implied to produce chitin.
    • Spitting slugs now spit salty acid that evaporates over time.
    • Tweaked the artifact identification messaging.
    • Using an unidentified tonic now indicates that you have identified it with a message.
    • Large lists of pickable items with similar names now have a consistent sorting order, rather than items sometimes moving around in the list as you navigate it.
    • Colorless generic brooding puffs no longer appear in fungal sites.
    • Tree cherubim now equip their cherubic bark in the right place.
    • Non-player creatures who use Teleportation are now subject to its accuracy limitations.
    • Companions with force bubbles active no longer attempt to pathfind right up next to you, pushing you around.
    • There is a new companion interaction available, direct to change follow distance, that lets you direct companions to follow close by, at medium range, or far away.
    • Inanimate objects that are brought to life can no longer be brought to life a second time.
    • You can no longer activate the Flume-Flier of the Sky-Bear when wielding it is a weapon.
    • Gave the sizzling effect on liquid containers a more informative description.
    • Fixed a regression that allowed you to get infinite chrome keys from Otho.
    • Fixed a bug that caused physical transformations to incorrectly increase the base rank of other mutations.
    • Fixed a bug with generated village history text involving worshipped sultans.
    • Fixed a bug that prevented unlocking the Mutagenic Mastery achievement.
    • Fixed a bug that caused the Cloaca Surprise to give you an extra tail.
    • Fixed a bug that caused you to be unable to leave the current screen when possessing a creature with a party leader.
    • Fixed a bug that caused corpses and other objects to become targets after killing a primary target with akimbo pistols.
    • Fixed some grammar errors in damage messages.
    • Fixed a pluralization error when learning crafting recipes via the water ritual.


    [ 2023-04-15 09:21:22 CET ] [ Original post ]

    Feature Friday - April 7, 2023

    04.66


    • Great magma crabs now leave behind basalt when they die.
    • Creatures will no longer prioritize equipping the gaslight chisel over better weapons.
    • The stated neutron flux requirement for the [redacted] quest now matches what Klanq requires.
    • Fire ant queens, segmented mirthworms, and worms of the earth can no longer spawn creatures on the world map.
    • Walls with pipes installed in them now get their ignition temperature raised to 1200 degrees if it was below 1200 degrees, preventing random villages with lava-based hydraulics in their wooden walls from instantly bursting into flame.
    • The Barathrum clock with Q Girl pendulum no longer sometimes break adjacent power systems when picked up. This will not affect clocks already loaded in existing save games.
    • Applied a probable fix for magnetic bottles issuing a warning while traveling on the world map, then exploding before the player has a chance to address the situation.
    • In most cases, any mods that could be applied to a piece of armor prior to magnetization can now also be applied to it afterward.
    • Tweaked item population tables.
    • Made some further improvements to electrical arc messaging.
    • Fixed a bug that caused bows to not automatically reload after firing.
    • Fixed a bug that caused bows to bring up a menu for type of ammo to reload with any time you had more than one type of arrow instead of automatically reloading with the same type of arrow if available.
    • Fixed a bug that caused the bilge sphincter to replace your stinger.
    • Fixed a bug that caused electrical arcs emanating from equipment to be described as coming from "somewhere".
    • Fixed a bug that made electrical arcs with no place to go cause errors.
    • Fixed a bug that caused some corners of the river Yonth to generate as blank zones.
    • Fixed a crash that occurred when multiple creatures occupying the same cell attempted to swap positions.
    • Fixed a typo in ixlthyxl's description.
    • Fixed a bug that made it possible to contract blurry vision and monochrome at the same time under exotic circumstances, potentially resulting in incurable monochrome.
    • [modding] Bonded companions with proper names now have display names of the form "Gatt Alhonyawr, hired guard" rather than "Gatt Alhonyawr and hired guard".
    • Added a "soundlog" wish to show the last 20 requests processed by the sound engine


    [ 2023-04-08 10:24:45 CET ] [ Original post ]

    Feature Friday - March 31, 2023

    04.63


    • 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.


    [ 2023-04-01 06:29:36 CET ] [ Original post ]

    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.


    [ 2023-03-19 22:00:05 CET ] [ Original post ]

    Feature Friday - March 17, 2023

    04.62


    • 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.


    [ 2023-03-18 08:42:48 CET ] [ Original post ]

    Feature Friday - March 10, 2023

    04.61


    • 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.




    [ 2023-03-11 10:24:02 CET ] [ Original post ]

    Feature Friday - March 3, 2023

    04.60


    • 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.



    [ 2023-03-04 09:36:46 CET ] [ Original post ]

    No patch this week, Feature Friday resumes next week

    Hi all,
    We're skipping the patch this week due to some travel. We'll be back next week!

    Live and drink.


    [ 2023-02-22 21:51:33 CET ] [ Original post ]

    Feature Friday - February 17, 2023

    04.59


    • Spacetime vortices can no longer be coated in liquids.
    • We made some performance improvements to spacetime vortices. They no longer immediately load new zones when spawned, meaning playing with Spacetime Vortex and Quantum Jitters should be smoother.
    • The Discharge power from the Electrical Generation mutation now requests confirmation before targeting yourself.
    • Barathrumite tinkers now spawn with a leather cloak rather than a cloth robe they cannot wear.
    • Baetyl rewards received as part of the [redacted] creation process are now written to the message log.
    • Gaslight weapons now consistently display their powered performance in the tinkering UI, rather than gaslighting you about their stats.
    • Fixed a bug that caused the reputation bonus from the custom visage implant to persist when swapping bodies.
    • Fixed a bug that made creatures with random cybernetic implants sometimes receive implants in excess of their license tier.
    • Fixed some bugs with Juke, like how juking out of your own force bubble left the forcefield in place until you moved again.
    • Fixed a bug that prevented dreamcrungles from becoming sated after you woke up peacefully.
    • Fixed a bug that caused mutation ranks not to stack with the [redacted] if you gained ranks from multiple sources.
    • Fixed a bug that caused [redacteds] with the custom visage implant not to apply their reputation bonus when controlled.
    • Fixed a coloration issue with dromad caravan journal entries.
    • [modding] Added IfZoneVisited conversation predicate, which is true when the specified zone ID has been visited by the player. Fixed the RemoveItem/RemoveSpeakerItem delegates.


    [ 2023-02-18 09:59:56 CET ] [ Original post ]

    Feature Friday - February 10, 2023

    04.58


    • Pickaxes now count as axes for melee purposes.
    • Pickaxes and nanopneumatic jackhammers now display rules text for their wall penetration behavior.
    • Gigantic pickaxes and nanopneumatic jackhammers, and burrowing claws on gigantic creatures, now destroy walls in half as many penetrating hits.
    • NPCs with air current microsensors or optical multiscanners implanted no longer reveal stairs to you. The exception is if the NPC is your follower and close enough for you to hear them.
    • Added an animation to jumping.
    • Arrows wielded as melee weapons now use the Short Blades skill.
    • Dawngliders have a flaming bite again.
    • Turret tinker followers now respect being told not to set up turrets.
    • You now get an appropriate failure message when you try to apply a tonic to a robot.
    • The repulsive device can no longer be taken back from the Children of the Tomb.
    • Conveyor belts now stop animating when their drive is destroyed or disabled.
    • Animated doors and walls are now affected by Slam as creatures, not as walls/doors.
    • Stunning from Slam can no longer allows a successful save on a natural 20.
    • Slam now propels creatures across pits in the middle of their path of being slammed.
    • Slam now moves items on the ground along with a slammed creature regardless of whether the creature dies as a result of the slam.
    • Slam now shakes the camera if the player is anywhere in the chain of creatures moved, rather than only if the player is the initial target.
    • Creatures are no longer blocked from being moved by Slam by non-square-occupying items on the ground.
    • Death due to the damage from being Slammed through walls now has case-specific death messaging.
    • Using Slam while engulfed now results in slamming the engulfing creature in the direction indicated (unless you choose no direction, in which case you still Slam yourself).
    • Creatures that are rooted in place can no longer be knocked prone.
    • You are no longer considered able to move your extremities while enclosed in furniture like an iron maiden, regen tank, or sarcophagus.
    • Removed the penetration cap from phase spider bite.
    • NPC and starting player equipment usage is now less willing to use non-melee-weapon items as improvised melee weapons.
    • Fixed an issue causing fungal infections to misbehave.
    • Fixed a bug that made creatures fail to equip items over natural gear.
    • Fixed a bug with applied tonics that looked at the applying creature's attributes rather than the applied-to creature.
    • Fixed an issue with the rendering of taproot floor in Chavvah's keter.
    • Fixed a rare infinite zone generation bug when generating dynamic quests after all secrets have been exhausted.
    • Fixed a bug that caused amnesia to trigger on the world map.
    • Fixed a bug that rarely caused the Bell of Rest to recall the player directly over an open pit, killing them.
    • Fixed a bug that caused data disks to give every effect when used as hamsa.
    • Fixed a bug that caused qudzu and their symbiotes to not rust your items.
    • Fixed a bug that caused beguiling via cooking effects to always fail.
    • Fixed a bug that caused creatures temporarily beguiled via cooking effects to replace your permanent followers.
    • Fixed a bug that caused limb regeneration faculties to fail to regenerate dismembered treads and hardpoints from cybernetics. (Treads and hardpoints already severed in saved games are not affected.)
    • Fixed a bug when you acquired Monochrome in the body of a dominated creature that resulted in being permanently unable to cure it.
    • Reverted the input manager change that caused some issues on Linux machines. This will re-break some issues on MacOS without the bugfix enabled, but now it's broken in a more historically normal way.
    • Fixed a bug that caused some small inconsistencies in spawns.
    • Fixed a bug that made Slam destroy items on the ground in the same square as a slammed creature in some circumstances.
    • Fixed a bug that usually made Slam's damage message from hitting walls not be displayed.
    • Fixed a bug that could cause crashes when wading and proneness interacted.
    • Fixed a bug that caused some NPC and player equipment loadouts to feature items being equipped multiple times in the same loadout.
    • Fixed a bug that could cause games to crash on startup.
    • [modding] Body parts added by cybernetics (motorized treads, gun rack, equipment rack, magnetic core) are no longer tracked as extrinsic (like body parts added by helping hands and two-faced headgear). They're instead considered long-term parts of the body in the same way limbs added by mutations are.
    • [pets] Creatures no longer fruitlessly try to attack Gloaming or Either/Or. You'll have to re-redeem these pets for this change to take effect.


    [ 2023-02-11 10:00:18 CET ] [ Original post ]

    Feature Friday - February 3, 2023

    04.56


    • Increased the default HP for all items.
    • Increased the default HP for all armor to 100.
    • Put the Phase harmonic modulator implant in cybernetic loot tables.
    • On the equipment screen, when you default interact with a natural weapon, you once again attempt to equip over it. You can press Ctrl+Space to look at it instead.
    • You no longer autoexplore over dilute warm static.
    • Items unintentionally dropped by your companions are now auto-picked-up when the "Auto-pickup special items" option is enabled.
    • Natural gear of gigantic creatures is now always gigantic (including +3 damage and Slam bonus for cudgels).
    • Rampaging sultans who earn a title as a result of their rampage are no longer called the Untitled.
    • Removed the "flower" object from the game but left "flowers", making baetyl requests less ambiguous.
    • Creatures are now pickier about equipping gear over their natural gear if the natural gear might be better.
    • Added some more wall descriptions.
    • Made magnetic bottles in trader (particularly tinker) inventories more reliably generate empty.
    • Tweaked the ANSI in sultan murals.
    • Fixed a bug that made glowmoths and gamma moths fail to attack.
    • Fixed a bug that made True Kin register as mutants.
    • Fixed a bug that made normality gas pumps use two slots even when you had giant hands.
    • Fixed a bug that made some creatures' natural gear disappear when they gained some physical mutations.
    • Fixed a bug that made most creatures' natural gear that had previously been visible in their descriptions stop showing up.
    • Fixed a bug that made the Ruin of House Isner fail to have a guaranteed critical on its seventh shot.
    • Fixed an issue that occasionally occurred with Sheba Hagadias's detail color.
    • Fixed a grammar issue with some implant-related historical messages.
    • Fixed some grammar errors in historical information and village quest text.
    • Fixed several issues with MacOS and non-English keyboard layouts.
    • Improved the grammar of some polygel duplication messages.


    [ 2023-02-04 10:04:47 CET ] [ Original post ]

    Feature Friday - January 27, 2023

    04.53


    • Chimeras can now eat the Cloaca Surprise and Crystal Delight.
    • Extra floating nearby slots you obtain are no longer removed by transformative meals.
    • Any time the player is forced to drop an item, that item is now considered a "special item" until the next time the player or a companion of the player picks it up, meaning autoget will pick it up if "Auto-pickup special items" is on.
    • Space-time vortices caused by Quantum Jitters now have a short delay before they begin moving.
    • Creatures' natural weaponry can now be equipped over, generally. This change resolves various cases of natural weapons appearing twice in creature descriptions. It also allows creatures to equip items over some natural weapons, like bites and claws.
    • Shield Wall can no longer be activated without a shield equipped.
    • Natural gear can now be interacted with from the equipment screen.
    • Gigantic items can no longer be randomly generated by tinkering.
    • Transkinetic cuffs are now actually spawnable.
    • Extradimensional True Kin are no longer unable to install implants. (Existing instances in saves will not be affected.)
    • Made metachrome weapons count as gigantic (and so get the +3 bonus) but reduced their base damage roughly by half.
    • Palladium electrodeposits now implant into the head slot of your [redacted], if available.
    • The "Auto-pickup ammo" option no longer strips energy cells out of devices.
    • You can now harvest plump mushrooms from mushroom cases.
    • You can no longer pour neutron flux to or from magnetic bottles if they aren't in working order.
    • You're now warned when pouring neutron flux from a magentic bottle to an unsafe container.
    • Schrodinger pages now display their faction when offered as a reward.
    • Renamed cactus cherub to fractus cherub.
    • Fractus cherubim are now considered members of the fractus species.
    • All urshiib now have the Triple-jointed mutation.
    • You can now throw recycling items or items fitted with filters down the Sacred Well.
    • Turret tinkers are considered now hexapedal robots.
    • Robot cheburim are now considered wheeled robots.
    • Drillbots have short blades skills now.
    • Pulse field magnets can no longer pull away natural gear.
    • Small spheres of negative weight can now have some mods.
    • You can no longer get infinite chrome keys from Otho.
    • The hindren of Bey Lah are now interested in secrets about Kindrish.
    • Heartbiter goatfolk now have the modern Adrenal Control mutation instead of the old one.
    • Asphodel no longer becomes unresponsive at certain phases in the Earl of Omonporch quest.
    • The gesticulating mod strength bonus now scales with item tier.
    • Wheeled creatures like the mopango charioteer now have two wheels.
    • Phase cannons are now considered heavy weapons.
    • You can no longer get Chavvah's roaming keter by traveling to the map above Eyn Roj.
    • Modified the stats of Wardens Esther so that they appropriately spawn 4 clones with Temporal Fugue.
    • Table [redacted] no longer have blue detail color.
    • Fixed a bug that caused skulk injectors not to be consumed if you were already under the effects of one.
    • Fixed a bug that caused certain invalid limbs to break the Atzmus menu.
    • Fixed a bug that caused old saves with Issachari present to behave strangely.
    • Fixed a bug that caused some effects not to be listed in your status effects readout on the main screen.
    • Fixed the pronoun for the Slam bonus in the description of gigantic plural weapons.
    • Fixed a grammar issue in message for fully identifying an artifact.
    • Fixes Tau's gender.
    • Fixed some grammar in generated text.
    • [modding] Robots and [redacted] are no longer considered mutants by the method GameObject.IsMutant().
    • [modding] Fixed an error that could occur with custom Options.xml loading
    • [modding] Added optional predicates to several GetCreatureAroundPlayerLevel methods in EncountersAPI.
    • [modding] ModColossal is no longer hardcoded to be disallowed as a bonus mod, so its settings in Mods.xml are better adhered to.


    [ 2023-01-28 09:21:37 CET ] [ Original post ]

    Feature Friday - January 20, 2023

    04.52


    • Added a new item: transkinetic cuffs.
    • The slynth of the Hydropon can now resettle on Chavvah, the Tree of Life.
    • The bottom level of the rusted archway now consistently builds with an electrical power grid rather than a hydraulic system.
    • Being on fire no longer shows a damage message when the damage amount is zero.
    • Reduced slynth level and gave them more AV.
    • Crypt sitters should be more responsive to attacks.
    • Tillifergaewicz now wears her clay pot and also has an extra one.
    • Certain significant body transformations now change your species.
    • Urn dusters now equip and attack with their ash shovels.
    • Added a couple seats to the Grit Gate library.
    • Leeches are now worms instead of mollusks.
    • Eating luminous hoarshrooms now costs energy.
    • Several creatures that had hands or hands-variants but not a Hands slot now do.
    • Something being coated in neutron flux now results in its immediate explosion.
    • Responsibility for neutron flux explosions is now tracked better.
    • Added new hamsa effects to tartbeard glands and gallbeard glands.
    • The reshaping nook and pad are now rebuilt if destroyed.
    • Dromad [redacted] are no longer uniformly brown.
    • Mopango charioteers now make [redacted] charioteers.
    • The repulsive device now has an associated incantation when chosen for the [redacted].
    • Reduced the chance that extradimensional hunters ambush you inside your [redacted].
    • Tweaked the wording of Wilderness Lore skills to be clearer.
    • Added new descriptions to several creatures.
    • Changed kipper detail color.
    • Changed beetlebum's color.
    • Fixed a bug that made neutron flux poured or spilled on the ground fail to explode.
    • Fixed a bug that caused using the Spacetime Vortex mutation to undergo two normality checks instead of one.
    • Fixed a bug that made broken power lines sometimes appear working and working power lines sometimes appear broken.
    • Fixed a bug that caused craftmarks to appear in the middle of some partially identified artifact names.
    • Fixed a bug that made shots fired by your point-defense drone incur an action cost on you and interrupt your ongoing actions like Sunder Mind.
    • Fixed a bug that caused dynamic village mayors to become unresponsive after the slynth had settled there for a week.
    • Fixed a bug that gave you the Repair option on your [redacted] if you had the tinkering Repair skill.
    • Fixed a bug that caused non-standard limbs with metachrome to not be eligible for offhand attacks.
    • Fixed a bug that caused sub-limbs of extra body parts acquired from the an incantation to not receive metachrome natural weaponry.
    • Fixed a bug that caused reputation giving items equipped to bodies you have released control of to be retained.
    • Fixed a bug that caused the crystal chimes of Chavvah to not comment on the death of Aoyg-No-Longer when it occurred by your hand.
    • Fixed a bug that prevented fungicide from destroying fungal spores.
    • Fixed more instances of music notes appearing in quest texts.
    • Fixed some grammar errors in village histories.
    • Fixed some grammar errors in Two-Headed shake off messages.
    • [debug] When The Golem quest has been completed, any subsequently wished-in mounds now have a 'Build' option available to construct it.






    [ 2023-01-21 08:54:49 CET ] [ Original post ]

    Feature Friday - January 13, 2023

    04.51


    • Added a tree [redacted].
    • Fulling identifying an artifact now gives a different message than partially identifying it.
    • Magnetic bottles now alert you when they're nearly out of power.
    • Magnetic bottles generated in vendor inventories are now always empty.
    • Great magma crabs now bleed lava.
    • Ink now has value.
    • Having something explode in your inventory while you're on the world map no longer destroys significant portions of the world map.
    • Village mayors, wardens, tinkers, apothecaries, and merchants can no longer generate hidden.
    • Somewhat reduced the priority Repair has as the default interaction on repairable items.
    • You are now always able to make contact with equipped or inventory items for the purpose of repairing them.
    • Creatures resistant to acid and heat are now more willing to traverse acid and lava, respectively.
    • Extradimensional dromad hunters no longer spawn with their caravans.
    • The masterwork carbine now bears Sparafucile's mark in its display name.
    • Gave sandals of the river-wives a different tile.
    • You can no longer eject from the [redacted] on the world map.
    • Added some new creature descriptions.
    • The repulsive device is now marked as important.
    • Dormant waydroids are now marked as quest items.
    • Deleted some extraneous conversation for Aoyg-No-Longer.
    • Attempting to build a campfire in open air or over a pit now generates a better failure message.
    • Fixed Klanq's pronouns in Barathrum's dialog.
    • Fixed some bugs with the partially identified states of recoilers and chiral rings.
    • Fixed a bug that caused creatures to spawn over pits in some contexts.
    • Fixed a bug that with the Six Day Stilt n-pointed asterisk buff.
    • Fixed a bug that caused repair attempts on scrapped waydroids to cost energy when they shouldn't have.
    • [pets] Esbear is now of species bear. You'll have to re-redeem him for this change to take effect.


    [ 2023-01-14 09:39:19 CET ] [ Original post ]

    Feature Friday - January 6, 2023

    04.50


    • Albino apes now have the Albino defect.
    • The data disk options you get for buying Tinker I, II, and III now match the item tier range for each of those skills.
    • All winged mammals now correctly have wings.
    • Robot cherubim now correctly use treaded body plans.
    • You can now complete Decoding the Signal if you manage to do the decoding without traveling to the quest location.
    • The Null Face can no longer be modded or generate with mods.
    • Villager tinkers and merchants in dynamic villages should more often include their roles in their display names.
    • Barathrum now correctly states the number of drams of neutron flux needed for [redacted] battery.
    • Checkpointing and autosaves are no longer triggered when you enter or exit an interior space.
    • Dream wrens now have their peck.
    • Breathbeard gland paste no longer has the odd chance to bestow Teleportation when used as a hamsa.
    • Mazebeard gland paste can no bestow Confusion when used as a hamsa.
    • The interior of the [redacted] is now less prone to catching fire from its own catalyst liquid.
    • Legendary soup sludge pariahs that get catalyzed by new liquids now update their names accordingly.
    • Soup sludges that get catalyzed by warm static now grow entropic pseudopods.
    • Legendary pilgrims in lairs no longer leave their lairs to go on pilgrimages.
    • Slightly increased the population density of the Moon Stair.
    • Fixed a bug that caused Klanq to wander inappropriately.
    • Fixed a bug with the rendering of piped walls in the dark.
    • Fixed a bug that made magnetized two-handed melee weapons, bows, rifles, and heavy weapons require two Floating Nearby slots. (Existing magnetized items in saved games won't be fixed.)
    • Fixed a bug that made plasma-coated creatures and objects to not radiate heat.
    • Fixed a bug that caused some crystal chimes to hide under the crystalline branches of Chavvah.
    • Fixed a bug that let you start If, Then, Else several times and get multiple crystal keys.
    • Fixed some branch confusion in Dyvvrach's dialog.
    • Fixed a bug that caused Aoyg-No-Longer to respawn under certain conditions.
    • Fixed a bug that caused you to sometimes be unable to reshape the [redacted].
    • Fixed a bug that caused clones of the [redacted] to not follow you until piloted.
    • Fixed a bug that crashed the game on systems using decimal commas when certain mods were installed.
    • Fixed a bug that caused the tile of unidentified artifacts to be revealed when throwing them down the Sacred Well.
    • Fixed a rare UI deadlock.
    • Fixed some bugs with legendary creatures generating as village pets.
    • Fixed a few grammar issues with generated text.
    • [modding] Moved Moon Stair objects out of Staging.xml and into their appropriate data files.


    [ 2023-01-07 07:08:32 CET ] [ Original post ]

    No patch this week, Feature Friday will resume Jan 6th

    Hello friends,
    Due to some holiday travel we'll be skipping our weekly patch this week. We'll resume the following week.

    See you in the new year. Live and drink.


    [ 2022-12-28 23:20:33 CET ] [ Original post ]

    Feature Friday - December 23, 2022

    04.49


    • We made some balance changes to the [redacted].

      • Metachrome weapons no longer have a penetration cap.
      • Vastly increased tortoise [redacted] Carapace rank.
      • Vastly increased cragmensch [redacted] AV and strength.
      • Removed the malus for installing cybernetic implants as the hamsa of the [redacted].
      • Gave oddities a new body.

    • Faction delegates should behavior a little more cordially during the Omonporch negotiation.
    • Spark ticks are now considered arachnids.
    • Night-sight interpolators are now considered metal.
    • Made camel bladders a little more common.
    • You no longer rifle through trash (and spend the action cost doing so) while charging through it.
    • Tweaked Triple-Jointed description.
    • Holographic trees now appear more rarely in village farms.
    • Plucking coral polyps while confused now displays a confused name for the polyp.
    • Followers no longer Slam themselves constantly.
    • Fixed a bug that caused hexagonal crystals to always appear magenta.
    • Fixed a bug that caused the sidebar to hide while pressing Shift and entering text.
    • Fixed a bug that caused natural equipment to be damageable.
    • Fixed a bug that caused some dynamic locations to not properly trigger checkpoints.
    • Fixed a bug that caused the numpad workaround for the MacOS13 Unity bug to not register entries in some menus.
    • Fixed a typo in pet Ercolano's description. Redeem this pet again to get the fix.
    • Fixed a body bug with the pet Recall Star.



      Below are some additional notes from the Moon Stair patch.

      • You can now delete recipes from your journal.
      • Syphon Vim no longer affects inorganic creatures, as indicated by its rules text.
      • Modern UI text input boxes now escape & and ^ color formatting codes. The new color formatting style (e.g. {{color|shaders}}) still works.
      • Fixed another bug that made point-defense drones fail to fire at thrown objects.
      • Fixed a bug with controller targeting.
      • Fixed a bug that caused the next command to be ignored after you used the Move to Zone Edge command.
      • Fixed a bug that caused creatures to not use Slam.
      • Fixed a bug that sometimes caused the game to freeze on the Freehold Games loading screen due to errors loading mods.
      • Fixed a bug that caused build codes with selected gender or pronoun sets to fail to load correctly. This should fix errors with the last character option during character creation.
      • [modding] Added additional logging for ObjectBlueprints.XML errors: missing inherits and missing tag.
      • [modding] Made the hateReasons and likeReasons on XRL.World.Parts.GenerateFriendOrFoe and GenerateFriendOrFoe_HEB public.




    [ 2022-12-24 08:37:38 CET ] [ Original post ]

    The Moon Stair is here

    The artifacts of plant and time,
    crust and fuzz with lossy compression,
    doze in moonlit marble beds,
    touched by august muzzles.
    The past is unwritten as the future,
    And what is left, broken and changed,
    to be tended by the point Colossi and their swarm.


    -Daughter Erinna, Modulo Moon Stair and the Tree of Life


    Here are the patch notes for the Moon Stair feature arc.

    [h2]NEW QUEST IN THE MAIN QUESTLINE[/h2]


    • There is now a new quest after returning from the Tomb of the Eaters. Talk to Barathrum in his study to learn more.
    • Added a new system for the creation of [redacted] in support of this quest.



    [h2]NEW LATE-GAME REGION[/h2]

    • Added the last late-game region: the Moon Stair.
    • Added new creatures: zero jell, unimax, dawning ape, n-dimensional starshell, dreamcrungle, glow-wight apotheote, monad, and dream wren.
    • Added a new village-like location -- Chavvah, the Tree of Life -- with several new NPCs.
    • Added a new side quest at Chavvah.
    • Added psychic biomes, limited to the Moon Stair.



    [h2]UI[/h2]

    • Added a new Pixel Perfect mode, which forces zoom to snap to a perfect multiple of the pixel art. You can toggle it in the General options menu.
    • Added a new Docked mode that locks the combat log, nearby items list, and minimap. You can toggle it in the General options menu.
    • Added a new 'Flip' mode to the modern dock. It has behavior similar to the original text sidebar.
    • Added a new mouse cursor and an option to disable it or choose an alternate color scheme (Options > Overlay UI > Mouse cursor).
    • Added a new option for "Play area scale" with three choices.

      • Fit - fits the whole play area on screen. May necessitate letterboxing.
      • Cover - ensures the play area covers the screen. Minimizes letterboxing.
      • Pixel Perfect - sizes the play area to an integer multiple of the pixel art. Maximizes sharpness.

    • Changed the default setting for the modern UI play scale from Fit to Cover.
    • General UI note: if the camera is zoomed in so that the whole play area doesn't fit on the screen, you may notice the UI switching to fullscreen Fit mode when you take certain actions that still have unfinished UI elements (like Interact nearby). This is done to prevent the old UI elements from becoming unreadable at the zoomed in scales. As we add continue to add modern UI elements, it'll stop happening.
    • Added new UI for target pickers.
    • Added new UI for examining things with the Look function.
    • Added a new target reticle for some contexts.
    • The information bar when using the look/target pickers is now at the top of the screen.
    • The ability bar is now fully functional.
    • The selected ability bar button is now only highlighted if the "Use Ability" command has an active bind.
    • The User Interface option "Pressing shift will hide the sidebar" now affects the modern UI dock and undocked windows.
    • Added a new UI for the Options screen.
    • Added a new UI for the High Scores screen.
    • Added a new UI for the Help screen.
    • Added tooltips and highlights to attributes with bonuses during character creation.
    • You can now look at who you're talking to from the conversation UI.
    • Added binds for page up and page down.
    • Added a new option to disable the mouse-clickable zone transition arrows that appear when the map is zoomed in (Options > Overlay UI > Disable mouse-clickable zone transition border arrows).
    • The mouse cursor now hides itself when the mouse is stationary.
    • Added an option to disable mouse zoom.
    • Removed option to show tooltips when looking. It's now always works this way when the modern UI is enabled.
    • Tooltips shown by mouseclick now hide when keyboard or joystick buttons are pressed (please report any tooltips that do not behave this way).
    • Added a tooltip to the window layout lock button
    • Look now is now bound to left stick button by default in the modern input manager.
    • After firing a ranged weapon, your target for future shots is now more reliably what you shot at instead of what you hit.
    • Added two options for filtering the nearby items list to only takeable items and only items in the current tile (Options > Overlay UI > enable Show overlay nearby objects list). When both are enabled, the behavior approximates the legacy UI "only show contents of the current cell" option.
    • Added ability bar navigation and activation keybinds to the legacy input manager.
    • Refactored the imposter system for visual effects. This fixes many bugs where visual effect artifacts remained on the screen improperly.
    • Removed code and unused bits of Overlay UI that have been replaced with the Modern UI.
    • Removed the unintentional fade-in effect when tooltips appear.



    [h2]SOUNDS & MUSIC[/h2]

    • We're in the process of adding all new sound effects to the game. Several hundred have already been added. More to come.
    • Added ambient environmental sounds. For now: to Joppa, salt marshes, desert canyons, jungles, subterranean caves, the rust wells, rust biomes, and slime biomes. More to come.
    • Added a new toggle and volume slider for ambient sounds to the General options menu.
    • Added a new music track in the Moon Stair.



    [h2]NEW THINGS[/h2]

    • Added new cybernetic implants: grounding shunts and social coprocessor.
    • Added new items: palladium weave tabard, dazzle cheek, psychodyne helmet, black mote, leyline puppeteers, magnetic bottle, gigantic chassis plate, dream rondure, crystalline halo, and crystalline jile.
    • Added a new liquid: warm static.
    • Added a new skill: ?????
    • Added a unique encounter to the bottom of the Asphalt Mines.
    • Added a new book: Module Moon Stair and the Tree of Life.
    • Added a new signature dish: Crystal Delight.
    • Added a new harvestable: noisegrass.
    • Added new cooking ingredients: wild rice and dream smoke.



    [h2]GAMEPLAY CHANGES[/h2]

    • We made some balance tweaks to the attributes of merchants.

      • Stiltground merchants are now higher level and have more Willpower.
      • Legendary merchants are now leveled appropriately for the difficulty tier their workshops are found in.
      • More kinds of merchants now have hired guards.
      • Adjusted the number of hired guards for several kinds of merchants.

    • We changed how the item mod 'gigantic' works and classified some creatures as 'colossal'.

      • The following creatures are classified as colossal: salt kraken, star kraken, great saltback, great magma crab, Rodanis Y, chrome pyramid, and [redacted].
      • Colossal creatures can no longer wear non-gigantic gear.
      • Non-colossal creatures can no longer wear gigantic gear, with the exception of gigantic weapons, which can be wielded in twice the number of hands they normally take to wield.
      • Most types of items can now be gigantic.
      • Gigantic weapons deal additional damage and may have other effects, depending on the weapon class.
      • Gigantic vessels now store twice as much liquid.
      • Gigantic grenades have double the radius.
      • Gigantic gems and precious nuggets have 5x the trade value.
      • Gigantic energy cells have twice the energy capacity.
      • Swarm racks are now gigantic and no longer occupy back or arm slots.

    • The Quantum Jitters defect is now worth 4 points.
    • The following cybernetic implants all had their bonuses raised from +1 to +2: bionic hands, bionic arm, bionic heart, dopamine synth, and beautiful visage.
    • Beautiful visage now costs 3 license points.
    • Svardym are no longer considered a sultanate faction.
    • There is now a teleport gate in the rusted archway.
    • You can no longer trade with creatures who are engaged in melee combat.
    • Having an adjacent inanimate object as a target no longer counts as being engaged in melee combat.
    • Charging Strike for axes and Charging Strike for cudgels are now the same skill.
    • Robots with the Wings module can no longer fly while EMP'd.
    • Set the region tier of the Six Day Stilt to 2.
    • We made some balance changes to blast cannon.

      • Increased accuracy.
      • Increased damage.
      • Increased concussive force on impact.
      • Increased cell energy cost per fire.
      • Changed the cooldown from 1d4 to 2.

    • Krakens who have a party leader no longer wander in the characteristic kraken style.
    • Item-based bonuses to throwing range are now functional on geomagnetic discs.
    • Cheap credit wedges are now excluded from dynamic encounters.
    • Raised scorpiock's level and lowered their AV.
    • Made some tweaks to Crystal of Eve.
    • Pathfinding now considers standing next to dangerous gases to pose some fraction of the danger of standing in them.
    • Firing ranged weapons now more accurately targets flying creatures rather than the trash beneath them.



    [h2]MISCELLANEOUS[/h2]

    • Added more Barathrumite dialogue for late-game quests.
    • The preferred water ritual liquid for highly entropic beings is now warm static.
    • Replaced deathlands worldmap tiles with the Moon Stair.
    • Autoget can now unload weapons and empty liquid containers.
    • Campfires and torch sconces are now avoided to a much lesser degree by pathfinding.
    • Sometimes pilgrims you encounter are now lost. You can give them directions.
    • Teleport gates are now points of interest.
    • If you're controlling a turret tinker or miner, you can now deploy a turret or mine as an activated ability.
    • Horns now regrow properly if you do not have a head and then grow a new one.
    • All creatures with proper names who are not player companions are now considered points of interest.
    • Artifact functionality that displays status indications in item descriptions, such as (nonfunctional) or (unpowered), no longer does so in context of tinkering item descriptions.
    • Added a new tile for diplomacy droid.
    • Added a new tile for recoilers.
    • Changed leering stalker's ASCII color to bright red.
    • Gibbons are now correctly classified as apes.
    • Twinning and trining lamprey are now correctly classified as fish.
    • Reclassified some robots.
    • Deploy Turret, Flaming Hands, Freezing Hands, and Freeze Breath can no longer be used on the world map.
    • Robot sensor arrays and hardpoints may now be marked as scrap independently of each other.
    • Non-takeable items that theoretically have a reputation modifier (such as painted or engraved immobile furniture) no longer show the reputation modifier in their description.
    • Relic containers are now considered important.
    • Added a "Wait Menu" keybind to the legacy key mapping.
    • Removed the outdated "Display a background image when letterboxing" option.
    • Improved performance when moving through liquids, particular during autoexplore.
    • Particle simulation now has a fixed timestep.



    [h2]BUGFIXES[/h2]

    • Fixed a bug that prevented legendary creatures from awarding extra XP in some contexts.
    • Fixed a bug that caused legendary creatures to have too little XP for their level.
    • Relic missile weapons with the vibro effect now get any penetration bonuses they may have applied on top of the vibro effect.
    • Fixed a bug that caused armor categorized as Clothing to auto-equip as held in hand rather than worn.
    • Fixed a bug in pathfinding that caused occasional mishaps, in particular inexplicable penchants for walking through fractus.
    • Fixed a grammar error in some messages resulting from you decapitating your companion.
    • Legendary villagers no longer sometimes erroneously have two names.
    • Fixed a bug that caused collecting liquids from the ground to not update your carried weight immediately.
    • Fixed a bug that sometimes caused you to turn blue.
    • Fixed a bug that caused psychic hunters to spawn over pits that'd cause them to immediately fall to their death.
    • Fixed a bug that caused some popups in the classic UI to cut off the last word.
    • Fixed an issue where Suppressive Fire wasn't showing up in the abilities menu.
    • Fixed a bug that made morphogenetic weapons apply the compute power of their target to their effect rather than that of their wielder.
    • Fixed a few crash and a few other bugs with the Continue screen when there were invalid or corrupt info files.
    • Fixed a bug that caused autoact to be interrupted when a follower's maximum HP changed.
    • Fixed an issue with ability bar navigation improperly respecting the alternate modifier button.
    • Fixed an issue that caused the message log to sometimes not scroll fully to the bottom when passing nearby objects.
    • Fixed an issue that prevented right-stick look navigation in the prerelease input manager.
    • Fixed a bug that made Barathrum clocks with Q Girl pendulums disassemblable for no bits.
    • Fixed a rare exception in village generation.
    • Fixed a bug where some creatures were incorrectly receiving bonuses for mutations they had as if they were rank 1 instead of the rank they actually were.
    • Fixed a bug with autoget while flying that required landing to take items on the ground.
    • Fixed a bug when a non-player creature used a timecube that caused you to get messages as if you used it.
    • Fixed a bug that caused imaginary objects to be flammable.
    • Fixed a bug that caused imaginary objects to vaporize if they reached vapor point.
    • Fixed a bug that caused particles to stack up in look and targeting views.
    • Fixed a bug with item naming popups in the console UI.
    • Fixed some auto collection bugs for liquids.
    • Fixed ability bar buttons not greying out properly.
    • Fixed "Wait 1 Turn" option not working properly in the wait menu.
    • Fixed a bug where prerelease inventory UI screens were appearing below the play area.
    • Fixed a bug where autoget would pick up fancy furniture.
    • Fixed a bug that caused village merchants to fail to spawn.
    • Fixed a bug where each village history entry in your journal contained histories from every village.
    • Fixed a bug with arrow keys improperly paging through modern UI controls.
    • Fixed the sizing of popup message windows with long scrollbars.
    • Fixed a bug where "Take all" would fail to pick up everything if you had previously dropped any of the items.
    • Fixed a bug that caused some shale walls to become invisible.
    • Fixed a bug that caused zones to stay in memory for too long.
    • Fixed a bug with modern UI keybinds using modifier keys in the legacy input manager.
    • Fixed a bug that caused music tracks to improperly restart when entering a new zone.
    • Fixed a bug where having the "Enable additional overlay UI elements" on and then disabling the "Enable modern UI elements" option left the game in an unusable state.
    • Fixed a bug that caused Astral creatures to flicker in and out of phase while traveling on the world map
    • Fixed an exception with throw animations.
    • Fixed a rare exception in the "corrected vision" status effect.
    • Fixed a rare exception in the "immobilized" status effect.



    [h2]DEBUG & MODDING[/h2]

    • Added to object blueprints, allowing you to inherit and merge the properties of multiple blueprints together.

      • Load="Fill" will prioritize properties from the Inherited blueprint, otherwise the mixin has precedence.
      • Include="part,stat" can be used to only inherit properties that match a tag name.
      • Exclude="tag,property" can be used to only inherit properties that do not match a tag name.
      • The mixins will be evaluated from top to bottom, unless a manual Priority="5" is specified.

    • The Examiner part has been overhauled. Instead of the fields UnknownDisplayName, AlternateDisplayName, UnknownDescription, AlternateDescription, UnknownTile, AlternateTile, and so, there are now two fields, Unknown and Alternate, which take the names of blueprints for objects to derive the unknown and alternate appearances of the item from. The property KeepTile supports the behavior of identifiable furniture where the text appearance changes but the tile does not. Also, the unusual Examiner behavior of tonic injectors is now data-driven and moddable; please refer to the configuration of tonics for more information.
    • When using the debug option 'Show quickstart option during character generation, pressing the keybind now only works on the first screen.
    • Autoget is now handled with the AutoexploreObjectEvent. Set E.Want = true and E.FromAdjacent = "Autoget". Users of the AutoexploreObjectEvent should now check the AutogetOnlyMode flag. You should only return "Autoget" (or equivalent) actions when this flag is true.
    • Moved MenuOption class from XRL.CharacterBuilds.UI to the XRL.UI.Framework namespace.
    • Removed old character code entries (Code="ab") from Mutations.xml, Subtypes.xml, and Genotypes.xml. Also removed the properties XRL.MutationEntry.MutationCode, XRL.SubtypeEntry.Code, and XRL.GenotypeEntry.Code.
    • The ModManager UI has an additional tag for loaded mods which have Harmony Patches.
    • Fixed overriding color palette in Display.txt
    • Added some helper methods to make color string templates easier: Markup.Color(color, text) and StringBuilder.AddColored(color, text)
    • ObjectBlueprints.xml now logs errors when setting a parameter that does not exist, or if the value can not be parsed.
    • Added 'findimportant' and 'fetchimportant' wishes.
    • All XML files are now parsed based on their root element and can thus be reorganized within subdirectories and renamed to anything.
    • Skill entries can now set the Hidden flag to remove them from the Skills menu until they has been acquired via other means.


    [ 2022-12-17 01:39:24 CET ] [ Original post ]

    Feature Friday - December 9, 2022

    04.45 - 'beta' branch


    • Added a new signature dish to Chavvah: Crystal Delight.
    • Added a new tile for diplomacy droid.
    • Added a dynamic description for the [redacted].
    • Added more Barathrumite dialogue for late-game quests.
    • Refined the crystalline properties of Chavvah, the Tree of Life.
    • Made some refinements to the experience of getting dreamcrungled.
    • The pipes in [redacted] now flow with a mixture of primordial soup and your chosen catalyst.
    • The [redacted] crab is now correctly considered a proper noun.
    • Added abilites and equipment to Tau's companion.
    • Tweaked the stats of palladium mesh tabbard and psychodyne helmet.
    • Made some additional minor tweaks to psychodyne helmet, black mote, palladium mesh tabard, and dazzle cheek.
    • Added descriptions for grounding shunts and social co-processor.
    • Added descriptions for psychodyne helmet, black mote, palladium mesh tabard, dazzle cheek, crystalline halo, and crystalline jile.
    • Added descriptions for crystalline trunk, crystalline branch, crystalline taproot, crystal leaves, crystal key, spiral staircase, chiming rock, and glowing soft.
    • Added descriptions for Dyvvrach, Miryam, Tzedech, Tivka, _, Thicksalt, Tammuz, the Tau variants, Aoyg-no-Longer, and the still chime.
    • Updated several sounds.
    • Removed the watervine step sound.
    • Added some chronology entries for important Moon Stair actions.
    • Changed the color of severed [redacted] limbs.
    • Warm static now distorts skills as well as powers.
    • Ejection seats now lock into place when returned after ejecting.
    • Added a new option under the Controls section named "MacOS13 Unity Keypad Bug Workaround" as a prospective fix for users on MacOS 13.x having issues with numpad.
    • Fixed some issues with temporary mutations not granting their abilities and bonuses.
    • Fixed a bug that sometimes caused you to turn blue.
    • Fixed a bug that made gigantic trade goods much more common than they should be.
    • Fixed a bug that caused [redacted] without poetic features to be unbuildable.
    • Fixed a bug that caused the interior of [redacted] that survived death via effects like Precognition to behave strangely.
    • Fixed a bug that caused zones to be suspended almost immediately upon leaving them.
    • Fixed a bug that caused you to become stranded upon completing a crungle.
    • Fixed a bug that caused non-standard metachrome limbs (such as Back, Feet, or Arm weapons) to be ineligible for offhand attacks.
    • Fixed a bug that caused psychic hunters to spawn over pits that'd cause them to immediately fall to their death.
    • Fixed a bug that caused some popups in the classic UI to cut off the last word.
    • Fixed an exception when warm static applied the Springing effect.
    • Fixed an issue where Suppressive Fire wasn't showing up in the abilities menu.
    • Fixed a few crash and a few other bugs with the Continue screen when there were invalid or corrupt info files.


    [ 2022-12-10 08:53:36 CET ] [ Original post ]

    Feature Friday - December 2, 2022

    04.42 - 'beta' branch


    • Added new armor: gigantic chassis plate.
    • Added a new item: magnetic bottle.
    • Added [redacted] to the bottom of the asphalt mines.
    • Added sated dreamcrungles.
    • After escaping the waking dream of a dreamcrungle, it now either dies or becomes sated.
    • Added a new preservable/piece of butcherable equipment: dream rondure.
    • Added a new cooking ingredient: dream smoke.
    • Added a new 'Flip' mode to the modern dock. It has behavior similar to the original text sidebar.
    • Made some tweaks to Crystal of Eve.
    • Added young crystalline roots to the subterranean Moon Stair. They very rarely spawn with harvestable crystals of Eve.
    • Added descriptions for the following objects: monad, crystal of Eve, crystalline root.
    • Noisegrass now only appears on the Moon Stair surface.
    • Pax Klanq now takes three days to construct the [redacted].
    • Clarified in Pax Klanq's dialog that the hamsa must weigh 5 lbs. or less.
    • Pre-existing natural weapons of a [redacted] now match the armament skill.
    • Baetyl rewards awarded during [redacted] creation are now gigantic when applicable.
    • A popup is now displayed when your follower is unable to enter your [redacted].
    • Cragsmench [redacted] no longer spawn with hoary fists.
    • If you get stranded in a waking dream by a dreamcrungle, the reward or penalty for completing the crungle is now applied to your new body.
    • Tweaked the screen transitions when hit by a dreamcrungle while using the classic interface.
    • Charging Strike for axes and Charging Strike for cudgels are now the same skill.
    • Village ovens can no longer recipes that have wild rice as an ingredient.
    • Added an option to disable mouse zoom.
    • The selected ability bar button is now only highlighted if the "Use Ability" command has an active bind.
    • The User Interface option "Pressing shift will hide the sidebar" now affects the modern UI dock and undocked windows.
    • Gibbons are now correctly classified as apes.
    • Twinning and trining lamprey are now correctly classified as fish.
    • Reclassified some robots.
    • Turret [redacted] now have the correct tile.
    • Goatfolk [redacted] no longer spawn with equipment.
    • Changed some verbiage with consuming or getting covered in warm static.
    • Renamed Chavvah root to crystalline root.
    • Tweaked some properties of crystalline roots.
    • The dock drag handle's opacity now respects the dock background opacity setting.
    • Pathfinding now considers standing next to dangerous gases to pose some fraction of the danger of standing in them.
    • Deploy Turret, Flaming Hands, Freezing Hands, and Freeze Breath can no longer be used on the world map.
    • Robot sensor arrays and hardpoints may now be marked as scrap independently of each other.
    • Non-takeable items that theoretically have a reputation modifier (such as painted or engraved immobile furniture) no longer show the reputation modifier in their description.
    • Fixed several bugs where effects obtained from dilute warm static could be applied multiple times.
    • Fixed a bug that caused grazing animals used as in the creation of the [redacted] to incorrectly be assigned the goat body type.
    • Fixed a bug that caused the still crystal chime to disappear from your inventory.
    • Fixed a bug that caused the follower buff from certain hamsas to flicker on creatures with enhanced quickness.
    • Fixed a bug that caused autoact to be interrupted when a follower's maximum HP changed.
    • Fixed an issue with ability bar navigation improperly respecting the alternate modifier button.
    • Fixed an issue that caused the message log to sometimes not scroll fully to the bottom when passing nearby objects.
    • Fixed an issue that prevented right-stick look navigation in the prerelease input manager.
    • Fixed a bug that made morphogenetic weapons apply the compute power of their target to their effect rather than that of their wielder.
    • Fixed a bug that made Barathrum clocks with Q Girl pendulums disassemblable for no bits.
    • Fixed a rare exception in village generation.



    [ 2022-12-03 09:31:35 CET ] [ Original post ]

    Feature Friday - November 25, 2022

    04.41 - 'beta' branch


    • Added a new plant to the Moon Stair: noisegrass.
    • Added a new harvestable: bundle of noisegrass.
    • Added a new cooking ingredient: wild rice.
    • Added a new item: leyline puppeteers.
    • The following cybernetic implants all had their bonuses raised from +1 to +2: bionic hands, bionic arm, bionic heart, dopamine synth, and beautiful visage.
    • Beautiful visage now costs 3 license points.
    • Added some cybernetic credits wedges to certain places on the Moon Stair.
    • Added wheeled, goat, and crystal variants of [redacted].
    • We made some balance changes to blast cannon.

      • Increased accuracy.
      • Increased damage.
      • Increased concussive force on impact.
      • Increased cell energy cost per fire.
      • Changed the cooldown from 1d4 to 2.

    • Relic containers are now considered important.
    • Added a variety of visual effects for Moon Stair objects and interactions.
    • Added descriptions for the following creatures and items: zero jell, unimax, dreamcrungle, dawning ape, n-dimensional starshell, drem wren, leering stalker, chrome pyramid, blast cannon, and swarm rack.
    • Renamed the liquid container zero jells occasionally drop to entropy cyst and gave it a new tile.
    • Added a new tile for recoilers.
    • Added a new tile for Santalalotze.
    • Changed leering stalker's ASCII color to bright red.
    • Fixed an issue with page up and page down binds overriding some ctrl+up and ctrl+down binds. You may have to rebind existing binds using those keys if you have customized them.
    • Fixed an issue with page up and page down binds in the prerelease input manager.
    • Fixed a bug where some creatures were incorrectly receiving bonuses for mutations they had as if they were rank 1 instead of the rank they actually were.
    • Fixed a bug with autoget while flying that required landing to take items on the ground.
    • Fixed a bug when a non-player creature used a timecube that caused you to get messages as if you used it.
    • Fixed a bug that caused the new missile weapon UI to not update properly.
    • [modding] added 'findimportant' and 'fetchimportant' wishes.


    [ 2022-11-26 07:50:48 CET ] [ Original post ]

    Feature Friday - November 18, 2022

    04.38 - 'beta' branch


    • Added a new mouse cursor and an option to disable it or choose an alternate color scheme (Options > Overlay UI > Mouse cursor).
    • Added more status effect possibilities to dilute warm static.
    • Made all the Chavvah entities water ritualable. More changes to the Chavvah faction are in progress.
    • We made some balance changes to the Hamsa component of [redacted].

      • The action cost reduction for melee weapons was reduced from 25% to 15%.
      • Figurines now award reputation with the factions of the creatures they depict.
      • Cybernetic implants now reduce the toughness of the [redacted] by an amount equal to their license cost.
      • Teleport-granting items now give Teleport 6 instead of Teleport 1.

    • Added [redacted].
    • Added "If, Then, Else" post-quest dialogue for Tammuz.
    • Raised scorpiock's level and lowered their AV.
    • When using the modern UI you can now zoom out past your default setting, going to "Fit" mode, then "Fullscreen".
    • Added a "Wait Menu" keybind to the legacy key mapping.
    • Removed the outdated "Display a background image when letterboxing" option.
    • Improved performance when moving through liquids, particular during autoexplore.
    • Particle simulation now has a fixed timestep.
    • Fixed a bug that caused imaginary objects to be flammable.
    • Fixed a bug that caused imaginary objects to vaporize if they reached vapor point.
    • Fixed a bug that caused particles to stack up in look and targeting views.
    • Fixed a bug with item naming popups in the console UI.
    • Fixed a bug that caused the play area to dissapear behind item interaction popups.
    • Fixed some auto collection bugs for liquids.
    • Fixed ability bar buttons not greying out properly.
    • Fixed "Wait 1 Turn" option not working properly in the wait menu.
    • Fixed a bug where prerelease inventory UI screens were appearing below the play area.
    • Fixed a bug where autoget would pick up fancy furniture.
    • Fixed a bug that caused village merchants to fail to spawn.
    • Fixed a bug where each village history entry in your journal contained histories from every village.
    • Fixed a bug with arrow keys improperly paging through modern UI controls.
    • Fixed the sizing of popup message windows with long scrollbars.
    • Fixed a bug where "Take all" would fail to pick up everything if you had previously dropped any of the items.
    • Fixed a bug that caused some shale walls to become invisible.
    • Fixed a bug that caused zones to stay in memory for too long.
    • [modding] All XML files are now parsed based on their root element and can thus be reorganized within subdirectories and renamed to anything.
    • [modding] Skill entries can now set the Hidden flag to remove them from the Skills menu until they has been acquired via other means.


    [ 2022-11-19 08:01:18 CET ] [ Original post ]

    Feature Friday - November 11, 2022

    04.32 - 'beta' branch

  • Moved the Pixel Perfect and Dock options to the Overlay UI section.
  • Added a new option for "Play area scale" with three choices.

    • Fit - fits the whole play area on screen. May necessitate letterboxing.
    • Cover - ensures the play area covers the screen. Minimizes letterboxing.
    • Pixel Perfect - sizes the play area to an integer multiple of the pixel art. Maximizes sharpness.

  • Changed the default setting for the modern UI play scale from Fit to Cover.
  • General UI note: if the camera is zoomed in so that the whole play area doesn't fit on the screen, you may notice the UI switching to fullscreen Fit mode when you take certain actions that still have unfinished UI elements (like Interact nearby). This is done to prevent the old UI elements from becoming unreadable at the zoomed in scales. As we add continue to add modern UI elements, it'll stop happening.
  • Added a new option to disable the mouse-clickable zone transition arrows that appear when the map is zoomed in (Options > Overlay UI > Disable mouse-clickable zone transition border arrows).
  • The mouse cursor now hides itself when the mouse is stationary.
  • Removed the unintentional fade-in effect when tooltips appear.
  • The "lost" status effect now transfers between you and your [redacted]. You can no longer ask your [redacted] for directions.
  • Firing ranged weapons now more accurately targets flying creatures rather than the trash beneath them.
  • Added ability bar navigation and activation keybinds to the legacy input manager.
  • Fixed a bug with modern UI keybinds using modifier keys in the legacy input manager.
  • Fixed a bug that caused music tracks to improperly restart when entering a new zone.
  • Fixed a bug where having the "Enable additional overlay UI elements" on and then disabling the "Enable modern UI elements" option left the game in an unusable state.
  • Fixed a bug that caused Astral creatures to flicker in and out of phase while traveling on the world map
  • Fixed an exception with throw animations.
  • Fixed a rare exception in the "corrected vision" status effect.
  • Fixed a rare exception in the "immobilized" status effect.


  • [ 2022-11-12 07:40:40 CET ] [ Original post ]

    The Moon Stair beta is here!

    The beta for our latest feature arc, the Moon Stair, is here. Big picture, this arc includes the last late-game region, a new quest in the main questline, significant updates to the new UI, all new sound effects, and many, many gameplay changes. Everything is quite functional, but -- per usual -- it is subject to change and will get additional polish over the next several weeks.

    If you'd like to help us test it, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. Note: previous saves won't be compatible with this beta. Check out this thread if you want to post your feedback, or get access to a debug wish to fast-forward to the new quest.

    Here are the patch notes, with the usual caveat that some small changes may be missing.

    Live and drink!


    [h2]NEW QUEST IN THE MAIN QUESTLINE[/h2]


    • There is now a new quest after returning from the Tomb of the Eaters. Talk to Barathrum in his study to learn more.
    • Added a new system for the creation of [redacted] in support of this quest.



    [h2]NEW LATE-GAME REGION[/h2]

    • Added the last late-game region: the Moon Stair
    • Added new creatures: zero jell, unimax, dawning ape, n-dimensional starshell, dreamcrungle, monad, and dream wren.
    • Added a new village-like location -- Chavvah, the Tree of Life -- with several new NPCs.
    • Added a new side quest at Chavvah.
    • Added psychic biomes, limited to the Moon Stair.



    [h2]UI[/h2]

    • Added a new Pixel Perfect mode, which forces zoom to snap to a perfect multiple of the pixel art. You can toggle it in the General options menu.
    • Added a new Docked mode that locks the combat log, nearby items list, and minimap. You can toggle it in the General options menu.
    • Added new UI for target pickers.
    • Added new UI for examining things with the Look function.
    • Added a new target reticle for some contexts.
    • The information bar when using the look/target pickers is now at the top of the screen.
    • The ability bar is now fully functional.
    • Added a new UI for the Options screen.
    • Added a new UI for the High Scores screen.
    • Added a new UI for the Help screen.
    • Added tooltips and highlights to attributes with bonuses during character creation.
    • You can now look at who you're talking to from the conversation UI.
    • Added binds for page up and page down.
    • Removed option to show tooltips when looking. It's now always works this way when the modern UI is enabled.
    • Tooltips shown by mouseclick now hide when keyboard or joystick buttons are pressed (please report any tooltips that do not behave this way).
    • Added a tooltip to the window layout lock button
    • Look now is now bound to left stick button by default in the modern input manager.
    • After firing a ranged weapon, your target for future shots is now more reliably what you shot at instead of what you hit.
    • Added two options for filtering the nearby items list to only takeable items and only items in the current tile (Options > Overlay UI > enable Show overlay nearby objects list). When both are enabled, the behavior approximates the legacy UI "only show contents of the current cell" option.
    • Refactored the imposter system for visual effects. This fixes many bugs where visual effect artifacts remained on the screen improperly.
    • Removed code and unused bits of Overlay UI that have been replaced with the Modern UI.



    [h2]SOUNDS & MUSIC[/h2]

    • We're in the process of adding all new sound effects to the game. Several hundred have already been added. More to come.
    • Added ambient environmental sounds. For now: to Joppa, the salt marsh, and subterranean caves. More to come.
    • Added a new toggle and volume slider for ambient sounds to the General options menu.
    • Added a new music track in the Moon Stair.



    [h2]NEW THINGS[/h2]

    • Added new cybernetic implants: grounding shunts and social coprocessor.
    • Added new items: palladium weave tabard, dazzle cheek, psychodyne helmet, black mote, and stasis casque.
    • Added a new liquid: warm static.



    [h2]GAMEPLAY CHANGES[/h2]

    • We made some balance tweaks to the attributes of merchants.

      • Stiltground merchants are now higher level and have more Willpower.
      • Legendary merchants are now leveled appropriately for the difficulty tier their workshops are found in.
      • More kinds of merchants now have hired guards.
      • Adjusted the number of hired guards for several kinds of merchants.

    • We changed how the item mod 'gigantic' works and classified some creatures as 'colossal'.

      • The following creatures are classified as colossal: salt kraken, star kraken, great saltback, great magma crab, Rodanis Y, chrome pyramid, and [redacted].
      • Colossal creatures can no longer wear non-gigantic gear.
      • Non-colossal creatures can no longer wear gigantic gear, with the exception of gigantic weapons, which can be wielded in twice the number of hands they normally take to wield.
      • Most types of items can now be gigantic.
      • Gigantic weapons deal additional damage and may have other effects, depending on the weapon class.
      • Gigantic vessels now store twice as much liquid.
      • Gigantic grenades have double the radius.
      • Gigantic gems and precious nuggets have 5x the trade value.
      • Gigantic energy cells have twice the energy capacity.
      • Swarm racks are now gigantic and no longer occupy back or arm slots.

    • The Quantum Jitters defect is now worth 4 points.
    • Svardym are no longer considered a sultanate faction.
    • There is now a teleport gate in the rusted archway.
    • You can no longer trade with creatures who are engaged in melee combat.
    • Having an adjacent inanimate object as a target no longer counts as being engaged in melee combat.
    • Robots with the Wings module can no longer fly while EMP'd.
    • Set the region tier of the Six Day Stilt to 2.
    • Krakens who have a party leader no longer wander in the characteristic kraken style.
    • Item-based bonuses to throwing range are now functional on geomagnetic discs.
    • Cheap credit wedges are now excluded from dynamic encounters.



    [h2]MISCELLANEOUS[/h2]

    • Autoget can now unload weapons and empty liquid containers.
    • Campfires and torch sconces are now avoided to a much lesser degree by pathfinding.
    • Sometimes pilgrims you encounter are now lost. You can give them directions.
    • Teleport gates are now points of interest.
    • All creatures with proper names who are not player companions are now considered points of interest.
    • Artifact functionality that displays status indications in item descriptions, such as (nonfunctional) or (unpowered), no longer does so in context of tinkering item descriptions.



    [h2]BUGFIXES[/h2]

    • Fixed a bug that prevented legendary creatures from awarding extra XP in some contexts.
    • Fixed a bug that caused legendary creatures to have too little XP for their level.
    • Relic missile weapons with the vibro effect now get any penetration bonuses they may have applied on top of the vibro effect.
    • Fixed a bug that caused armor categorized as Clothing to auto-equip as held in hand rather than worn.
    • Fixed a bug in pathfinding that caused occasional mishaps, in particular inexplicable penchants for walking through fractus.
    • Fixed a grammar error in some messages resulting from you decapitating your companion.
    • Legendary villagers no longer sometimes erroneously have two names.



    [h2]DEBUG & MODDING[/h2]

    • When using the debug option 'Show quickstart option during character generation, pressing the keybind now only works on the first screen.
    • Autoget is now handled with the AutoexploreObjectEvent. Set E.Want = true and E.FromAdjacent = "Autoget". Users of the AutoexploreObjectEvent should now check the AutogetOnlyMode flag. You should only return "Autoget" (or equivalent) actions when this flag is true.
    • Moved MenuOption class from XRL.CharacterBuilds.UI to the XRL.UI.Framework namespace.
    • Removed old character code entries (Code="ab") from Mutations.xml, Subtypes.xml, and Genotypes.xml. Also removed the properties XRL.MutationEntry.MutationCode, XRL.SubtypeEntry.Code, and XRL.GenotypeEntry.Code.
    • The ModManager UI has an additional tag for loaded mods which have Harmony Patches.
    • Fixed overriding color palette in Display.txt
    • Added some helper methods to make color string templates easier: Markup.Color(color, text) and StringBuilder.AddColored(color, text)
    • ObjectBlueprints.xml now logs errors when setting a parameter that does not exist, or if the value can not be parsed.


    [ 2022-11-09 03:09:31 CET ] [ Original post ]

    Feature Friday on hold as we ramp up to the Moon Stair beta

    Hello folks,
    Yesterday's patch will be the last Feature Friday for a while as we tighten focus on our upcoming feature arc, the Moon Stair. We're still some weeks out, but our next step will be to put up a Moon Stair beta. So be on the lookout.

    Until then, link and drink.


    [ 2022-07-23 22:06:27 CET ] [ Original post ]

    Feature Friday - July 22, 2022

    03.54


    • Mysterious gunslingers now often generate with wide-brimmed hats and woven tunics.
    • When you put extradimensional gemstones in a rock tumbler, you now get their extradimensional smooth varieties out.
    • Newly sentient beings with onboard power generation can now power Jacked equipment. This change won't apply to creatures that already exist in saved games.
    • Dangerous liquids that are out of phase or that you're flying over no longer prompt you with a movement warning in autoexplore.
    • The default option when prompted to confirm the deletion of a save is no longer Yes.
    • The flattened remains one occasionally stumbles onto in the salt marsh is now considered interesting.
    • A creature ceasing to fly in the same tile as a giant clam now uses the same behavior as walking into that tile.
    • Bep no longer minds if you use the rock tumbler in the Yd Freehold.
    • Hookahs can now be sealed. This change won't apply to hookahs that already exist in saved games.
    • Creatures no longer attempt to equip Templar phylacteries in their primary hands.
    • Very smart creatures no longer activate Templar phylacteries if the wraith-knight would be hostile to them.
    • When you attempt to move into a tile with an animated door that's locked, you no longer attempt to open them.
    • "Kin" is now recognized as a plural noun.
    • Removed some unimplemented mutations from various creatures.
    • The bonus item mod chance from equipping multiple copies of the Otherpearl once again stacks multiplicatively.
    • Added a message when selecting 'replay last character' and no valid last character is present.
    • Fixed a bug that caused the mental action cost reduction from Two-headed to not get applied.
    • Fixed a bug that made point-defense drones fail to fire at some thrown objects.
    • Fixed some issues with the tile display of walls in villages.
    • Fixed a bug that caused some named items to have their original item type described strangely.
    • Fixed a bug that made it so that if fungal infections were occupying two Hand slots, each would try to also occupy a Hands slot rather than sharing one.
    • Fixed a bug that made it so that a fungal infection occupying a Hand slot could also occupy a Hands slot that was not the one associated with the Hand slot.
    • Fixed a bug that caused an invalid detail color to crash the game.
    • [modding] All wall tiles have been updated to use DetailColor as their secondary color instead of BackgroundColor.


    [ 2022-07-23 09:44:25 CET ] [ Original post ]

    Feature Friday - July 15, 2022

    03.53


    • You and your companions are now highlighted blue instead of green on the alt overlay.
    • Obtaining a base skill by drinking brain brine now unlocks the skill tree instead of only unlocking the skill itself.
    • Books and artifacts marked important by default, but not explicitly marked important by you, are no longer excluded from the donation list.
    • Changed the donation message when the only books or artifacts you have are marked important.
    • You're no longer asked for confirmation when you move into a space with a pool of dangerous liquid if you're flying over the pool or not in phase with it.
    • Fixed a bug that caused the stat bonuses from Graftek grafts to carry over to clones even through the graft did not.
    • Fixed a bug that caused merchant advertisements not to generate.
    • Fixed a bug that caused the music tracks for Grit Gate and Ezra to allocate large amounts of memory.
    • Fixed a bug that caused the game to crash when choosing to start a new game.
    • Fixed a rare bug that caused reality stabilization fields to fire random events, causing world state to fluctuate.


    [ 2022-07-16 12:07:52 CET ] [ Original post ]

    Feature Friday - July 8, 2022

    03.52


    • Legendary hindren pariah leaders are no longer called "*name*, Hindren Pariah Pariah".
    • Sprouting orbs and friendly junk dollars now respect phase and flight.
    • Signs now show their description on smart use.
    • The cryochamber plaques in Bethesda Susa now act more like signs.
    • Journal locations are now marked with a colored '?' to indicate whether you've visited that location.
    • Journal locations now note the date of your last visit.
    • Journal locations with the same name are now sorted by their time of discovery.
    • You can now use the Home and End keys to navigate to the top or bottom of the journal.
    • Your cursor positions within the journal are now remembered when you change tabs, until the journal is closed.
    • The 'Limit the input buffer to two commands.' option now defaults to on.
    • Gossip and lore learned indirectly, such as by cooking with psychal gland paste, now displays what the gossip was in the popup message.
    • Renamed the "Open Skills & Powers" keybind to "Open Skills".
    • Renamed the status effect Shatter Mental Armor"" to "psionically cleaved".
    • The 'villagers of Joppa' faction is no longer be present in alternate starts.
    • The usual default interaction on Schrodinger pages is now entangle.
    • Stopsvalinn now only makes its full powers available once it is identified.
    • Removed an exception that allowed temporary cooking ingredients to be used in cooking if they had no defined duration of their own.
    • Normality fields, kindled flames, and space-time anomalies no longer fall down pits.
    • Fixed some grammar issues in juice sap drain messages.
    • Fixed a bug that caused clones of flying creatures to show as if their Fly ability was activated even though they weren't flying.
    • Fixed a bug that prevented Shank from being used if the shanker was able to move their extremities.
    • Fixed a bug that caused the game to soft lock if you became a brooding puffer.
    • Fixed a bug that caused arrow penetration bonus caps to not apply when using compound bows and turbows.
    • Fixed a bug that caused canvas walls in villages to use the ASCII colors of their source creatures instead of the tile colors.
    • Fixed a bug that prevented pickaxes and nanopneumatic jackhammers from applying their penetration bonus against diggable objects.
    • Fixed a bug that caused deleting deleting entries from your journal's chronology to require two confirmations.
    • Fixed a bug that caused the ability bar status to not update properly.
    • Fixed a bug that caused the Yd Freehold to not show up in the worldmap alt overlay when ASCII mode was enabled.
    • Fixed a bug that caused the text based conversation view to be improperly placed if a conversation was initiated from a zoomed-in view.
    • Fixed a bug that caused the text options view to be improperly placed if a conversation was initiated from a zoomed-in view.
    • Fixed a rare bug that caused the main building in Golgotha to have a sealed exit.
    • Fixed a bug that caused sparking baetyls to spark very quickly when in a targeting view.
    • Fixed a bug that caused locations names to overflow the text sidebar.
    • [modding] Background color can now be defined in Display.txt.
    • [modding] Fixed a bug that prevented Display.txt from loading correctly.
    • [modding] Fixed a bug that prevented custom item mods from being craftable.


    [ 2022-07-09 09:29:08 CET ] [ Original post ]

    Feature Friday - July 1, 2022

    03.51


    • Creatures can now shank.
    • "Skills and powers"" are now just called "skills".
    • Droid scramblers are now considered metal.
    • Gave droid scramblers a commerce value.
    • Gas breathing mutations are now affected by the gas tumbler.
    • Mushroom cherubim now have more appropriate idealized features.
    • Mechanical urchin cherubim now have idealized features that match non-mechanical urchin cherubim.
    • When a creature is cloned via cloning draught or by a cloneling, the clone no longer carries over graftek grafts.
    • You can now select several artifacts at once to throw down the sacred well.
    • Added missing "molten wax drop" object.
    • Conveyor belts now have 64,000 HP, down from 250,000 HP.
    • Added a user interface option to disable most tile-based flashing and animation effects.
    • The same sound can no longer be played more than once in a single frame. This fixes several issues with sound volumes.
    • Unequipping the [redacted] via [redacted] of a [redacted] now angers [redacted] similarly to as if you had used [redacted].
    • Fixed a bug that sometimes caused the stairs created by spiral borers to override the generation of normal stairs.
    • Fixed a bug that caused recharge sounds to sometimes play too loudly.
    • Fixed a bug that caused buggy dialog options like "MISSING_QUESTION" and "MISSING_ANSWER" to appear in village immigrants' dialogs.
    • Fixed a bug that made it impossible for 1-pound metal items to become coated with liquids.
    • Fixed a bug that caused the majority of encounters on the world map to become undiscoverable after reloading the game.
    • Fixed a bug that caused followers who end up on the world map for some reason to crash the game.
    • Fixed a bug that caused followers joining their leader from the world map to pass time as if you, the player, were traveling.
    • Fixed a bug that caused stingers to appear in the inventory.
    • Fixed a bug that caused krakens to fail to change their behavior in any way because of being terrified.
    • Fixed a bug that caused precognitive visions gained via sphynx salt injectors to continuously ask if you wished to return to the start of your vision.
    • Fixed a bug that caused unequipping the [redacted] to leave permanent attribute modifiers behind.
    • Fixed a bug that caused some sets of strange tubes to not be treated as plural.
    • Fixed a bug that sometimes caused game state to not reset after reloading.
    • Fixed a bug that caused single-size penetration dice to explode infinitely.
    • Fixed a rare bug that caused the game to freeze on the Freehold splash screen.
    • Fixed a soft lock when speaking to Pax Klanq without Q Girl's climber blueprints.
    • Fixed a frequent crash caused by an interaction between temporal fugue and force bracelets.
    • Fixed errors in Kah and Nacham's dialogue.
    • Fixed some typos in polished gemstone descriptions.
    • Fixed a typo with rectangular bells.
    • [pets] Gloaming no longer respawns on the world map, forestalling a possible crash.


    [ 2022-07-02 08:43:39 CET ] [ Original post ]

    Feature Friday - June 24, 2022

    03.50


    • Added polished varieties of the rough gemstones. They're rarer and a bit more valuable.
    • Powered rock tumblers can now tumble rough gemstones into polished ones.
    • Temporal Fugue now clones into many more tiles, in particular ones with liquid puddles below swimming depth, gases, and traversable furniture in them.
    • Force bracelets can now be overloaded.
    • Thermo casks and high-energy thermo casks now display status information for the portions of their capabilities that only take effect once their startup sequence is complete.
    • You can now select multiple options at once when giving books to Sheba, or sharing secrets with Tszappur.
    • Added an option to suppress popups when noting information in your journal (Prompts > Display popups when noting information in your journal).
    • The location of the Hydropon will now be noted in your journal when visited.
    • Fix-It spray foam now repairs scrapped waydroids.
    • You can no longer repair things you are out of phase with.
    • Dynamically generated comma-separated lists of items now use semicolons for separation if any of the items in the list already contain commas.
    • When trading with tinkers, the space menu now only generates identify, repair, and recharge actions for potentially appropriate items.
    • When a piece of furniture that a dynamic quest expects you to place something in or on spawns as a newly sentient being, you are now always allowed to trade with that being regardless of whether they have anything in their inventory.
    • When trading items to an animated piece of furniture that is normally a container, this is now tracked as putting something in or on them.
    • "Arm" is no longer typically the default interaction for disarmed mines on the ground.
    • Dromad traders once more address the player by species, and now make an effort to get it right when the player is not a human.
    • Dying while confused or overdosing on hulk honey no longer distorts the name of the most advanced artifact in your possession.
    • Attacking a stack of inanimate objects no longer damages the entire stack at once.
    • Fixed a bug that caused some village inhabitants to be unable to give you directions when you're lost.
    • Fixed a bug that caused reputation bonuses from your subtype selection to not be applied.
    • Fixed a bug that caused the interaction prompt to be displayed when puffing on hookahs.
    • Fixed a bug that caused fungal infections and luminous hoarshrooms to have an action cost when sprouting.
    • Fixed a bug that prevented luminous hoarshrooms from sprouting.
    • Fixed a bug that caused dynamic quest items to occasionally be nonspecified "items" that would disappear when obtained.
    • Fixed a bug that made more things red when overdosing on hulk honey than were supposed to be.
    • Fixed a bug that caused sultan shrines to render beneath doorways.
    • Fixed a bug that sometimes caused zone floors to generate as white dots.
    • [debug] Added "terrainencounters" wish to display a clickable map of your remaining surface terrain encounters.
    • [modding] Fixed a bug that prevented the Dragging field from being set in movement MinEvents other than LeaveCellEvent.
    • [modding] Fixed several warnings when installing mods with custom textures.
    • [modding] Mods will now be listed with their title in the save game mod configuration dialog.
    • [modding] Genotype and subtype tags in Genotypes.xml and Subtypes.xml can now specify a Species attribute, which can be used to override the genotype default of "human".


    [ 2022-06-25 10:14:59 CET ] [ Original post ]

    Feature Friday - June 17, 2022

    03.49


    • Added an option to display full level up information for your followers. (Prompts > "Display full level up message for followers")
    • Legendary newly sentient beings now have more sensible names and titles.
    • Achievements based on killing a creature are now awarded when a companion lands the killing blow.
    • Kindrish can no longer be modded.
    • Kindrish can no longer be returned to the hindren multiple times.
    • When you create a recipe from a meal with Canned Have-It-All as an ingredient, the recipe's replacement ingredient is now always a valid ingredient.
    • Wardens Esther can no longer spawn hated by the Merchants' Guild. They can now spawn hated by dromaids, however.
    • The descriptions of meals cooked with liquid ingredients now include liquids themselves rather than their containers.
    • Autoexplore is now less willing to walk up next to a hostile aquatic creature that cannot itself approach you.
    • The missile weapon Fire binding now works to activate an ability when targeting with the prerelease input manager.
    • Fixed a bug that caused cybernetic implants meant to occupy equipment slots on implantation to fail to do so and appear in inventory, resulting in inappropriate behavior.
    • Fixed a bug that caused the red targeting indicator for lithofex's gaze to disappear after loading a save.
    • Fixed a bug that prevented you from pouring across map boundaries.
    • Fixed a typo in brooding rosepuff's description.
    • Fixed a bug that caused penetrating radar to show the identified tiles for unidentified items stuck in walls.
    • Fixed a bug in diagonal movement in target pickers when prerelease input manager is enabled.
    • [modding] Added GetLevelUpDiceEvent and GetLevelUpPointsEvent to alter stats gained from level ups without defining a new genotype or subtype.


    [ 2022-06-18 07:28:35 CET ] [ Original post ]

    Feature Friday - June 10, 2022

    03.45


    • Disassembling single-bit scrap once again shows the bit that is obtained.
    • Putting items in a chest you are carrying no longer attempts to describe the location of the chest.
    • The trade screen no longer requests confirmation when putting important items in containers unless the containers are owned.
    • Ancient bones and tar-encrusted bones now have more bone-like tiles.
    • Dynamically generated compound words are now a little easier to read.
    • Fixed a bug that caused equipping too many Otherpearls to cause an integer overflow on the chance to drop extradimensional items.
    • Multiple Otherpearls now stack their chances to drop extradimensional items linearly rather than multiplicatively. Ex: equipping six Otherpearls now multiplies the extradimensional item drop chance by 30, not by 15625.
    • Fixed a bug that caused turret tinkers to sometimes build a turret in the tile they were occupying.
    • Fixed a bug that caused fungal infections on the hand to be incurable.
    • Fixed a bug that caused fungal infections to disappear when applied to anything but a hand.
    • Fixed a bug that caused you to sometimes start in the ruins of Joppa when selecting a generated village start.
    • Fixed a bug that prevented you from being able to jump into clams.
    • Fixed a bug that prevented dynamic villages and their respective factions from being generated.
    • Fixed a bug that made phase-conjugate and phase-harmonic grenades fail to perform their phase effects if detonated using the 'detonate' interaction.
    • Fixed a bug that made harvesting a stack of witchwood wreaths render the rest of the stack unharvestable.
    • Fixed a bug that made falling down while flying trigger Quantum Jitters.
    • Fixed a bug that allowed Amnesia and memory eaters to override the effect of air current microsensors until you left the zone and returned to it.
    • Fixed a bug that caused uninstalled gun rack implants to generate phantom copies of themselves in your inventory.
    • Fixed a bug that caused Force Bubble forcefields to be partially destroyed if active at the very edge of the world.
    • Fixed a bug that prevented block sounds from playing properly.
    • Fixed some grammar errors in tombstone text.
    • Fixed a dynamic pronoun issue in tomb mural text.
    • Fixed some dynamic pronoun issues in creature description text.
    • Fixed a capitalization issue with Rainwater Shomer's name.
    • [modding] Updated the HighScores.json format to store more information for easy access.
    • [modding] HitSounds now have a default 135ms delay, which can be overriden by the HitSoundDelay int property. The delay is specified in MS.
    • [modding] Added BlockSound and BlockSoundDelay tag/property support to shields.


    [ 2022-06-11 08:07:19 CET ] [ Original post ]

    Feature Friday - June 3, 2022

    03.41


    • Improved page up and page down behavior on the equipment screen.
    • Companion clonelings ordered to stay put no longer move around to clone.
    • Molting basilisks that spawn in a zone that's already generated, like when one climbs through a spacetime vortex, no longer place molted husks throughout the zone.
    • Revealed mines and bombs now have much higher priority for being shown in their tile relative to other objects.
    • Smart use near mines and bombs now triggers interaction with them.
    • Crab legs now count as meat.
    • Creatures freed from gentling cones and mask now usually return to conversing as they would have prior to gentling.
    • Goatfolk haunts now have fewer huts and a higher density of qlippoths per hut.
    • Mercurial cloaks are now considered weird artifacts.
    • Digging, in conjunction with autoexplore and normal movement, no longer attempts to burrow through the force bubbles of non-hostile NPCs.
    • Jotun, Fjorn-Kosef, and Haggabah are now marked as having proper names.
    • Chalkboards can now be animated.
    • Duplicating a temporary item using non-temporary metamorphic polygel now creates a non-temporary version of the item.
    • Duplicates created by metamorphic polygel now carry over effects like being broken or cleaved from the parent object.
    • Removed the defunct Waydroids faction.
    • Gave concrete floors to some areas in the Tomb of the Eaters that were missing them.
    • Fixed a bug that caused mutation points to be spent when there were no further random mutations to buy.
    • Fixed a bug that caused villages to sometimes generate without an oven.
    • Fixed a bug that caused wire strands shorter than 25' to not stack with wire strands longer than 25'.
    • Fixed an issue that caused some village wardens to generate without the warden title in their name.
    • Fixed a bug where items duplicated with temporary metamorphic polygel became non-temporary.
    • Fixed a bug that caused the damage message for ranged weapon attacks that killed their target to be suppressed. (Tthe target's death was reported but not the damage.)
    • Fixed a crash when traveling to [redacted].
    • Fixed several rare crashes in the audio manager.
    • Fixed some grammar issues with the messages for when you spot weeps.
    • Fixed a repeat word in blood-gradient hand vacuum description.
    • [modding] Genotypes without available presets are now hidden when selecting a preset character.
    • [modding] Custom embark modes can now skip the Genotype and Subtype modules if they are not applicable.
    • [modding] The CanEquipOverDefaultBehavior event is now honored by attempts to equip items from the equipment screen as well as from the inventory screen.


    [ 2022-06-04 08:05:53 CET ] [ Original post ]

    Feature Friday - May 27, 2022

    03.39


    • When an engulfed creature flings quills, the quills now strike the engulfer.
    • Gave the villagers of Kyakukya plump mushrooms again.
    • You can now harvest witchwood wreaths for witchwood bark.
    • The walls of Pax Klanq's hut are once again only visible after taking [redacted].
    • Soup sludges now stop spawning if there are already thirty in the zone.
    • Light-based phenomena now pass through glass walls and doors.
    • Tetraxenonoglass now has a chance to refract light-based projectiles.
    • Temporary Eaters' nectar tonics no longer permuate your mutation buy options.
    • The Kyakukya and Yd Freehold monuments are now considered interesting.
    • Gave unique items many more hitpoints.
    • Sound effects for when items break or armor is shattered are now less unpleasant.
    • Excluded gnawed watervine from dynamic encounters.
    • Fixed several instances of incorrect double spaces.
    • Swapped the colors of the sun and moon mask.
    • Removed a reference to the First Huntsman.
    • Fixed an error when escaping out of the accusation phase of Kith and Kin.
    • Fixed a bug that caused poor accusations to be forgotten in Kith and Kin.
    • Fixed a bug that caused Keh-hind to stay in Bey Lah after being exiled.
    • Fixed a bug that caused AltUse Ability to not properly trigger Sprint.
    • [modding] Added SwingSound, MissSound, and BlockedSound sound tag support to weapons.
    • [modding] Added support for [soundname]_variant_[n] with shuffled playback for sound effect variants.
    • [modding] Added the current build number to the runtime compiler symbols.
    • [modding] World sounds are now delayable.


    [ 2022-05-28 09:34:46 CET ] [ Original post ]

    Feature Friday - May 20, 2022

    03.38


    • We made several changes, cultural and otherwise, to Kyakukya.

      • Added village monuments and village history snippets.
      • Removed Kyakukyan hunter, mushroom gatherer, and worshipper of Oboroqoru.
      • Oboroqoru worshippers are now generated dynamically and pulled from a wide pool of creatures.
      • Oboroqoru worshipers have new dialog.
      • Made significant edits to Mayor Nuntu's dialog.
      • Gave Mayor Nuntu a new description.
      • Made some edits to Yurl's dialog.
      • Replaced Svenlairnard with someone else.
      • Tweaked woodsprog dialog.
      • Made the quest reward choices for Raising Indrix much better.
      • Added new tiles for mushroom walls.
      • Gave mushroom walls a new description.
      • Changed the brinestalk walls to weathered wood and replaced the flower ground tiles near the Oboroqoru shrine with real flower objects.

    • Added a new set of default keybinds for diagonal movement -- shift+arrow keys -- and diagonal attack -- ctrl+shift+arrow keys.
    • You can no longer block with shields in your thrown weapon slot or bucklers equipped in your hand.
    • Objects drawn into existence with temporary [redacted] are now also temporary.
    • Objects drawn into existence now respect phase.
    • Changed the Naphtaali ASCII glyph to 'n'.
    • Added a notification that automatic laptop defaults aren't currently implemented for the prerelease input manager.
    • Fixed a bug that caused some Palladium Reef maps to build without respecting the worldseed.
    • Fixed a bug that caused line and cone targeting to occasionally ignore visibility.
    • Fixed a bug that caused the wrong map to be named Gyl.
    • Fixed an error when generating grenadier tents in the Stiltgrounds.
    • Fixed a bug that prevented enter from mapping keys on the ability screen.
    • Fixed a bug that caused F2 not to work on the new keybindings screen.
    • Fixed incorrect sound tagging on several melee objects.
    • Fixed pluralization of clay pots.
    • Fixed a rare exception in scoreboard processing.
    • [modding] You can now override existing game state in EmbarkModules.xml.
    • [modding] Added population table support to the ReceiveItem conversation part.
    • [modding] Added conversation predicates: IfZoneID, IfZoneWorld, IfZoneTier, IfZoneLevel.
    • [modding] The "reload" wish now invalidates the sound file cache.
    • [modding] The Sounds mod subdirectory now supports its own arbitrary subdirectories.


    [ 2022-05-21 05:16:37 CET ] [ Original post ]

    Feature Friday - May 13, 2022

    03.37


    • Liquid pools under wading depth (200 drams) are now called 'puddles'.
    • Liquid pools at or over swimming depth (2000 drams) are now called 'deep pools'.
    • Added new, connected tiles for puddles.
    • Added a few new tile variants for the following pure liquid pools: wax, algae, green goo, brown sludge, black ooze, honey, primordial soup, salt, lava, slime, asphalt, and the four rare liquids.
    • You can now restore from a checkpoint in the menu options.
    • Reduced the cold resistance on elaystine skull cap from +25 to +5.
    • Added resistances to the tier 5 relic haurberk.
    • Tier 3 relic pistols are no longer carbine-like.
    • Shem -1 is now counted as a friend for the purposes of A Call to Arms and The Assessment.
    • The default interaction on witchbark is once again 'eat'.
    • Fewer of the cider, wine, honey, and oil vessels you come across in random dungeons are mysteriously owned.
    • Star kraken no longer extrude [sultan wall] objects.
    • Followers trying to join you after a map transition no longer spawn in lava or over open pits.
    • Fixed a bug that prevented you from blowing the conch of the Aji while wielding it in your thrown weapon slot.
    • Fixed a bug that caused Liihart and Meyehind to resurrect when you progressed Kith and Kin.
    • Fixed a bug where loading a more recent quick save after restoring from checkpoint would cause zone thawing errors.
    • Fixed a rare issue that caused map generation to ignore locked doors when determining pathable connectivity.
    • Fixed a rare issue that caused stairs to be disconnected.
    • Fixed a typo in tier 3 gauntlet relics.
    • Fixed a conjugation bug in rubber-based cooking effect descriptions.


    [ 2022-05-14 07:08:02 CET ] [ Original post ]

    Feature Friday - May 6, 2022

    03.35


    • The billowing conch of the Aji now blows gas in a cone.
    • Mannequins can now be animated.
    • The thrown weapons category is now also expanded with grenades when you're choosing a weapon to throw.
    • In the Tomb of the Eaters when the Bell of Rest rings, you no longer occasionally get teleported to a space with a pit.
    • Improved the grammar of base item names that get appended to the descriptions of relics and named items. This won't affect existing items in saved games.
    • The nearby objects list now updates faster.
    • The nearby objects list and minimap are now masked while you're pressing Alt.
    • Open air no longer renders in magenta in the alt overlay.
    • Fixed a bug that allowed pulsed field magnets to pull cybernetic implants off your body.
    • Fixed a bug that let robots eat meals.
    • Fixed a bug that caused onboard recoilers to activate all the time when you had multiple of them implanted. If you want multiple onboard recoilers to work properly in current saved games, you have to uninstall and reinstall the implants.
    • Fixed a bug that caused the Otherpearl not to grant psychic glimmer.
    • Fixed a bug where, during the water ritual, you could buy mutations you already had.
    • Fixed a bug that caused containers to appear empty when an item was taken out of them, regardless of their contents.
    • Fixed several bugs related to tho nearby objects list.

      • Fixed a bug that produced various name, description, and weight related errors throughout the game.
      • Fixed a bug where the "Show liquid pools" and "Show plants" options were sometimes ignored.
      • Fixed a bug that caused the nearby objects list to become unresponsive after loading a save.
      • Fixed a bug where objects gradually stopped rendering in the list as the game progressed.
      • Fixed a bug that showed invisible objects.
      • Fixed a bug that allowed you to continually disassemble the same item via the nearby objects list.

    • Fixed some murals referring to the player in the second person.
    • Fixed a bug that caused conversation options related to the Landing Pads quest to appear even if your tongue was missing.
    • Fixed a bug that caused legendary stat saps to have the type of stats they sapped removed from their names.
    • Fixed an issue that caused some key inputs to be doubled when using the prerelease input manager.
    • [modding] Did a lot more reorganization of the new object blueprint files.
    • [modding] The QueryItemList event now gives DefaultBehavior objects the opportunity to prevent usage of their body part via the event CanEquipOverDefaultBehavior. Parameters: Object - the object to be equipped; Subject - the object it is potentially to be equippped on; and Part - the BodyPart being examined. Returning false prevents the object from being equipped in that slot.


    [ 2022-05-07 08:54:22 CET ] [ Original post ]

    Feature Friday - April 29, 2022

    03.34


    • Skills learnable via the water ritual are now disambiguated when necessary. E.g., "Charging Strike" is displayed as "Charging Strike (Cudgel/Axe)".
    • Bilge sphincters can no longer be used to dupe liquids.
    • Puffing on hookahs without water in them no longer produces smoke.
    • Being in the path of a decarbonizer's charging molecular cannon now interrupts autoact and discomfits NPCs.
    • The Olive Face now has a proper trade value.
    • Elder Irudad and other humanoid apothecaries now spawn with walking sticks.
    • Quills can no longer be flung on the world map.
    • Mental mutations now affect psychic glimmer regardless of what source added them.
    • The bell of rest will no longer rarely drop you into a square with a pit.
    • Fixed some potential grammar issues in creature and item descriptions.
    • Fixed a bug that made anomaly fumigators refuse to toggle off.
    • Fixed a bug that caused psychic meridian to not appear in dynamic encounters.
    • Fixed a bug that caused the achievement "Jeweled Dusk" to not unlock when permadeath was disabled.
    • Fixed a bug that caused psychic meridians to be excluded from dynamic encounters.
    • Fixed the display name of an iron gate in the Yd Freehold.
    • [modding] ObjectBlueprints.xml has been split into multiple XML files. They're all located in the StreamingAssets/Base/ObjectBlueprints folder. We also did some reorganization of object blueprints inside those files.


    [ 2022-04-30 08:47:52 CET ] [ Original post ]

    Feature Friday - April 22, 2022

    03.33


    • The Joppa Zealot is now much louder.
    • Improved the travel direction selection for the Joppa Zealot's particle effects.
    • Description text for Wilderness Lore: Rivers and Lakes now correctly describes the skill.
    • Slynth no longer leave behind human corpses.
    • Kaleidoslugs in the Yd Freehold now belong to the Yd Freehold faction.
    • You can no longer cross into [redacted] from outside the [redacted].
    • Made some clarifications in the help description of the Strength attribute.
    • Containers that occupy multiple tiles will now be moved together, and break if forcefully separated.
    • You will now be presented with a list of containers to open if several occupy the same tile.
    • Cybernetic implants are now described as such when specified in baetyl demands and similar contexts.
    • Pathfinding now more studiously avoids giant clams.
    • Fixed a bug that caused odd behavior from armor averaging when some of the body parts involved had 0 AV/DV and others didn't.
    • Fixed some cases where a lot of watervine or brinestalk would spawn in the same tile.
    • Fixed a bug that prevented the Joppa Zealot's particle text effect from displaying.
    • Fixed a bug that caused some liquids not to appear is valid cooking ingredients when they should have.
    • Fixed a typo in the names of recipes that use cloning draught as an ingredient.
    • Fixed some incorrect grammar in sultan tomb inscriptions.
    • Fixed a typo in the Tongue & Cheek recipe effect description.
    • Fixed a bug that caused the spreading of Klanq in the vicinity of the Six Day Stilt to only function within the cathedral.
    • Fixed a bug that allowed you to loot destroyed containers with the Open action.
    • Fixed a bug that caused the AI behavior of some movement and retreat related abilities to malfunction.
    • Fixed a bug that caused furniture to rarely spawn stacked.
    • Fixed a bug that increased world map lag.


    [ 2022-04-23 09:02:47 CET ] [ Original post ]

    Feature Friday - April 15, 2022

    03.32


    • Owned containers are shown as owned in the trade UI. Items in the owned container that belong to you are labeled to show that.
    • The item listing when opening a container now shows which container you are opening.
    • NPCs are now a bit less prone to attacking you if you damage objects owned by their faction, especially if the damage seems accidental.
    • Abilities granted by items now have their cooldowns tracked separately from the equipped status of the item, and you no longer have to wait before unequipping an item with an ability on cool.
    • You no longer automatically reload broken or rusted throwing weapons.
    • The reload prompt now displays the current reload keybinding.
    • Trolls no longer spawn troll foals on the world map, causing game crashes.
    • Living things without brains can now be cloned using cloning draught rather than remaining in budding state indefinitely.
    • Clones of animated objects now also indicate that they are animated in their display names.
    • Animated doors no longer cause adjacent doors to open and close to match their own state.
    • When you use Temporal Fugue in a body that is not your own and then try to talk to the clones, you no longer get the message "You make small talk with yourself" before entering conversation.
    • The look display no longer forces capitalization on proper names that are not supposed to be capitalized.
    • Fixed a bug that caused some merchant advertisements to not properly reveal the locations of their respective merchants when read.
    • Fixed a bug that caused rare exceptions in handling liquid coatings.
    • Fixed a bug that made custom visages fail to function if unimplanted and reimplanted.
    • Fixed a bug that sometimes caused NPCs to equip items they weren't supposed to, such as Hand-E-Nukes.
    • Fixed a bug that sometimes caused mine explosions to be displayed as coming from a *PooledObject*.
    • Fixed a bug that sometimes caused the Hydropon to fail to build.
    • Fixed a bug that caused zones to be empty if rebuilt after visiting a sky zone above.
    • Fixed a bug that caused Svardym to croak in unspoken conversation text. ((e.g. water ritual reputation))
    • Fixed a bug that caused hostile creatures to be present near the charred tree of Eskhind.
    • Fixed a bug that caused the death message of being transmuted into a gem to not display.
    • Fixed a bug that caused you to pray twice at statues created by the gaze of a lithofex.
    • Fixed a bug that caused the stairs of the rust wells to be blocked by shale;
    • Fixed a bug that caused some nearby items, minimap and message log settings to be improperly stored.
    • Fixed a bug that allowed you to complete the quest "Weirdwire Conduit.. Eureka!" after collecting enough wire, whether it was still in your inventory or not.
    • Fixed a bug that caused the effects of items such as torches and braziers to display over inventory icons if they lined up with their cell.
    • Fixed a bug that allowed you to loot multiple sultan reliquaries if you interacted with them across zone borders.
    • Fixed a harmless exception when aborting out of Spray-a-Brain usage from the stage of selecting a target.


    [ 2022-04-16 05:15:01 CET ] [ Original post ]

    No Feature Friday this week

    Hi folks,
    Due to some team travel we'll be skipping Friday's patch this week. We'll resume next week.

    Live and drink.


    [ 2022-04-08 00:19:42 CET ] [ Original post ]

    Feature Friday - April 1, 2022

    03.29


    • Villages are no longer occasionally colonized by multiple versions of the same legendary creature, which lead to various issues.
    • The quest 'Pax Klanq, I Presume?' now completes after you do the important step and talk to Barathrum about it, even if earlier quest steps are still active.
    • Events that would create an open pit in [redacted] now open space-time rifts instead.
    • Meyehind and Liihart now aid Eskhind if you initiate a fight with her via dialogue.
    • 'Do You Really Want to Die' prompts now function correctly in modes with checkpoints.
    • Fixed a bug that caused the key mapping option in the system menu to set a checkpoint.
    • Fixed a bug that caused the game to crash when an open pit appeared in a pocket dimension that wraps back onto itself in a single screen.
    • Fixed a bug that caused some secrets to fail to print to the message log when they were revealed.
    • Fixed a bug that caused blank sultan murals to appear in rare circumstances.
    • Fixed an exception caused by malformed color codes.
    • Fixed a bug that caused manually dismissed proselytes to keep following you.
    • Fixed a bug that caused Pax Klanq and other legendary fungi to infect a different limb from the one selected.
    • Fixed a bug that caused Pax Klanq to spawn outside his hut.
    • Fixed a bug that made it possible for a galgal to run over itself, particularly when possessed by the player.
    • Fixed bugs in the interaction of space-time vortices with reality stabilization that caused confusing messages and inappropriate showers of sparks.
    • Fixed a bug that made your force bubble not move with you when you jumped. (This probably also will result in jumping interacting with other movement-triggered events that it previously bypassed.)
    • Fixed a bug that made hydraulics presses only compress objects that were placed in them, not creatures who entered them.
    • Fixed a bug that prevented the comm panel from taking data disks from the player.
    • Fixed a typo with a Paralyzing Stinger exclusion.
    • [modding]Added anatomies for motes, mirrors, and octohedra.


    [ 2022-04-02 08:19:57 CET ] [ Original post ]

    Feature Friday - March 25, 2022

    03.28


    • You can now use Sunder Mind on creatures who have been fully identified with Sense Psychic.
    • Pulsed field magnets now pull just one item from your inventory at a time.
    • Electromagnetic shielding now makes artifacts immune to maghammers and pulsed field magnets.
    • Holograms can no longer be set on fire.
    • Poison-tipped spears and geomagnetic discs are now categorized as thrown weapons.
    • Creatures spawned from nests now award 1/4th XP by default.
    • Stepping on a junk dollar is now tracked as killing it.
    • Robotic psychic hunters are now mentally assailable.
    • Urberry is now considered a med.
    • Bep now sells an Yd Freehold recoiler.
    • Plant walls can now catch on fire, and they vaporize into ash instead of lava.
    • Fixed scoring for the Daily Challenge.
    • Removed Weekly from high scores screen.
    • Added Key Mapping back to the system menu.
    • The inventory hotkey spread now takes into account active navigation keybinds.
    • The burnished fullerite shield tile no longer has the Templar rhombus.
    • Saad Amus can now install cybernetic implants.
    • Gave helping hands an item tier.
    • Flowers now use fractional weight.
    • Caslainard and Polluxus no longer have their item mods appear in their display names.
    • There are new UI options to disable text-based and fullscreen screen-warping effects.
    • The brinestalk gate in Ezra is now properly named.
    • Improved grammar for objects on the worldmap.
    • Improved plurality grammar in sultan gospels.
    • Fixed a bug that broke move to zone edge.
    • Fixed a bug that made turning off automatic rifling through trash disable manually rifling through trash.
    • Fixed some issues with the new keybind UI when using the legacy input manager.
    • Fixed some non-bonnet relics being described as bonnets.
    • Fixed a typo in the gentling cone and mask descriptions.
    • FearAura will no longer cause a hard lock if acquired by a player.
    • Fixed a bug that prevented Hindriarch Esk from participating in the "Landings Pads" quest.
    • Fixed a bug that caused the beguiled effect to persist after a creature had been proselytized.


    [ 2022-03-26 08:50:18 CET ] [ Original post ]

    Feature Friday - March 18, 2022

    03.27


    • Most forms of pathfinding will now automatically dig through walls, if need be, if you have digging capability.
    • Autoact interruption by Heightened Hearing, Sense Psychic, and electromagnetic sensors now behaves in a fashion more consistent with other ways that autoact gets interrupted.
    • Terrain is no longer shown as "Undamaged" when looked at.
    • Added new default bindings to the prerelease input manager:

      • alt+dpad left => move to point of interest
      • alt+dpad right => auto attack nearby
      • alt+dpad up => ascend
      • alt+dpad down => descend

    • Added a new 'Adventure' keybinding category for legacy keybinds.
    • Hook and Drag and latch-on weapons no longer trigger a drag attempt, and potentially prevent movement/attacking, when attempting movement that would not actually perform a drag.
    • NPC scavengers will now only attempt to pathfind to trash that is in their line of sight.
    • Liquid auto-collection can now always be disabled when it has been enabled, and gives an appropriate message when you attempt to enable it on an empty container for which no appropriate liquid type is obvious.
    • Targeting with the prerelease input manager enabled now correctly fires via the fire binding when picking a target when using a binding other than F.
    • Fixed an issue preventing the highlight overlay from working with the prerelease input manager.
    • Fixed a typo in the "Zoom In" binding.
    • Fixed a bug that caused some autoact interruption messages to not be displayed.
    • Fixed a bug that caused anchor spikes to prevent the defensive lunge of long blades.
    • Fixed a bug that allowed you to take items from sultan reliquaries without triggering the robber chimes by using the "Store an item" menu.
    • Fixed a bug that caused Proselytize to become guaranteed once you were sufficiently above your target in levels.
    • Fixed a bug that caused wire strands to display both a length and a stack size.
    • Fixed a bug that that prevent some alternate move commands from being activated.


    [ 2022-03-19 06:58:12 CET ] [ Original post ]

    Feature Friday - March 12, 2022

    03.25


    • When you are flying, force attack and automatic attack commands now use swoop if it seems productive for them to do so.
    • Damage from Sunder Mind, Syphon Vim, poison, bleeding, and various other appropriate sources can no longer be prevented by, and no longer triggers, teleportation-based defensive mechanisms.
    • When villages have water as their signature liquid, this no longer overrides non-water preferences for the liquid used in the water ritual.
    • Village quests to find the location of objects within a zone, such as dromad traders, will no longer instantly complete upon entering their zone.
    • It is no longer possible to start a conversation with any body currently dormant through use of Domination.
    • Entering the trade screen with sentient containers by attempting to open them now respects conditions that should prevent that.
    • Butchering severed body parts that are butcherable because of the cybernetics they contain now respects the body part being marked important in the same way that it is respected for items that are butcherable for other reasons.
    • Most pathfinding is now actively unwilling to path over known yonderbrush locations, rather than merely being very reluctant.
    • Unbound keys now pass through to underlying screens when using the prerelase input manager, which means most hotkey lists and unbound key commands will work properly.
    • Fixed an issue where old keybindings would still exist even when seemingly overwritten when using the legacy input manager.
    • Fixed a bug that made crypt sitters aggressive when they should have been neutral and neutral when they should have been aggressive.
    • Fixed a typo when making small talk with a temporal fugue clone.
    • Fixed a bug that caused invisible creatures to be highlighted in red when picking a target.
    • Fixed a bug that caused a small sphere of negative weight hovering in open air to fail to fall when EMPed or otherwise disabled.
    • Fixed a bug that caused going prone to fail to charge any action cost.
    • Fixed a bug that made creatures fail to get out of the way of oncoming krakens.
    • Fixed a bug that caused the Cudgel Proficiency skill to apply its +2 hit bonus to short blades instead of cudgels.
    • [modding] The character sheet now uses the display name of your character's genotype and subtype.


    [ 2022-03-12 07:11:25 CET ] [ Original post ]

    Feature Friday - March 4, 2022

    03.23


    • Wings and functional flight equipment now provide their overland travel bonuses regardless of whether you enable flight (you are presumed to always be flying in overland travel if you are able to).
    • Relics with the ability to dismember now decapitate independently of the wielder's Decapitate skill, similarly to serrated weapons, with twice the chance to do so that serrated weapons have.
    • Grenades can no longer be detonated on the world map.
    • Large boulders now render above doors.
    • Fixed an issue with the gamepad ability selection not activating some abilities properly, such as sprint.
    • Fixed a snippet of dialog with Indrix that indicated the wrong direction to travel.
    • Fixed a bug that caused you to be unable to report Eskhind's death to Neelahind or Hindriarch Keh.
    • Fixed a bug that allowed you to loot multiple [redacted] if you managed to move them into the same zone.
    • Fixed a bug that caused Trailblazer and Wilderness Lore to have twice the effect on travel speed they were meant to.
    • Fixed some cases where lots of furniture would end up stacked in a single cell.
    • Fixed a bug that would sometimes cause halls in some areas to be blocked by statues and boulders in a way that would block off access to stairs.
    • Fixed a bug that caused the stairs to the liminal way to sometimes be encased in walls.
    • Fixed a bug that caused NPCs in villages to spawn in unreachable voids.
    • Fixed an issue that caused a variety of rare strange behavior, such as swimming through dirt paths.
    • Fixed an issue with double articles in the names of some historic sites generated in some terrains.
    • [modding] GameObject.Explode() can now take an optional argument List Hit that will be used as the tracking list for what objects the explosion has affected.
    • [modding] The 'placeobjecttest' wish is now more robust when wishing for invalid blueprints.




    [ 2022-03-05 05:38:09 CET ] [ Original post ]

    Feature Friday - February 25, 2022

    03.21


    • We made some improvements to saved games.

      • Saved games are now less likely to break from patches or mod alterations.
      • Most mods can now be disabled in the middle of a saved game.

    • You can now bask in the open areas of the rust wells.
    • You no longer get a popup message when your troll foal followers die.
    • Effects that change the result of random mutation rolls, like Eaters' nectar tonics, now also change the results of consuming brain brine.
    • Pressing escape during item naming now returns you to the begining of the naming process rather than aborting it.
    • The disoriented effect now extends duration on multiple applications rather than stacking.
    • Tam is now grammatically recognized as having a proper name again.
    • Amnesia no longer triggers from new entries in your general notes or chronology.
    • Fixed a bug that caused Amnesia to trigger 100% of the time.
    • Broadcast power reception from satellites now works in open areas of the Rust Wells regardless of depth.
    • Fixed a bug that made broadcast power reception from satellite slower than it should have been on the world map.
    • Fixed a bug that where the extra waterskins you bought to hold excess water from a trade ended up empty.
    • Fixed a bug that made nectar injector relics give one mutation point instead of two.
    • Fixed a bug that incorrectly allowed magnetized shields and missile weapons to have the jacked item mod added to them.
    • Fixed a bug that caused the Yd Freehold to take several minutes to build.
    • Fixed a bug that occurred when galgalim ran you down.
    • Fixed an issue that caused erratic movement and game crashes when you dominated a flocking creature such as a plastronoid or glowcrow.
    • Fixed a bug that caused healing messages in the message log to have improper coloration.
    • Fixed an exception when traveling to a new zone with followers in tow.
    • [debug] Added the "clearcorrupt" wish to clean up corrupted objects from loading a saved game.


      Additionally, the following patch notes are from last week's Deep Jungle update.

    • Items on the ground that were you marked as important now appear as points of interest whes use the 'Move to points of interest' command.
    • Reloading weapons and collecting liquids now require you to be able to move your extremities.
    • Phylacteries now require you to be able to move your extremities in order to activate them.
    • Disabled phylacteries can no longer be activated.
    • Geomagnetic discs can no longer acquire the Masterwork item mod (which had no effect on them).
    • Magazine-loaded relic missile weapons that fire extra shots now always have at least enough ammo capacity to fire a single set of shots.
    • You can no longer sell your knowledge of [redacted] to [redacted].
    • The hotkeys for selecting signature meals at ovens are now alphabetic rather than numeric (which caused accidental selection when trying to use the number pad to navigate).
    • Stratum identifiers like "surface" and "surface level" no longer appear in the names of random-point and programmable recoilers.
    • Attempting to 'open' an animated piece of furniture that is a container now enters the trade screen.
    • Tweaked the determination of scanning type to make more things, particularly high-tech furniture, subject to techscanning or bioscanning rather than structural scanning.
    • Fixed grammar issues with various boots, gloves, and gauntlets.
    • Fixed a bug that caused a number of creatures, including you, to be invulnerable.
    • Fixed a bug that made geomagnetic discs fail to target phased creatures while you were phased.
    • Fixed a bug that made canvas walls at the Six Day Stilt show up as points of interest via Move to Point of Interest.
    • Fixed a bug that caused starting village tinkers and apothecaries to have [human tinker] and [human apothecary] as names.
    • Fixed a bug that caused historical sites to generate without a relic or cult leader.
    • Fixed a bug that let you sting with a dismembered stinger.
    • Fixed a bug that made animated takeable objects still takeable via tab / take all.
    • Fixed a bug that caused some quest items not meant to be sold, like Argyve's scratched data disk, to be sellable.
    • Fixed a bug that made the wait command error out if you had no activated abilities.
    • Fixed a bug that make Berate always unusable when frozen, even if you could use it telepathically.
    • Fixed some generative grammar errors in the case of verbs used with pseudo-plural (singular "they") subjects after a pronoun.
    • Fixed an appearance of second-person rather than third-person possessive pronouns in mural generation.
    • Fixed a bug that made transparent solid objects impossible to look at using the tooltip looker.
    • [modding] In a thrown weapon attack, if the Penetrations parameter is modified during the WeaponThrowHit or TakeDamage events, the modified value now appears in messaging. This is cosmetic and does not affect damage calculations.


    [ 2022-02-26 07:26:29 CET ] [ Original post ]

    The Deep Jungle feature arc is here

    Rampant greenspread canopies a starburst of the Eaters' richest works. The jungle is torn at the corners, where crysteel balustrades and star orchid lancets peek through...

    [203.18. Note: This update will invalidate existing saves. If you want to keep playing your current character, switch back to a previous branch. (Steam > Caves of Qud > Properties > Betas > select branch].

    [h3]DEEP JUNGLE AND BAROQUE RUINS[/h3]


    • 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.
      • Added new items: ogre fur hat, ogre fur gloves, and ogre fur cloak.



    [h3]LATE-GAME HISTORIC SITES[/h3]

    • We added historic sites for the period 1, 2, and 3 sultans. The base 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

    • The world now properly generates all historic sites that, according to gospels and quests, contain relics. This means that occasionally some additional historic sites are generated.
    • We made mid and late-game historic sites have fewer levels. They now max out at around depth 7.


    [h3]NEW ACHIEVEMENTS[/h3]

    • 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



    [h3]RED ROCK[/h3]

    • We gave Red Rock a big makeover. It's now much more cavern-like, includes unique encounters, and is home to a snapjaw settlement.


    [h3]RUST WELLS[/h3]

    • 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.


    [h3]BETTER RUINS[/h3]

    • We revamped ruin generation and population in several sites.

      • Sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle of deep jungle, and some named ruins.
      • Revamped ruined structures tend to be a little more complex than they were previously.
      • Ruin creature and loot population is much improved.

    • We added a rare chance for power grid, hydraulic, and mechanical infrastructure to appear in various sites.

      • Possible sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle or deep jungle, Bethesda Susa, and some villages.
      • Infrastructure and the equipment it powers will be found in various states of disrepair.
      • Infrastructure equipment may or may not have a use.
      • Added moon, sun, fool, milk, and secant gates.
      • Added -- or made dynamically generatable -- some other new furniture of varying technological sophistication.
      • Glass pipes now change color depending on what liquid is inside.
      • Removed metal and plastic hydraulic pipes.

    • Also improved the quality of random cave encounters.


    [h3]GAMEPLAY[/h3]

    • We made a bunch of changes to starting equipment.

      • All castes and callings now start with at least 3-4 witchwood bark. Correspondingly, starting village apothecaries now stock only a token amount witchwood bark.
      • Reduced the number of starting torches to a more reasonable amount.
      • All starting food -- crusty loaf, food cube, Ekuemekiyyen greens, and salthopper chips -- can now be cooked with. Smoldered mushrooms still preserve into pickled mushrooms.
      • Made a bunch of tweaks to true kin starting gear. As a result, they now start with more tonics than they had been in the beta, but not as many as they were capable of starting with on mainline.
      • Scholars now have a chance to start with a couple books.
      • Pilgrims now start with at least one book and a wineskin.
      • Apostles now start with a honeyskin.
      • Consuls now start with a wineskin.
      • Watervine farmers now start with some random ingredients and a cookbook.
      • Arconauts now start with some canned Have-It-All instead of mystery meat.
      • Fuming God Child's ash-stained robes now grant +1 AV.
      • Greybeards now start with furs and a short bow.
      • Horticulturists and Priests of All Suns now start with a short bow.
      • Priests of All Moons now start with a compound bow.
      • Castes and callings that start with missile weapons now have more ammo.

    • If you have Gadget Inspector, you can now deploy wire.

      • 1" of wire extends across one tile.
      • You can deploy up to 10' at a time.
      • Deployed wire can be used to connect components across a working power grid.
      • Wire objects now merge into a single coil that weight 1lb per 25'.

    • Witchwood bark now heals a slightly reduced amount.
    • Witchwood bark now heals over three turns in descending amounts (12-14 on turn 1, 6-7 on turn 2, 3 on turn 3).
    • 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.

    • Added two new shields: crysteel aegis and flawless crysteel aegis.
    • 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 curios that summon friendly creatures now typically summon higher-level creatures.
    • Relic tonics now provide two attribute/mutation points instead of one (or boost an attribute by two instead of one).
    • Relic melee weapons are now sometimes two-handed.
    • Widened the range of possibilities for relic missile weapons.
    • 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.
    • You now fall in love with statues and figurines depicting creatures you would normally fall in love with.
    • The life drain effect of bloody soup sludges no longer triggers on all weapon hits, instead restricted to a hit from their bloody pseudopod.
    • Rocks falling from the ceiling now respect phase.
    • On Roleplay and Wander modes, Gyl is now a checkpoint location.
    • Creatures no longer spawn inside the [redacted] at Gyl.
    • You can now ask Pax Klanq to puff on you again if you lose your Klanq infection prior to finishing the quest to spread it.
    • Snapjaw lairs are now populated with a variety of snapjaws.
    • Sleeping waydroids in the Grit Gate enclave are now friendly to Barathrumites.
    • Pathfinding now slightly prefers to avoid tiles next to pits, shafts, and open air.
    • Industrial fans now blow gases around.
    • Fixed some punctuation in messages about being blown around by industrial fans.
    • Adjusted the tier of Bethesda Susa and Asphalt Mines subterranean levels.
    • Increased the item tier of liquid-cells and nuclear cell.
    • Adjusted the tiers of some missile weapons.
    • Made a small adjustment to the creature tier calculation.


    [h3]UI[/h3]

    • We added a brand new Control Mapping screen with new functionality.

      • It's enabled when modern UI elements or the prerelease input manager is enabled.
      • Added support for multiple input devices.
      • You can now choose the control mapping scheme if you have multiple input devices connected.
      • Removed the Key Mappings option from the Esc menu. You can still access the Control Mapping screen via Options > Controls > Control Mapping.
      • Fixed several bugs with default prerelease control bindings.

    • When the prerelease input manager is used with a gamepad, gamepad buttons are now shown in hotkey prompts.
    • Added better keyboard button icons in the Control Mapping screen and character creation sequence.
    • We added full Steam Deck support.

      • Launching on Steam Deck defaults to 1.25x.
      • Launching on Steam Deck defaults to gamepad input.
      • Launching on Steam defaults to the prerelease input manager.
      • Updated Steamworks SDK to 1.53a.

    • Text input fields now display an overlay keyboard if one is available on the device.
    • Added a brand new UI for the Continue screen and removed the stand-in overlay one.
    • Mouse input is now enabled by default.
    • Added a new force attack binding to the prerelease input manager which will force attack in the currently selected direction. (defaults to alt+L1)
    • Added new tiles for the following objects: canned Have-It-All, canned mystery meat, bandage, desalination pellet, knollworm skull, blood-stained neck ring, miner's helmet, fire ant gaster, steel buckler, steel shield, carbide shield, bronze ingot, qudzu stem, rubber tree seed, fullerite aegis, hunk of cheese, Yd Freehold workshop sign, jeweler sign, some books, tokens, timecube, relic curios, gentling cone, eyeless crab legs, crimson hood, mirrorshades, telemetric visor, chrome mantle, mercurial cloak, rainboweave cloak, worn burnoose, Praetorian's cloak, leather scraps, panther's cloak, furs, point-defense lasor, precinct navigator, wrist calc, force bracelet, structural scanning bracelet, life loop, snakeskin armlet, chain gauntlets, elastyne gloves, plastifer gloves, carbide boots, fullerite boots, anti-gravity boots, bounding boots, brinestalk gate, small sphere of negative weight, data disk, waterskin, camel bladder, robot limbs, organic limbs, trash, security cards, spiral borer, Klanq infection, ganglionic teleprojector, forge, anvil, fused security door, geomagnetic disc, luminous mote, quantum mote, palladium electrodeposits, crumpled piece of paper, torn sheet of graph paper, Templar phylactery, chrome platform, pocketed vest, plasifer chem vest, puma chitin vest, fullerite flake armor, rubber suit, flexivest, nanoweave vest, all grenades, and all energy cells.
    • Added new animated tiles for hydraulic press, hydraulic irrigator, pumping stations, and solar power stations.
    • Broken wire now looks broken.
    • Previously chosen conversation options are now more consistently recolored.
    • Witchwood bark is now classified as a med instead of food.
    • Shale that is adjacent to large pools of water now has its tile detail color altered to indicate vine growth.
    • Tweaked seed-spitting vine's tile and ASCII colors.
    • Tweaked dreadroot's ASCII and tile colors.
    • Changed the ASCII and tile colors of various other objects.


    [h3]POPULATION REFACTOR[/h3]

    • We refactored 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 spawn with a wider range of equipment.
    • Snapjaw scavengers now occasionally spawn without equipment.
    • Tweaked several artifact and junk population tables.


    [h3]MISCELLANEOUS AND BUGFIXES[/h3]

    • Added a new music track to deep caves.
    • Added a new music track to [redacted].
    • Made adjustments to the Palladium Reef / Lake Hinnom music track.
    • Renamed "desert rifle"" to "Isaachar rifle"".
    • Renamed "borderlands revolver" to "chrome revolver".
    • Historic sites are now built from a more sensible set of wall types, which includes gilded marble from the appropriate sultanate period.
    • Added new descriptions for low and mid tier daggers, cudgels, axes, and swords.
    • 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.
    • Added new descriptions for the following items: nanoweave vest and rainboweave cloak.
    • Tweaked the details and added several new descriptions for relic base items.
    • Gave witchwood bark a new description.
    • Added signs for gutsmongers' shops.
    • Warden Une is now officially true kin and can install cybernetic implants.
    • Cloneling clones now count toward the achievements "Me, Myself, and I" and "Clonal Colony".
    • Added iron gates.
    • Replaced some doors with gates in zone generation where appropriate.
    • Historic sites no longer have erroneous "unknown"s in their descriptions.
    • Objects with fractional weight, like wire strands, no longer count as 0 weight items for the autoget option "Auto-pickup 0 weight items".
    • Objects with negative weight are now picked up when "Auto-pickup 0 weight items" is enabled.
    • Added better lighting to Grit Gate.
    • 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.
    • 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 "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.
    • Fixed a bug that caused part of the upper Tomb of Eaters not to be flagged as an interior space.
    • Fixed a bug that caused the main quest to skip ahead to "The Earl of Omonporch" if Asphodel died early.
    • Fixed a bug that caused objects that were immobile for any reason to become immune to the effects of time dilation.
    • Fixed a bug that caused one of the four children of the Tomb to occasionally not spawn.
    • Fixed a bug that caused svardym storms to roll over to protected zones like the Yd Freehold if the storm started outside of it.
    • Fixed a bug that caused lithofexes to refract their own lithifying gaze if equipped with refractive gear.
    • Fixed a bug that caused high explosives (including sowers seeds) to occasionaly explode forever.
    • Fixed some cooking effects not serializing properly.
    • Fixed a bug that caused the game to occasionally crash when you accessed a book.
    • Fixed a bug that caused some relics to generate with place names.
    • Fixed a bug that caused artifacts providing additional carry capacity to function when improperly equipped.
    • Fixed a bug that caused the hooks from Hooks for Feet to be placed in your inventory when buying new mutations.
    • Fixed a bug that caused popups about extradimensional psychic hunters to continue appearing after you left [redacted].
    • Fixed a bug that caused the Puff Spores ability to persist permanently if the Klanq infected limb was dismembered.
    • Fixed a bug that caused the Grit Gate communications panel to disable trading permanently.
    • Fixed a bug that caused Otho not to admit you to Grit Gate if your level was too high when returning from "More Than a Willing Spirit".
    • Fixed a bug that caused Neelahind to end the conversation if, during "Kith and Kin", you accused a kendren in prosperous circumstances without having finished "Love and Fear".
    • Fixed a bug that caused the dialogue of Bey Lah's residents to not immediately update after "Kith and Kin".
    • Fixed an exception when a liquid fell through a pit.
    • Fixed a bug that allowed you to swipe and lunge on the world map using a long sword.
    • Fixed a bug that caused the text for buying additional tinkering recipes in the water ritual to not update until revisited.
    • Fixed a bug that let you trade non-gossips secrets as gossip.
    • Fixed a bug that made broken wire attached to a live power grid fail to emit sparks.
    • Fixed some bugs that sometimes made power grids behave strangely.
    • Fixed a typo in Goek's dialog.


    [h3]DEBUG AND MODDING[/h3]

    • We revamped the conversation system to be much more dynamic and moddable.

      • See the wiki for full details.
      • Conversations now merge their contents together by default.
      • Conversations and elements can now inherit their properties from one or multiple elements.
      • Conversations and elements can now have custom logic defined with C# parts.
      • Custom predicates and actions like IfHaveQuest or GiveItem can be added for use in XML.
      • Elements can now be distributed to other elements. For example, a choice can be distributed to every start node within the conversation.
      • Nodes and choices can now have multiple text elements.
      • Any element can now have predicates, including individual text elements.
      • The logic for the water ritual and dialogue-heavy quests such as "Landing Pads" has moved into Conversations.xml.
      • Added the IfTime, IfLedBy, and IfZoneName conversation predicates.

    • We retired encounter tables (EncounterTables.xml) in favor of the much more flexible population tables (PopulationTables.xml). This may affect existing 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).
    • Added extensive semantic tagging to several objects for power grid, hydraulic, and mechanical infrastructure.
    • Added a new debug option, ""Draw zone semantics", that indicates the inside/outside areas of zones using the newest ruins builder.
    • Added an option to disable achievement progress (Debug > disable achievements).


    [ 2022-02-18 00:44:56 CET ] [ Original post ]

    The Deep Jungle comes out this Thursday, Feb 17th

    Hello friends,
    We'll be bringing the Deep Jungle feature arc out of beta and into the mainline game this Thursday, Feb 17th.

    Until then, live and drink.


    [ 2022-02-14 20:41:26 CET ] [ Original post ]

    Feature Friday - February 11, 2022

    03.14 - 'beta' branch


    • We made a bunch of changes to starting equipment.

      • All castes and callings now start with at least 3-4 witchwood bark. Correspondingly, starting village apothecaries now stock only a token amount witchwood bark.
      • Reduced the number of starting torches to a more reasonable amount.
      • All starting food -- crusty loaf, food cube, Ekuemekiyyen greens, and salthopper chips -- can now be cooked with. Smoldered mushrooms still preserve into pickled mushrooms.
      • Made a bunch of tweaks to true kin starting gear. As a result, they now start with more tonics than they had been in the beta, but not as many as they were capable of starting with on mainline.
      • Scholars now have a chance to start with a couple books.
      • Pilgrims now start with at least one book and a wineskin.
      • Apostles now start with a honeyskin.
      • Consuls now start with a wineskin.
      • Watervine farmers now start with some random ingredients and a cookbook.
      • Arconauts now start with some canned Have-It-All instead of mystery meat.
      • Fuming God Child's ash-stained robes now grant +1 AV.
      • Greybeards now start with furs and a short bow.
      • Horticulturists and Priests of All Suns now start with a short bow.
      • Priests of All Moons now start with a compound bow.
      • Castes and callings that start with missile weapons now have more ammo.

    • Witchwood bark now heals a slightly reduced amount.
    • Witchwood bark now heals over three turns in descending amounts (12-14 on turn 1, 6-7 on turn 2, 3 on turn 3).
    • Witchwood bark is now classified as a med instead of food.
    • Gave witchwood bark a new description.
    • The world now properly generates all historic sites that, according to gospels and quests, contain relics. This means that occasionally some extra historic sites are now generated.
    • Warden Une is now officially true kin and can install cybernetic implants.
    • Added iron gates.
    • Replaced some doors with gates in zone generation where appropriate.
    • Slightly reduced the chest chances in goatfolk haunts.
    • Increased the item tier of liquid-cells and nuclear cell.
    • Improved the quality of random cave encounters.
    • Improved the quality of ruin generation.
    • Tweaked some artifact and junk population tables.
    • Historic sites no longer have erroneous "unknown"s in their descriptions.
    • Fixed some cooking text errors while cooking in the deathlands.
    • You can now ask Pax Klanq to puff on you again if you lose your Klanq infection prior to finishing the quest to spread it.
    • Broadened the conditions for getting the Red Rock Hazing Ritual achievement.
    • Argyve no longer takes wire beyond the 200' requested for "Weirdwire Conduit... Eureka!".
    • Fixed a bug that caused the Puff Spores ability to persist permanently if the Klanq infected limb was dismembered.
    • Fixed a bug that caused the Grit Gate communications panel to disable trading permanently.
    • Fixed a bug that caused Otho not to admit you to Grit Gate if your level was too high when returning from "More Than a Willing Spirit".
    • Fixed a bug that caused Neelahind to end the conversation if, during "Kith and Kin", you accused a kendren in prosperous circumstances without having finished "Love and Fear".
    • Fixed a bug that caused the dialogue of Bey Lah's residents to not immediately update after "Kith and Kin".
    • Fixed a bug that caused the quest "Weirdwire Conduit... Eureka!" to complete at 20' of wire, rather than 200'.
    • Fixed a bug that caused Argyve not to take the wire when completing "Weirdwire Conduit... Eureka!".
    • Fixed an exception when a liquid fell through a pit.
    • Fixed a bug that prevented flying up through the rust wells if the above zones were inactive.
    • Fixed a bug that caused a FlyingWhitelistArea object to appear in the nearby objects window.
    • Fixed a bug that caused hotkeys to not work in the classic conversation UI.
    • Fixed a bug that prevented you from getting the [redacted]'s journal secret after speaking with them.
    • Fixed a bug that allowed you to swipe and lunge on the world map using a long sword.
    • Fixed a bug that caused the text for buying additional tinkering recipes in the water ritual to not update until revisited.
    • Fixed a bug that let you trade non-gossips secrets as gossip.
    • Fixed a bug that caused part of the upper Tomb of Eaters not to be flagged as an interior space.
    • Fixed a bug that caused the main quest to skip ahead to "The Earl of Omonporch" if Asphodel died early.
    • Fixed a bug that caused objects that were immobile for any reason to become immune to the effects of time dilation.
    • Fixed a bug that caused one of the four children of the Tomb to occasionally not spawn.
    • Fixed a bug that caused the 'A' hotkey for the old ASCII editor to crash the game if pressed on the main menu.
    • [modding] Added the IfTime, IfLedBy, and IfZoneName conversation predicates.


    [ 2022-02-12 03:43:00 CET ] [ Original post ]

    Feature Friday - February 4, 2022

    03.12 - 'beta' branch


    • We gave Red Rock a big makeover. It's now much more cavern-like, includes unique encounters, and is home to a snapjaw settlement.
    • We added a rare chance for power grid, hydraulic, and mechanical infrastructure to appear in various sites.

      • Possible sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle or deep jungle, Bethesda Susa, and some villages.
      • Infrastructure and the equipment it powers will be found in various states of disrepair.
      • Infrastructure equipment may or may not have a use.
      • Added -- or made dynamically generatable -- some new furniture of varying technological sophistication.
      • Removed metal and plastic hydraulic pipes.

    • If you have Tinker I, you can now deploy wire.

      • 1" of wire extends across one tile.
      • You can deploy up to 10' at a time.
      • Deployed wire can be used to connect components across a working power grid.
      • Wire objects now merge into a single coil that weight 1lb per 25'.

    • We revamped ruin generation and population in several sites.

      • Sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle of deep jungle, and some named ruins.
      • Revamped ruined structures tend to be a little more complex than they were previously.
      • Ruin creature and loot population is much improved.
      • Baroque ruins now use a consistent wall type across the parasang and down the ruin column.

    • Made a bunch of population adjustments to the deep jungle.
    • Adjusted the tier of Bethesda Susa and Asphalt Mines subterranean levels.
    • Increased the chance for 50' strands of wire to appear on the surface of the rust wells.
    • Previously chosen conversation options are now more consistently recolored.
    • Shale that is adjacent to large pools of water now has its tile detail color altered to indicate vine growth.
    • Changed dreadroot's tile color.
    • [debug] Added a new debug option, ""Draw zone semantics", that indicates the inside/outside areas of zones using the newest ruins builder.
    • [modding] We revamped the conversation system to be much more dynamic and moddable.

      • See the wiki for full details.
      • Conversations now merge their contents together by default.
      • Conversations and elements can now inherit their properties from one or multiple elements.
      • Conversations and elements can now have custom logic defined with C# parts.
      • Custom predicates and actions like IfHaveQuest or GiveItem can be added for use in XML.
      • Elements can now be distributed to other elements. For example, a choice can be distributed to every start node within the conversation.
      • Nodes and choices can now have multiple text elements.
      • Any element can now have predicates, including individual text elements.
      • The logic for the water ritual and dialogue-heavy quests such as "Landing Pads" has moved into Conversations.xml.

    • [modding] Added extensive semantic tagging to several objects for power grid, hydraulic, and mechanical infrastructure.


    [ 2022-02-05 05:03:30 CET ] [ Original post ]

    Feature Friday - January 28, 2022

    03.9 - 'beta' branch


    • Added a new UI for the Continue screen and removed the stand-in overlay one.
    • Mouse input is now enabled by default.
    • On Roleplay and Wandor modes, Gyl is now a checkpoint location.
    • Creatures no longer spawn inside the [redacted] at Gyl.
    • Reduced the chance for low tier creatures to have high tier items like zetachrome.
    • Fixed a bug that caused the game to occasionally crash when you accessed a book.
    • Fixed a bug that caused some relics to generate with place names.
    • Fixed a bug that caused artifacts providing additional carry capacity to function when improperly equipped.
    • Fixed a bug that caused the hooks from Hooks for Feet to be placed in your inventory when buying new mutations.
    • Fixed a bug that caused popups about extradimensional psychic hunters to continue appearing after you left [redacted].
    • We started to add Steam Deck support.

      • When running on Steam Deck, the default scale is set to 1.25x.
      • When running on Steam Deck, the prerelease input manager is the default input mode.
      • When running on Steam Deck, the overlay keyboard will be displayed for text input fields.
      • Updated Steamworks SDK to 1.53a.



    [ 2022-01-29 04:54:00 CET ] [ Original post ]

    Feature Friday - January 21, 2022

    03.7 - 'beta' branch


    • Added a new music track to deep caves.
    • Sleeping waydroids in the Grit Gate enclave are now friendly to Barathrumites.
    • Added two new shields: crysteel aegis and flawless crysteel aegis.
    • Added a new force attack binding to the prerelease input manager which will force attack in the currently selected direction. (defaults to alt+L1)
    • Widened the range of possibilities for relic missile weapons.
    • Tweaked the details and added several new descriptions for relic base items.
    • Relic curios that summon friendly creatures now typically summon higher-level creatures.
    • Relic tonics now provide two attribute/mutation points instead of one (or boost an attribute by two instead of one).
    • Added new descriptions for the following items: nanoweave vest and rainboweave cloak.
    • Added signs for gutsmongers' shops.
    • Added new tiles for the following objects: canned Have-It-All, canned mystery meat, bandage, desalination pellet, knollworm skull, blood-stained neck ring, miner's helmet, fire ant gaster, steel buckler, steel shield, carbide shield, bronze ingot, qudzu stem, rubber tree seed, fullerite aegis, hunk of cheese, Yd Freehold workshop sign, jeweler sign, some books, tokens, timecube, relic curios, gentling cone, eyeless crab legs, crimson hood, mirrorshades, telemetric visor, chrome mantle, mercurial cloak, rainboweave cloak, worn burnoose, Praetorian's cloak, leather scraps, panther's cloak, furs, point-defense lasor, precinct navigator, wrist calc, force bracelet, structural scanning bracelet, life loop, snakeskin armlet, chain gauntlets, elastyne gloves, plasifer gloves, carbide boots, fullerite boots, anti-gravity boots, bounding boots, brinestalk gate, small sphere of negative weight, data disk, waterskin, camel bladder, robot limbs, organic limbs, trash, security cards, spiral borer, Klanq infection, ganglionic teleprojector, forge, anvil, fused security door, geomagnetic disc, luminous mote, quantum mote, palladium electrodeposits, crumpled piece of paper, torn sheet of graph paper, Templar phylactery, chrome platform, pocketed vest, plasifer chem vest, puma chitin vest, fullerite flake armor, rubber suit, flexivest, nanoweave vest, all grenades, and all energy cells.
    • Changed the ASCII and tile colors of various objects.
    • We did some more population refactoring. You may see some more changes in creature and equipment distributions.
    • Rocks falling from the ceiling now respect phase.
    • Fixed a bug that caused svardym storms to roll over to protected zones like the Yd Freehold if the storm started outside of it.
    • Fixed a bug that caused lithofexes to refract their own lithifying gaze if equipped with refractive gear.
    • Fixed a bug that caused high explosives (including sowers seeds) to ocassionally explode forever.
    • Fixed some cooking effects not serializing properly (this will unfortunately break some small % of saved games)


    [ 2022-01-22 06:46:32 CET ] [ Original post ]

    Feature Friday - January 14, 2022

    03.6 - '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.


    [ 2022-01-15 04:11:29 CET ] [ Original post ]

    Feature Friday - January 7, 2022

    03.4 - '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).


    [ 2022-01-08 06:17:11 CET ] [ Original post ]

    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.

    [h2]PATCH NOTES[/h2]

    [h3]DEEP JUNGLE AND BAROQUE RUINS[/h3]


    • 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.



    [h3]LATE-GAME HISTORIC SITES[/h3]

    • 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.


    [h3]NEW ACHIEVEMENTS[/h3]

    • 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



    [h3]RUST WELLS[/h3]

    • 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.


    [h3]BALANCE[/h3]

    • 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.


    [h3]POPULATION REFACTOR[/h3]

    • 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.


    [h3]MODDING[/h3]

    • 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).


    [ 2021-12-30 22:16:39 CET ] [ Original post ]

    No patch this week, Deep Jungle beta early next week

    Hello,
    We're skipping this week's update both to focus on our next feature arc (the Deep Jungle) and because it's Christmas Eve. Early next week, though, we'll be posting an early beta of the Deep Jungle feature arc, which'll include two minor late-game regions, the rest of the sultans' historic sites, a revamped version of the Rust Wells, dozens of new achievements, and more.

    Live and drink, friends.


    [ 2021-12-22 19:47:50 CET ] [ Original post ]

    Feature Friday - December 17, 2021

    02.102


    • 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.


    [ 2021-12-18 10:47:47 CET ] [ Original post ]

    Feature Friday - December 10, 2021

    02.101


    • 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.


    [ 2021-12-11 05:52:14 CET ] [ Original post ]

    Feature Friday - December 3, 2021

    02.100


    • 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.


    [ 2021-12-04 07:42:31 CET ] [ Original post ]

    Belated Feature Friday - November 28, 2021

    02.98


    • 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.




    [ 2021-11-28 08:12:01 CET ] [ Original post ]

    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.


    [ 2021-11-24 00:53:34 CET ] [ Original post ]

    Feature Friday - November 19, 2021

    02.97


    • 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.


    [ 2021-11-20 07:36:30 CET ] [ Original post ]

    Feature Friday - November 12, 2021

    02.95


    • 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.


    [ 2021-11-13 05:37:08 CET ] [ Original post ]

    Feature Friday - November 5, 2021

    02.94


    • 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 elements instead of .
    • [modding] Fixed invalid manifest IDs breaking certain mods.


    [ 2021-11-06 06:51:02 CET ] [ Original post ]

    Feature Friday - October 29, 2021

    02.93


    • 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.


    [ 2021-10-30 07:59:39 CET ] [ Original post ]

    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


    [h2]GAME MODES[/h2]
    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.


    [h2]NEW CHARACTER CREATION SEQUENCE[/h2]

    • 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.



    [h2]LATE-GAME REGIONS[/h2]

    • 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.



    [h2]OTHER NEW THINGS[/h2]

    • 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.



    [h2]GAMEPLAY[/h2]

    • 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.



    [h2]UI[/h2]

    • 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.



    [h2]MISCELLANEOUS AND BUGFIXES[/h2]

    • 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.



    [h2]DEBUG AND MODDING[/h2]

    • 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.


    [ 2021-10-26 00:21:28 CET ] [ Original post ]

    Feature Friday - October 22, 2021

    This is a release candidate for Monday's launch.

    202.89 - 'beta' branch


    • Added a new book: In Maqqom Yd.
    • Added new descriptions for the following creatures: Mak, Goek, and Bep.
    • Added new descriptions for the following objects: display breadboard, sewming machine, kiln, rock tumbler, lathe, glass printer, glass furnace, mannequin, light sculpture, brain sculpture, unfinished sculpture, painted column, painting, mushroom case, harp, rectangular bells, and hammered dulcimer.
    • Added a new sound effect for the start of a svardym eggsac storm.
    • Added a new sound effect and visual effect for someone nearby plucks a coral polyp.
    • Refined most of the new content's ASCII.
    • Made some changes to the ASCII worldmap.
    • Added authentic stats for all the new furniture.
    • New furniture now appears in dynamic villages.
    • Made tier 6 bits a little more common.
    • The prerelease input manager now lets you rebind the cancel action.
    • Additional jumps triggered via cooking effects are now messaged better.
    • Pathfinding now avoids hostile junk dollars.
    • Goek now teaches Tongue and Cheek via the water ritual.
    • Bep now identifies artifacts.
    • Rummaging creatures, such as arconouts and svardym scrounges, no longer rummage as villagers.
    • Slynth wanderers are now a bit more common.
    • Slynth settling in the mopango hideout now cluster in a safer location.
    • Slynth settlers are now docile, like other villagers.
    • Legendary soup sludges are now be more easily distinguishable from normal ones.
    • Removed some extraneous and fragile piping infrastructure from the Yd Freehold.
    • Getting from the current cell now prioritizes takeable items over liquids.
    • Missle weapon targeting now has a bindable context menu.
    • Fixed a bug that caused a checkpoint to be created after the game had stopped and then overwrite your primary save.
    • 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 bug that caused errors when soup sludges spit algae or sunslag.
    • Fixed a bug that caused Thah to choose a faction that no longer loved you when resolving the Landing Pads quest.
    • 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.
    • Fixed a tile color bug with semi-automatic pistol.
    • [modding] 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.
    • [modding] Added a context menu to objects in the map editor for adding a part without the need of a new blueprint.
    • [modding] Fixed a boot crash when defining duplicate conversation nodes.


    [ 2021-10-23 05:31:37 CET ] [ Original post ]

    The Palladium Reef comes out Monday, October 25th

    That's one week from today. This Friday, we'll post one last beta patch before the launch.

    Live and drink, friends.


    [ 2021-10-19 06:10:19 CET ] [ Original post ]

    Feature Friday - October 16, 2021

    02.88 - 'beta' branch


    • Added new descriptions for the following objects: starmchair, sofa, multicabinet, chalkboard, marble steps, glass hydraulic pipes in the Yd Freehold, and fulcrete with square wave.
    • Thermo casks are now considered artifacts.
    • Night-sight interpolators now have a trade value.
    • Svardym storms now last longer and eggs drop a bit less frequently.
    • Lithofex gaze is now more visible in the reef.
    • Crab cherubim and mechanical crab cherubim now have claws.
    • Clarified that precision nanon fingers' 3X boost to crit chance applies only to base crit chance.
    • Clarified that the fitted with filters mod only protects against harmful gases if you're breathing them.
    • Creatures now render over clams.
    • 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.
    • The glass pipes in the Yd Freehold are now lacquered.
    • Greatly improved performance when a large party of creatures is on screen.
    • Swapped the tiles for Teleportation and Teleport Other.
    • Minorly improved input performance.
    • Minorly improved erformance when transitioning to or traveling on the world map.
    • Fixed a bug in the alt overlay that revealed the tile of unidentified artifacts and disguised creatures.
    • Fixed a bug in the alt overlay with the Yd Freehold's appearance.
    • Fixed an bug that caused crashes during zone builds.
    • Fixed a bug that caused empty "pool" objects to appear in zones.
    • Fixed a bug that caused you to be unable to speak with Otho if he was selected for the resolution of the Landing Pads quest.
    • Fixed several issues with variant selection on the Choose Mutations screen.
    • Fixed a text error in slynth settler's dialogue.
    • Fixed a typo in Mental Mirror's description.
    • Fixed a typo in trining lamprey's description.
    • Fixed a rare crash when transitioning to [redacted].


    [ 2021-10-16 06:25:02 CET ] [ Original post ]

    Feature Friday - October 9, 2021

    02.85 - 'beta' branch


    • The new quest Landing Pads is now fully implemented start to finish.
    • Added a new music track for Rainbow Wood, Lake Hinnom, and Palladium Reef.
    • Fixed a major OSX hang on startup.
    • Character generation screens now have hotkeys.
    • Added arsplice hyphae to the subterranean reef.
    • Added a new description, name color, and eat message for arsplice seed.
    • Reduced the damage on-high voltage arc winder and the overloaded variants of both arc winder and high-voltage arc winder.
    • Added new dialogue for gutsmongers.
    • Added a new description for star orchid marble.
    • Electrobow has a tile again.
    • The Esper morphotype now has the right icon in the character creation UI.
    • Turrets mounting blood-gradient hand vacuums are now called blood-gradient vacuum turrets.
    • Baetyls no longer request nanon-modded items.


    [ 2021-10-09 06:32:54 CET ] [ Original post ]

    Feature Friday - October 1, 2021

    03.83 - 'beta' branch


    • Added all new tiles for most missile weapons.
    • Added new items: kaleidocera cape, kaleidocera muffs, kaleidocera krakows, enigma cone, and enigma cap.
    • Added a new book: The Murmurs' Prayer.
    • Added new descriptions for the following items: night-sight interpolaters, tri-hologram bracelet, slip ring, precision nanon fingers, step sowers, 3D cobblers, gas tumbler, chiral rings, eigenrifle, eigenpistol, light rail, hand rail, spaser rifle, spaser pistol, space inverter, arc winder, high-voltage arc winder, psychal fleshgun, di-thermo beam, and sharpened polyp.
    • Added new descriptions for the following creatures: slynth residents and wanderers, all the wild svardym, Geeub, Krka, Tillifergaewicz, Rokhas, and Warden Une.
    • Added new descriptions for the following terrain objects: coral polyp, palladium strut, coral and palladium strut, swollen bulb, and coral pit.
    • Build Library is now functional.
    • You now autosave when you reach a checkpoint in Roleplay and Wander modes.
    • Gorged growths who are members of settlements no longer crumble apart.
    • Farmed bop sponges are no longer always ripe.
    • Generated villages now have accurate descriptions on the world map.
    • Night-sight interpolators now work like other kinds of night vision for the purpose of perceiving [redacted].
    • 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 popup confirmation for targeting yourself with a geomagnetic disc.
    • 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 perfomance issue caused aquatic or wall-walking creatures in your party trying to pathfind to you.
    • Fixed a grammar error in some messages when companions were swallowed whole.
    • Fixed conversation choices getting resorting when you revisited a node.
    • Fixed a bug that caused Golgotha and Bethesda Susa to not build properly.
    • [pets] Fixed a bug that caused You, but Mechanical not to inherit your anatomy.


    [ 2021-10-02 06:25:49 CET ] [ Original post ]

    Feature Friday - September 24, 2021

    02.82 - 'beta' branch


    • Flawless crysteel gear is now a bit rarer.
    • Zetachrome gear is now much rarer.
    • Added new creature descriptions: giant clam, ixlthyxl, tongue tyrant, star kraken, and galgal.
    • Added new item descriptions: thermo cask, high-energy thermo cask, and psychic meridian.
    • Gorged growths now dehydrate and crumble apart after a while.
    • Updated Burgeoning plant-summoning tables to be better distributed and include more plants, particularly late-game plants.
    • Added some polish to the Hydropon.
    • Warden Une now has appropriate equipment.
    • Palladium struts are no longer takeable.
    • Made several enhancements to [redacted].
    • Irritable Genome's message now includes the mutation that was affected.
    • Eater's flesh and luminous hoarshroom now counts as mushrooms for the purposes of triggering cooking effects.
    • 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 bug that caused villages to use the wrong liquid type when building pools and rivers
    • Fixed a bug that caused the "Seek the Heart of the Rainbow" quest step not to complete upon reaching the correct zone.
    • Fixed a bug that caused the minimap to share the message logs opacity setting
    • Fixed a bug that caused subtype tile detail colors to not be properly set
    • Fixed the pluralization of pneumatic pistons, anchor spikes, palladium electrodeposits, and tibular hydrojets.


    [ 2021-09-25 07:34:06 CET ] [ Original post ]

    Feature Friday - September 17, 2021

    02.80


    • Added a new kind of fauna: bop sponge.
    • 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.
    • The Yd Freehold now has a signature dish: Tongue and Cheek.
    • Svardym no longer rain down on the Yd Freehold.
    • Added a prerelease input manager binding for "move to point of interest".
    • Added new descriptions for the following creatures: twinning lamprey, trining lamprey, reef hermit, junk dollar, enigma snail, and plasma jelly.
    • 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.
    • Billowing conch of the Aji can no longer produce plasma.
    • 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.
    • Generated villages now interact more robustly with their surrounding terrain.
    • The trip back from [redacted] now works more consistently.
    • 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 zonegen error in the Yd Freehold.
    • Fixed a rare exception that prevented the ability manager from opening.
    • Fixed an issue causing "BoxColliders does not support negative scale or size." spam in the message log.
    • Fixed an issue that would prevent [redacted] from carving murals if interruped by a serialization cycle.
    • [modding] Fixed populations being replaced instead of merged.


    [ 2021-09-18 06:31:25 CET ] [ Original post ]

    Feature Friday - September 10, 2021

    .0.202.79


    • Added a new wayfaring skill, Wilderness Lore: Rivers and Lakes.
    • Renamed Wilderness Lore: Mountains to Wilderness Lore: Hills and Mountains.
    • Made moving across rivers, lakes, and the Rainbow Wood a little slower.
    • The Rainbow Wood and Palladium Reef are no longer considered jungles for the purposes of wilderness lore.
    • Various becoming nooks across Qud now have implants in their cybernetics racks again.
    • Gravity grenades now down flyers in their area of effect.
    • Creatures beguiled via the cooking effect triggered action now lose interest in their beguilers after the metabolizing effect expires.
    • Algal water pools in Lake Hinnom and the Palladium Reef are now deeper and squarely past the swim threshold.
    • 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.
    • Nanon now requires Tinker III.
    • Moved the river referenced in Raising Indrix to south of the Kyakukya instead of north. Also fixed a bug with its starting location.
    • Added descriptions for all new cybernetic implants.
    • Changed the name of some high-tier implants.
    • Added descriptions for prism perch, white esh, quatravolt glider, and sultan croc.
    • Updated what secrets svardym and the denizens of the Yd Freehold are interested in.
    • The Hydropon is no longer subject to svardym storms.
    • Urns in the Yd Freehold now have appropriate names.
    • Changed the names and added descriptions for finger coral and tunnel sponge.
    • Increased the number of times you can drink [redacted] for a positive effect.
    • Meditation no longer occasionally cures gamma moth mutation.
    • Damage reflected by equipment is now attributed to the equipment's wearer.
    • Fixed a bug that caused new characters to be created without the proper faction reputations for their genotype and subtype.
    • Fixed a bug that caused natural claw weapons from Skulk Tonic to remain after the effect expired.
    • Fixed a bug that caused you to start with the skill that your random starting village teaches via the water ritual.
    • Fixed a reputation bug that caused several hostility issues with creatures' attitudes toward you.
    • 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 kills via your spaser-generated plasma to not be attributed to you.
    • Fixed a bug that caused robots to be unaffected by ganglionic teleproject and Rebuke Robot.
    • Fixed a bug that made it possible to fly underground with a certain flight-granting cybernetic boosts.
    • Fixed a bug that caused you to be referred to in the third person wehn dealing damage with Sunder Mind.
    • Fixed a bug that caused up-stairs to generate on the surface level of the Palladium Reef.
    • Fixed a bug that cauased identified artifacts to keep their unidentified color.
    • Fixed a bug that caused [redacted] to fail to render correctcly if entered with penetrating radar enabled.
    • Fixed a bug that caused an exception when a [redacted] is targeting during a serialization cycle
    • More [redacted].
    • [modding] Fixed the player's body object not being sourced from Genotype/Subtype.


    Additionally, here are the notes for some additional changes that were included in the last few alpha and beta patches.


    • Our official, community-mananged wiki has a new home: https://wiki.cavesofqud.com. We updated the link in the Modding Utilities.
    • You can now jump through squares that contain creatures who are out of phase or flight with you.
    • You can no longer manipulate the results of cooking with nectar by using Precognition.
    • The carrying capacity bonus from Multiple Legs now reflects its description.
    • You can no longer talk to your original body while dominating another creature. (This led to bad things.)
    • Ctrl+Space once again looks at items on the equipment screen.
    • Most things that interrupt autoact now provide a visual indicator of what caused the interruption, if it's something external.
    • Psionic weapons no longer affect inanimate objects.
    • Night-vision goggles are now overloadable.
    • 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.
    • 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.
    • A visible rhinox getting ready to charge now interrupts autoact.
    • 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).
    • 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 a bug that caused creatures to sometimes generate inside walls.
    • Fixed a rare crash in Grit Gate.
    • The "you" pronoun is no longer incorrectly used when creatures collect liquids.
    • [modding] Added some new predicates to conversations: IfTrueKin, IfNotTrueKin, IfGenotype, IfNotGenotype, IfSubtype, and IfNotSubtype.
    • [modding] Unity impostors now support X and Y offsets.


    [ 2021-09-11 08:07:44 CET ] [ Original post ]

    The beta is here! Palladium Reef + New Character Creation

    The beta for our latest feature arc -- Palladium Reef / New Chargen -- has arrived. The patch is unpolished but very functional; the full release is likely to come in the next few weeks. Here is an incomplete list of patch notes.

    NEW LATE-GAME REGIONS


    • Added two new late game regions: Lake Hinnom and the Palladium Reef.
    • Added a new village, the Yd Freehold, with several new NPCs.
    • 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, and slynth wanderer.
    • Added a new side quest (partially implemented). It's up to you to figure out where to get it.
    • Expanded the Rainbow Wood and configured it to include dynamic sites like villages, ruins, and lairs.


    CHARACTER CREATION AND UI

    • Entirely refactored the character generation sequence to be much more sensible, highly moddable, and use an all-new, responsive, fully keyboardable AND mousable UI.
    • Added nine new preset character builds. These are designed to help new players get started, but they're also fully customizable.
    • Added two new game modes (these were already live on the beta branch):

      • Roleplay Mode - checkpointing at settlements
      • Wander Mode - checkpointing at settlements, no XP for kills, bonus XP for discoveries, creatures begin neutral to you

    • Made several enhancements to the new UI.
    • [Modding] Added a new, highly-extensible data file, EmbarkModules.xml, that drives character creation.



    NEW THINGS

    • 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.
    • 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 two new liquids: algae and sunslag.
    • 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 a whole bunch of new furniture.
    • Added a whole bunch of new tile art.


    OTHER CHANGES

    • Made significant visual enhancements to the world map.
    • Gave several existing merchants cybernetic implants as wares.
    • Gunslingers now start with Akimbo instead of Weak Spotter, and they start with much more ammo.
    • Water Merchants now start with Short Blade.
    • Modified how plant-based cooking effects work.
    • Changed salt krakens behavior.
    • You can no longer disassemble non-takeable furniture.
    • Soup sludges now appear in dynamic encounters.
    • Added Omonporch and the Yd Freehold as landmarks.
    • Village ovens can no longer include psychal gland paste.
    • Morphotypes now show up in the character sheet.
    • [Modding] Added three new body types for clams, jellies, and starfish.
    • [Beta] Added a wish for late-game testing: reefjump.


    If you're interested, come help us test! Our focus right now is on broad scale testing: big bugs, big balance issues, and big UI issues. Here's a thread for feedback.

    To access the beta: right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch.

    Live and drink, friends.


    [ 2021-09-01 01:32:23 CET ] [ Original post ]

    Pausing weekly patches in the runup to our next Big Beta

    Hello folks,
    Our usual patch cadence is to update weekly and then pause those updates as we get ready for one of our big Feature Arc patches. That's where we are right now with our next Feature Arc: the Palladium Reef / Character Creation Rework!

    We plan to put up a beta in the coming weeks (no date yet), so to give us the focus we need, we're pausing weekly patches as of this week. We may still sneak one in now and then if there's a reason to, but it's safer not to expect it.

    Thanks, friends. Until the sponge, live and drink.


    [ 2021-07-24 19:36:41 CET ] [ Original post ]

    Feature Friday - July 24, 2021

    01.114/202.74


    • If you already have Burrowing Claws, taking a skulk tonic now boosts its level.
    • Creatures who feel victimized by inanimate objects no longer become retributively angry, usually.
    • In order to bask, photosynthetic skin mutants must now be able to move their extremities and not be in combat.
    • Items marked as important no longer show up in the picker for donating at the Sacred Well.
    • Books marked as important now ask for confirmation before you donate them to Sheba Hagadias.
    • Roads that pass through Bey Lah and its outskirts now connect properly.
    • Data disks now display the shortened names of the items they build.
    • Fixed a bug that caused diagonal autowalk to allow zone transitions.
    • Fixed some inconsistency in the appearance of data disks for gaslight weapons.
    • Fixed a bug that made overloaded laser pistols continue to appear as a distinct objects from laser pistols.
    • Fixed a bug that caused skulk tonics to display endless popups if you lost your burrowing claws or dark vision before the tonic duration expired.
    • Fixed a bug that caused zone building to sometimes fail if you saved and reloaded on the world map.
    • Fixed a bug that sometimes caused you to forget things too frequently with Amensia.
    • Fixed a bug that sometimes caused quest steps based on visiting a zone to complete before you visited the zone.
    • Fixed a bug that caused ruins to build endlessly if a door was animated.
    • Fixed a bug that caused the entrance to Oboroqoru's lair to build endlessly if there was a tree in the northwest corner.
    • Fixed a bug that caused the up and down stairs in Oboroqoru's lair to be disconnected if you approached them from below.
    • Fixed a bug that occasionally caused the hollowed tree to generate too close to Bey Lah.
    • Fixed a bug that caused the hollowed tree to generate without floor tiles and Bey Lah's outskirts to generate with grass instead of flowers.
    • Fixed an exception when cancelling aggression.


    [ 2021-07-24 06:35:56 CET ] [ Original post ]

    Feature Friday - July 16, 2021

    01.113/202.73


    • Digging tools now work on rubble and boulders.
    • You can no longer clean things while frozen.
    • You are now asked for confirmation when loading ammo that's marked as important.
    • You no longer get popup messages for unlocking security doors during autoact.
    • In their requests, sparking baetyls now refer to cooking ingredients in terms of servings rather than sets.
    • The root knot is more friendly.
    • Added an option to control the 'press right to equip selected item' behavior on the Inventory screen. It defaults to on.
    • Fixed a variety of bugs related to primary limb selection becoming unset over serialization cycles
    • Fixed a bug that made autoexplore inaccurately say there was nothing left to explore when actually it was being sensitive to the presence of enemies, particularly when using clairvoyance.
    • Fixed a bug that caused dropping objects to exit the inventory screen.
    • Fixed a bug that made it possible to be a point of interest when dominating some creatures.
    • Fixed a bug that caused map generation in ruins to prefer to spawn sultan statues in the northwest corner.
    • Fixed a bug that caused psychic hunters to occasionally spawn on the world map.
    • Fixed a bug that prevented turrets who gained mobility through flight from flying in combat.
    • Fixed a bug that caused world generation to fail if you became loved by a faction before the game started.
    • Fixed the Bey Lah zone name appearing as "flower fields" instead of Bey Lah.
    • Fixed a bug in how electrical discharges are attributed.
    • Fixed a bug that caused the interact menu of [redacted] to persist through after you [redacted].
    • Fixed some text coloration issues when noting a location in your journal.
    • Fixed a bug that caused action queue inconsistences at the start of a new game.
    • [modding] You can now use placement hints for zone and party objects in faction encounters.


    [ 2021-07-17 07:54:18 CET ] [ Original post ]

    Feature Friday - July 9, 2021

    01.110/202.70


    • Added a new item mod, overloaded, that can be tinkered or found on a variety of electronics, including most energy weapons. Overloaded items have increased performance but draw extra charge, generate heat when used, and have a chance to break relative to their charge draw.
    • Overloaded laser pistols are now normal laser pistols with the overloaded mod applied.
    • You can no longer repair items in combat, generally.
    • The micromanipulator array implant now lets you repair items in combat at an action cost of one turn.
    • Added new dialogue for crab farmers, leech farmers, cat herders, snail farmers, goat herders, amoeba farmers, beetle farmers, and schematics drafters.
    • You can no longer enter yourself if you are a piece of enclosing furniture such as an iron maiden, a regeneration tank, or a psionic sarcophagus.
    • Spray bottles can now be manually sealed and unsealed.
    • Ganglionic teleprojectors now cost less charge to activate but have a per-turn cost while active.
    • Nulling armors, ontological anchors, and items with co-processors no longer consume charge on the world map.
    • Added the option to set a custom autosave interval for zone transitions (Options > Automation > Automatic save on zone transition).
    • Cases where chairs, beds, and enclosing furniture move or are picked up while someone is using them are now handled properly.
    • Fixed a bug that caused psychic hunters to never spawn if you abandoned your original body.
    • Fixed a bug that caused AI to continuously reload their magazine and liquid-loaded weapons if they also had an empty energy cell socket.
    • Fixed a bug that caused visible damage you were responsible for not to be printed to the message log unless the recipient was adjacent to you.
    • Fixed a bug that caused creatures to continue to display as enclosed when the furniture that was enclosing them was destroyed.
    • Fixed a bug that caused Sunder Mind to end prematurely when targeting a companion.
    • Fixed a bug that caused Sunder Mind to not play its sound or visual effects when the target died.
    • Fixed a bug that caused Sunder Mind to print its damage message after the target had died.
    • Fixed a bug that made the walk command attack a wall you arrive at if you have a digging capability active.
    • Fixed an exception when cancelling aggression.
    • Fixed a bug that caused VSync to stop functioning when the game window was resized on Linux.
    • Fixed some missing spaces in preacher sermons and generated book text.


    [ 2021-07-10 06:43:15 CET ] [ Original post ]

    Feature Friday - July 3, 2021

    01.109/202.69


    • 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.


    [ 2021-07-03 08:09:03 CET ] [ Original post ]

    Feature Friday - June 25, 2021

    01.107/202.67


    • 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.


    [ 2021-06-26 04:11:29 CET ] [ Original post ]

    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.


    [ 2021-06-16 21:20:36 CET ] [ Original post ]

    Feature Friday - June 12, 2021

    01.106/202.66


    • 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.


    [ 2021-06-12 08:00:56 CET ] [ Original post ]

    Feature Friday - June 4, 2021

    01.105/202.65


    • 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.


    [ 2021-06-05 03:45:17 CET ] [ Original post ]

    Feature Friday - May 28, 2021

    01.104/202.64


    • Added new descriptions for books and crocs.
    • Urchins now bleed ink.
    • Books are no longer breakable.
    • You now receive a popup when a non-trifling companion is sucked into a space-time vortex.
    • Dynamically-named mutants who start with the Two-Headed mutation, including you, now sometimes generate with a name for each head, such as Ishrutep/Emehiras or Famoroq/Famaar.
    • Tweaked the wording on the new companion engagement style options.
    • Tonic application no longer messages as if the entire stack of tonics had been applied.
    • Made some refinements and corrections to the iteraction between Shield Slam and Charge.

      • You now get a single Shield Slam per charge, not one per melee attack made.
      • Your Shield Slam no longer depends on any other attack made during the charge successfully hitting.
      • Shield Slamming at the end of a charge is now free of action cost rather than occasionally costing multiple additional turns.

    • A number of powered items -- including bioscanning bracelets, telemetric visors, and powered exoskeletons -- no longer consume charge on the world map. (Unless they have the nav mod, which does consumes charge.)
    • Techscanning now makes data disks show what they are for in the display name even if the player does not know Tinkering.
    • Takeable containers on the ground now respond to smart use.
    • Holographic shimscale mangrove trees and holographic dicalyptus trees no longer block movement. (This won't affect trees already generated in saved games.)
    • Severed body parts no longer inherit the colors of liquid coverings affecting the creature they were severed from.
    • Nacham's Ribbon and Vaam's Lens can now be powered via the biodynamic power plant implant or Electrical Generation. (This won't affect items already generated in saved games.)
    • Compacted bone walls are now referred to as "some compacted bone" in sentences, not "a compacted bone".
    • Made some improvements to pathfinding through friendly creatures.
    • Spontaneous Combustion on NPCs now matches its player behaivor and no longer triggers in non-combat situations.
    • You can no longer use the fill interaction to transubstantiate liquids from other dimensions.
    • Campfire remains in liquid pools that prevent them from being reignited no longer count as campfires for purposes of whether you can start a new one. (This won't affect campfire remains already generated in saved games.)
    • More types of objects now get in the way of making a campfire.
    • Turrets can no longer be deployed on stairs or open shafts.
    • Items that cannot be unequipped no longer message you about it when a process like breakage is trying to unequip them.
    • Fixed a typo in autoact interrupt messages caused by your companions fighting.
    • Fixed a bug where you could attempt taking all of your own inventory when equipping an item.
    • Fixed a bug that caused you to equip the item under your cursor when you pressed a category shortcut key.
    • Fixed a bug that caused item shortcut keys to not twiddle the item if the cursor was on a category.
    • Fixed a bug that occasionally made you spend a turn while prone instead of standing up.
    • Fixed a bug that made it impossible to talk to mayors of villages with complex signature liquids.
    • Fixed a bug when you used ganglionic teleprojector from the equipment menu that let you continue to navigate the equipment menu.
    • Fixed a bug that caused clones of creatures with proper names to also be treated as if they had proper names.
    • Fixed a bug that caused you to warp back to the zone you left if you were dominating a creature with a party leader in that zone.
    • Fixed a bug in the floating text that appeared when you were grabbed by a livid creeper.
    • Fixed a typo in the messaging for activated ability cooldown durations.
    • Fixed a bug that caused trailing commas to be included in some creatures' shortened names.
    • Fixed a bug with dynamic tiles on some objects, like tombstones.


    [ 2021-05-29 06:46:04 CET ] [ Original post ]

    Feature Friday - May 21, 2021

    01.103/202.63


    • Added the ability to direct companions to engage with enemies aggressively or only engage defensively. When only engaging defensively, your companion will not look for hostile targets to attack on its own initiative, only attacking targets in reaction to aggression against itself or another party member.
    • If you and your companion both have Trash Divining, you now receive any secrets they discover by rifling through trash.
    • The Lacquered item mod can now be applied to a wider range of items with hard surfaces and not just rustable metal items.
    • Cloaks are now eligible for more item mods.
    • Hookahs can now have common item mods like painted and engraved.
    • Basic toolkits are now a bit more valuable.
    • Extradimensional robots no longer leave behind non-extradimensional scrap when killed.
    • Extradimensional glittermensch no longer drop non-extradimensional gemstones when damaged.
    • Robots no longer leave behind ashes when killed by fire and lasers.
    • The Love and Fear quest now has an additional step, more dialogue, and can now be completed after Kith and Kin.
    • Neelahind now has her new dialog if you return Kindrish.
    • Severed body parts now use shorter versions of the names of the creatures they were severed from..
    • You can now swap positions with neutral, immobile creatures that have become mobile due to uplifted status (e.g., a turret that's a village warden).
    • The AV and DV values of equipment are no longer averaged across multiple Floating Nearby slots.
    • If you autoexplore while you have the capacity to dig, you now dig through walls to get to new locations rather than striking a wall once then stopping.
    • Clarified that Wings gives 300 reputation with birds and winged mammals, not 400.
    • Primordial soup sludges catalyzed by brain brine now spit dilute brain brine rather than the pure stuff.
    • Messages about damage you've dealt now only ignore visibility if you are adjacent to what's being damaged.
    • The Cybernetics tab of the Equipment screen now displays body parts using simpler language (e.g., "Hands" instead of "Worn on Hands").
    • Improved generated text for "living as a nomad" snippet.
    • Tweaked the stats of umber frock.
    • Point-defense drones no longer consume charge when traveling on the world map.
    • Added more safeguards against members of the same party deciding they should kill each other.
    • Made companions joining party leaders in other zones more reliably immediate.
    • Made companions joining party leaders able to overcome Stuck and Overburdened effects.
    • Fixed a sequence break where you could asked your dynamic starting village about the Barathrumites after you started More Than a Willing Spirit.
    • Fixed a bug that let you encode the psionic bits of an esper's psyche onto your own multiple times if you repeatedly dealt killing damage with one action.
    • Fixed a bug that caused creatures to stand still when their next step would take them over a hostile plant.
    • Fixed a bug that caused the position of the cursor to become unclear if you modded an item on the Tinkering screen with the last mod in the list.
    • Fixed a bug that caused you to get equip failure messages when other creatures with complex equipment setups used temporal fugue.
    • Fixed a bug that made some mopango burrow through walls when they were not intended to.
    • Fixed a bug with gas-breathing mutations that caused their damage not to get attributed to the breather.
    • Fixed a bug that caused some items not to stack after they had been repaired.
    • Fixed a rare build error when a village was generated in a biome, such as slimy or tarry terrain.
    • Fixed a bug in village farm and garden placement.
    • Fixed a bug that caused hyperbiotic chairs owned by the Barathrumites to show up in Bethesda Susa.
    • Fixed a bug that caused hyperbiotic chairs owned by the Barathrumites to be treated as a different item type from other hyperbiotic chairs.
    • Fixed a bug that caused hyperbiotic chairs owned by the Barathrumites to not be automatically identified when you were promoted to Journeyfriend.
    • Fixed unwanted asterisks appearing in tomb mural text.
    • Fixed a typo in the Wings mutation description.
    • Fixed a color issue in some dynamic quest dialog.
    • Fixed color bleeding in the names of Templar phylacteries.
    • Fixed a bug in Ereshkigal's dialog.
    • Fixed a bug that caused two versions of the [redacted] secret to exist.
    • Fixed a bug that caused various text-based indicators to be flipped on followers.
    • Fixed a bug that caused Charge rendering to not respect flipped tiles.
    • Fixed a bug that caused flower fields creatures to spawn in Bey Lah.
    • Fixed a bug that caused some artifacts to retain their unidentified tile appearance after being identified.
    • Fixed a bug that caused [redacted] to be rendered inert when the player was blocked from entering.


    [ 2021-05-22 05:54:37 CET ] [ Original post ]

    Feature Friday - May 14, 2021

    01.102/202.62


    • Added a new movement command: Move to Point of Interest (default mapping: backspace). The command prompts you with a list of points of interest that you've discovered on the local map, then it autowalks you to the one you choose.
    • Your companions' tiles now face the same direction as you do.
    • Akimbo and Decapitate are now toggleable.
    • Added better messaging when autoact is interrupted for reasons that may not be obvious, such as when one of your companion starts fighting something.
    • NPC evaluation of which items to equip now takes move speed bonuses and energy-supply-dependent stat bonuses into account.
    • Autoact is interrupted less frequently due to trifling companions such as burgeoned plants.
    • Autoact is now interrupted by returning to the beginning of a sphynx-salt-induced precognitive vision.
    • Mayor Haddas no longer generates as hated by pariahs or the Farmer's Guild.
    • Default attacks such as fists no longer show up as physical features.
    • Dynamically named items and extradimensional items are now marked as important by default.
    • Bridges are visible again.
    • Improved hostile creature AI to be better at advancing toward you when other creatures are in the way.
    • Implants that are unidentified but installed on your body now have their real names displayed in becoming nook terminals.
    • Attempting to create a campfire when there's already a campfire nearby now prompts you to move to the existing one if you aren't already next to it.
    • Otho no longer has precognitive visions of the [redacted].
    • Changed the tile and ASCII character color of oilskins to light black.
    • Items offered as quest rewards by Warden Indrix are now always identified.
    • Activating Stopsvalinn now works when it is equipped in a hand.
    • You now see combat messages you are involved in even if the other creature involved is invisible.
    • Liquid pools now conduct electricity.
    • Fixed a bug that caused some adverse tonic reactions to lock up the game.
    • Fixed creatures not being dragged when successfully hooked by Hook & Drag.
    • Fixed Time Dilation not activating.
    • Fixed some buggy behavior when using multiple sphynx salt tonics.
    • Fixed a bug that caused you to not get the reputation bonus with highly entropic beings from the Space-Time Vortex mutation.
    • Fixed a bug that caused liquid coverings to incorrectly flash color.
    • Fixed a bug that caused Zothom the Penitent, Doyoba, Dadogom, Gyamyo, and Yona to be treated as if they didn't have proper names.
    • Fixed some rogue punctuation in Barathrumite dialogue.
    • Fixed typo in Q Girl's dialog.
    • Fixed a persistent case of double-pariah naming.
    • Fixed a grammar error in the death messages of companions with pseudo-plural pronouns.
    • Fixed a bug that caused creatures to attempt to attack gas clouds they had been injured by.
    • Fixed a bug that generated error messages in some liquid behavior, mostly in Golgotha.
    • Fixed a bug that made some uniquely named recoilers have odd names.


    [ 2021-05-15 07:41:49 CET ] [ Original post ]

    Feature Friday - May 7, 2021

    01.99


    • Added two new tracks for the [redacted].
    • Improved creatures AI for movement and use of activated abilities. As a result, Companions are now less prone to inexplicable states of inactivity.
    • When joining their party leader in a new zone, creatures now enter the zone closer to the party leader.
    • Your own fungal spores no longer interrupt automovement.
    • Compute power now improves the performance of ganglionic teleprojectors.
    • Compute power now improves the range of electromagnetic sensors.
    • Smart use now triggers interaction on unsealed liquid containers like vases.
    • The fill interaction no longer appears on liquid pools.
    • Renamed goatfolk savage to goatfolk bully.
    • Warden 1-FF no longer generates as being hated by pariahs or the Daughters of Exile.
    • Yla Haj no longer generates as being hated by the villagers of Ezra, the Consortium of Phyta, or pariahs.
    • The currently selected item in the trade UI now displays the name and weight for a single item and not the entire stack.
    • Barathrumites now more consistently use your current guild rank in conversation.
    • Clones of molting basilisks now behave more like normal molting basilisks.
    • If you talk to Otho in person before using the communications panel after completing More Than a Willing Spirit, the Grit Gate doors that should open for you now do.
    • Fixed a bug that let you trade over long distances using telepathy.
    • Fixed a bug that caused brain brine to fail to give mental defects.
    • Fixed a bug that caused items meant to grant telepathy fail to do so.
    • Fixed a bug causing non-crossfaded music to not play properly.
    • Fixed a bug that caused robots detected by an electromagnetic sensor implant to continue to be tracked after the implant was removed.
    • Fixed a bug that caused some uppercase 'E' letters to disappear from weirdified text.


    202.59 'beta' branch

    • We added new game modes.

      • Classic

        • This is the standard Qud experience with permadeath. Nothing has changed.

      • Roleplay

        • Checking pointing 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

        • Checking pointing 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.

      • You can't change your game mode once you start a game.
      • You can now check your game mode, turn counter, and world seed in game by hitting Esc and selecting Game Info.

    • We reworded the debug options around disabling permadeath to make them clearer.


    [ 2021-05-08 05:17:13 CET ] [ Original post ]

    Feature Friday - April 30, 2021

    01.98/202.58


    • Villagers now indicate direction when guiding you toward quest givers in the village.
    • Carapaces and quills now appear in creature descriptions as physical features.
    • True Kin who gain mutation points can now access mutation options in the character sheet.
    • Added new dialog to goatfolk.
    • Added a message for when you enter a holy place. This won't apply to existing saved games.
    • Newly sentient beings now properly offer to teach you to think like a child during the water ritual.
    • Individual animated artifacts are now always identified.
    • Grenades now detonate when damaged.
    • Force fields are now 100% resistant to heat, cold, and acid, and 50% resistant to electricity.
    • Stasis fields are now immune to damage.
    • Creatures now avoid activating Phasing if it's already active.
    • Creatures now use Phasing defensively.
    • Normality gas now damages highly entropic beings.
    • You can no longer ask the mopango about the repulsive device before speaking to Lebah about it.
    • Default [Scrap] objects no longer appear in the moango hideout.
    • For the Kith and Kin quest, you can no longer question Eskhind's sisters until you're deputized by Neelahind.
    • The death of clones and duplicates of NPCs critical to the Kith and Kin quest no longer forces the quest to fail.
    • Added a period to the end of fractus damage messages.
    • Improved the grammar in Berserk's remaining duration message.
    • Improved some grammar in the assessment after A Call to Arms.
    • When you [redacted], you are now more consistently treated according to your reputation.
    • The beginning of A Call to Arms now interrupts autoact.
    • Otho yelling for you now interrupts autoact.
    • Barathrumite repairs to Grit Gate after A Call to Arms now take place while you are traveling overland in addition to other forms of time passing.
    • When the Barathrumites repair destroyed doors and force projectors after A Call to Arms, they are now as accessible to the player as pre-existing versions would have been.
    • Fixed a bug that prevented things that were supposed to happen when a creature or item was destroyed from happening, which had an especial impact on the assessment after A Call to Arms.
    • Fixed a bug that prevented Barathrumite crops from being registered as such during A Call to Arms.
    • Fixed a bug that made the eastern force projector of Grit Gate fail to be disabled at the beginning of A Call to Arms when there is an attack from the east.
    • Fixed a bug that made Barathrumite repairs to Grit Gate after A Call to Arms repair a maximum of one thing each time you visited Grit Gate after enough time had passed for repairs instead of a minimum of one thing.
    • Fixed a bug that caused power to continue passing through broken portions of power grids.
    • Fixed a bug that granted the Starry Demise achievement when creatures other than the player were crushed under the weight of a thousand suns.
    • Fixed a bug that caused the Children of Mamon to request the wrong liquid while performing the water ritual.
    • Fixed a bug that caused dynamic factions with hyphens in their names to generate errors.
    • Fixed double punctuation in some melee combat messages.
    • Fixed the capitalization of names that start with a single character followed by a hyphen.
    • Fixed a bug that could occur under esoteric circumstances only known to be triggered by mods.
    • [modding] Legendary creature naming is now handled via Naming.xml.
    • [modding] Generation of gender names, person terms, immature person terms, formal address terms, offspring terms, sibling terms, and parent terms is now handled via name styles defined in Naming.xml, not via Genders.xml. Pronoun generation is still handled by Genders.xml.


    [ 2021-05-01 09:50:42 CET ] [ Original post ]

    Feature Friday - April 23, 2021

    01.97/202.57


    • Slugs now below to the mollusk faction.
    • If you are unable to use Take All because of a nearby hostile creature, you now get a popup message.
    • Made sprinting and power skating work on the same sort of toggle mechanism, and made their effects more legible.
    • Your companions are now smarter about when they engage in combat.
    • Acquiring a mutation while dominating a creature no longer adds an entry to your chronology as if you acquired the mutation.
    • Added a death message for being bitten to death.
    • Naming creatures according to their culture, and naming items according to creatures' culture, now works more often.
    • Gamma moth mutation can grant MP to True Kin again.
    • Fixed a bug that caused the length of stacked copper wire to not be counted properly.
    • Fixed a bug that caused letters to occasionally disappear in creature names on the sidebar of the classic UI.
    • Fixed a bug that caused Sling and Run to apply to non-pistol weapons.
    • Fixed a bug that caused injuries suffered by creatures falling on something below them to be messaged as if the creature below had fallen.
    • Fixed a bug that caused your companions to tolerate being attacked by NPCs.
    • Fixed a bug that caused some creatures' hostility status to be ignored at closer distances than intended.
    • Fixed a bug that caused hologram bracelets to become disabled.
    • Fixed a typo in mural text.
    • Fixed a bug that prevented successfully pouring liquids on non-flying things while you were flying.
    • [modding] The general cultural naming patterns used in the game are now moddable via Naming.xml. (Most hero naming currently still runs via the tags in ObjectBlueprints.xml.)


    [ 2021-04-24 10:17:18 CET ] [ Original post ]

    Feature Friday - April 16, 2021

    01.89/202.49


    • You can now talk to nests.
    • Holographic plants are no longer affected by defoliant.
    • Holograms can no longer be dismembered or decapitated.
    • Holograms can no longer be pushed around.
    • Baetyls are no longer vague about their requests for corpses.
    • Baboons are no longer frightened by blood-stained neck-rings unless you have them equipped.
    • Linear cannons can now be drum-loaded.
    • Clarified in Unstable Genome's description that you get one mutation per instance of Unstable Genome.
    • You can no longer use Menacing Stare on yourself unless you have two or more heads.
    • While digging, you no longer autoattack walls if they are considered owned by someone else.
    • Drum-loaded missile weapons that use multiple ammo per shot now round the increased ammo capacity to a multiple of the ammo used per shot. For example, drum-loaded carbines now hold 30 slugs and drum-loaded chainguns now hold 48 slugs.
    • You now can't use Proselytize in most of the same situations you can't talk to someone. For example, you can no longer proselytize someone who is asleep.
    • You can no longer pour liquids on flying creatures if you aren't flying.
    • You can no longer pour liquids on creatures that you aren't in phase with.
    • You can now see what's happening around you while resting.
    • Webs no longer "break", they just get destroyed.
    • The result of detonating a grenade by direct interaction now has your phase characteristics, the same as the result of throwing the grenade.
    • If defensive lunge results in hitting a wall, this no longer results in oddly repeated messages about it.
    • Making a campfire is no longer blocked by most things you could move through.
    • Yurl, Sixshrew, Asphodel, and the oddly-hued glowpad can now give directions.
    • The tinkering screen no longer case-sensitively sorts recipes beginning with capital letters to the start of the recipe list.
    • Pathfinding now avoids lava and acid more if you have equipment or inventory that may be affected by them, even if you are personally resistant to heat and acid, respectively.
    • Pathfinding now avoids the [redacted] in [redacted].
    • Elcatl no longer asks you to confirm harvesting it because of its importance.
    • Updated the game's copyright date.
    • Fixed a bug that caused creatures to frequently attack dreadroot.
    • Fixed a bug that caused Light Maniuplation charges not to be consumed if you used Lase but the beam was refracted or reflected.
    • Fixed a bug that caused the bonuses from Weathered to be retained indefinitely and to stack on top of each other when you gained the skill via a skillsoft implant.
    • Fixed a bug that caused liquids to pour through creatures and onto the ground without wetting them.
    • Fixed a bug that caused abilities and natural equipment from temporarily-granted mutations to remain after the mutation was gone.
    • Fixed a bug that caused buggy gray band visuals and spammed error messages when the visual effect of Time Dilation hit unexplored map tiles.
    • Fixed a bug that caused glowpad corpses to be colored red.
    • Fixed a bug that caused unidentified liquid containers to appear as cooking ingredients.
    • Fixed a bug when equipping or auto-equipping from outside your inventory where item stacks would be pulled into your inventory.
    • Fixed a bug that caused some prospective evaluations of saving throw chances to be processed as if the save were actually taking place.
    • Fixed a bug that made waveform worms' attacks visible offscreen.
    • Fixed a bug causing multiple elevator platforms to stack up in a single square in Bethesda Susa.
    • Fixed most zone generation issues where solid things would spawn on stairs.
    • [modding] Fixed the position of the mod visibility selector in the Workshop Uploader.
    • [modding] Fixed binary serialized mod types not using their own type code.
    • [modding] Fixed a bug that caused AddMutation(Mutation, Level) to not set levels above 1 correctly for some mutations.
    • [modding] ModifyAttackingSave and ModifyDefendingSave events now have a Source field that tracks an "originating" GameObject for the save, such as a weapon or cloud of gas. These objects aren't considered to have the role of "attacker" if one is relevant. A new event, ModifyOriginatingSave, is now called on such objects as part of saving throw resolution.
    • [modding] There is now a CanTrade event that is dispatched to both parties in a conversation and can be used to revise whether trading is possible in the conversation.
    • [modding] ConsoleChar now has a SetDetail(Color color) method.
    • [modding] We tuned mod compilation and loading.

      • Compilation now continues even if a mod fails.
      • Mods that failed to compile now display a failed status in the Mod Manager.
      • Clicking on a failed mod now displays a truncated list of its errors and copys them to the clipboard.
      • Failed mods are now temporarily disabled and do not load their data, such as XML data, sounds, and textures.
      • All mods now get their own assembly and Harmony instance.
      • The keys (ID, Title) in configuration files, such as manifest.json, workshop.json, etc, are no longer case-sensitive.
      • Mods with duplicate IDs are no longer loaded. If there are duplicates, the mod in the local mod directory has preferred loading status.
      • Mod-enabled state and approval hashes are now persisted to ModSettings.json instead of separate modcheck-{ID}.json files, which could fail to write.


    [ 2021-04-17 12:38:55 CET ] [ Original post ]

    Feature Friday - April 9, 2021

    01.88/202.48


    • When furniture with integrated power transmission systems becomes animated, the resulting newly sentient being no longer breaks every time it moves.
    • You can no longer do the following while confused: perform interactions related to note taking, mark things important or unimportant, or mod items with tinkering.
    • Auto-disassemble no longer attempts to disassemble artifacts owned by others.
    • Take All is now handled as an ongoing process via autoact, meaning it takes one item or stack at a time and can be interrupted by hostile creatures or damage.
    • Removed the gender restrictions on True Kin.
    • Gave chitinous puma and slumberling weapon skills appropriate for their claws.
    • Antelope cherubim now belong to the antelopes faction.
    • Nanopneumatic jackhammers are now tinkerable and disassemblable.
    • Some missile weapons now have their ammo counts colored in the console UI sidebar.
    • If, while wielding a turbow that is powered and has an arrow loaded, you use the reload command and select an arrow from inventory to reload with, you are no longer asked afterward about loading the turbow's energy cell socket.
    • Upgraded the appearance of liquid splashes.
    • Fixed a bug that caused Burrowing Claws to keep pathfinding through walls and continue to grant the Dig ability after you toggled it off.
    • You now pathfind through walls when you have a pickaxe or nanopneumatic jackhammer equipped.
    • You no longer pathfind through walls that are owned by others.
    • Changed the display text on the Wait keybind to "Wait / Pat at flames".
    • Long Blades stances are no longer visible on sleeping creatures.
    • Clarified in the Spread Klanq quest text that the faction members you puff on must be sentient.
    • Normalized Euclid's gender and pronouns.
    • Fixed a bug that caused smart use to not work on chests and bookshelves.
    • Fixed a bug that caused the permanent attribute bonuses from Triple-Jointed, Double-Muscled, and Two-Hearted to be treated as temporary under certain circumstances.
    • Fixed a bug that caused it to be possible for creatures with Wings to be flying and sitting at the same time.
    • Fixed a bug that caused you to keep your Long Blade stances when you acquired the Lond Blades skill via a skillsoft implanted that you later uninstalled.
    • Fixed a bug that caused some legendary glow-wights to generate extra copies of their entourages after you saved and loaded. This may happen one last time in existing saves.
    • Fixed a bug that caused options to occasionally get unintentionally cleared during a data hotload.
    • Fixed [redacted] as it appears in On the Origins and Nature of the Dark Calculus.


    [ 2021-04-10 08:12:16 CET ] [ Original post ]

    Feature Friday - April 2, 2021

    01.85/202.45


    • Added a new tile for mechanical wings.
    • Aquatic creatures now dream in blub-ridden language.
    • Dirt paths, salt paths, and dirt roads are now more varied in their appearance.
    • Added a subtle visual effect when you walk on dirt paths, salt paths, and dirt roads, meant to suggest leaving tracks.
    • Reverted a change from last week that made the Light Manipulation recharge rate affected by Willpower. It no longer is.
    • Added a death message for being pricked to death by fracti.
    • Schrodinger pages now warn before use if they are in a container owned by somebody else.
    • Data disks for the co-processor mod no longer falsely indicate that the modded item will provide 0 units of compute power.
    • Item mods described using "with" now aggregate together, so for example you might have a "ganglionic teleprojector with electromagnetic shielding, filters, and suspensors" rather than a "ganglionic teleprojector with electromagnetic shielding with filters with suspensors".
    • Visible mines are now highlighted in the alt overlay in red or green according to whether they belong to a creature hostile to the player.
    • Visible bombs are now highlighted in the alt overlay in red.
    • Baboons becoming terrified of blood-stained neck-rings no longer leaves messages in the message log.
    • Strip flies are now better at avoiding trying to steal equipment that they will not be able to remove from your body.
    • Fixed that bug that caused Long Blade powers like Swipe and Lunge to not work if you learned them without learning the base skill first.
    • Fixed a bug that caused the effect of the Mark of Death to persist even if the mark was removed from your body.
    • Fixed a bug that caused attribute shifts from certain sources such as skulk injectors to not work properly.
    • Fixed a bug that caused key bindings to display improperly.
    • Fixed a bug that caused transparent liquid containers to retain the appearance of the liquid they previously contained.
    • Fixed a pair of bugs that caused salt dunes to turn into white squares when you revisited their zones after having left for a while.
    • Fixed a bug that caused NPC mines to be considered hostile to the player less often than they should have been.
    • Fixed a bug that made Hook and Drag not work.
    • Fixed a bug allowing legendary crafters to choose a newline character as a craftmark, leading to odd name displays.
    • Fixed a bug that made display name modifiers like slimy or [flying] commute to your sultan murals.
    • [modding] Conversations support some new attributes.

      • SetStringState="name,value" sets the global string state labeled 'name' to 'value' (if 'value' is empty, it unsets the state)
      • SetIntState="name,value" sets the global integer state labeled 'name' to 'value' (if 'value' is empty, it unsets the state)
      • AddIntState="name,value" adds 'value' to the global integer state labeled 'name'
      • SetBooleanState="name,value" sets the global boolean state labeled 'name' to 'value', which should be true or false (if 'value' is empty, it unsets the state)
      • ToggleBooleanState="name" toggles the global boolean state labeled 'name'
      • IfTestState="test" makes the conversation element conditional on a test of game state (see https://cavesofqud.fandom.com/wiki/Modding:Conversation for details)

    • [debug] Enabling "Show debug information on object and system internals" now lets you interact with flooring objects that you otherwise couldn't interact with.



    [ 2021-04-03 11:08:23 CET ] [ Original post ]

    Feature Friday - March 26, 2021

    01.81/202.40


    • You can now disassemble unidentified artifacts.
    • Willpower now affects the recharge rate of Light Manipulation.
    • The dispersion rate of gases is now somewhat higher.
    • Rocket skates no longer burn oil on the world map.
    • You can now clean items using liquids from sources in the same tile as you or in an adjacent tile.
    • When using the "clean" interaction, you now see the locations of possible cleaning liquids in your inventory and around your person.
    • You can now use liquid inside an item to clean the item.
    • You can no longer perform the water ritual with duplicates of creatures created by shade oil, gelatinous prisms, and gelatinous antiprisms.
    • Cloned items no longer inherit the notes of the original.
    • Autoact and other hostility-checking functionality is now better at ignoring hostile aquatic creatures that cannot reach you.
    • Creatures are now better at problem solving to extinguish themselves when they're on fire.
    • Thick Fur now appears in creatures' descriptions as a physical feature rather than a separate descriptive sentence.
    • It is now possible for players who have intrinsic AV to have that AV reduced by Cleave.
    • The [redacted] masks can no longer be replicated with metamorphic polygel.
    • Made some pain-related messaging inaccessible to you if you cannot feel pain.
    • Added variant death messaging for dying of illusory damage.
    • Made recharge interactions prefer to use capital R as their hotkey.
    • Creatures that are shielded from mental attacks no longer get nosebleeds from Sunder Mind.
    • Creatures that don't bleed or breathe no longer get nosebleeds, though they still hemorrhage.
    • When penetrating radar illuminates objects that block it, those objects now flash red.
    • Cooking now works harder to give you a sensible option for the source of a given cooking liquid. For instances, it'll prefer to use the acid in a canteen vs. the acid in a lead-acid cell.
    • Improved the appearance of some ground, liquid, fence, and tent tiles when using night vision or penetrating radar. These tiles may look odd in current saved games.
    • Removed color-coding as good or bad from some messages that are unsurprising or inconsequential or ambiguous as to whether they are good or bad.
    • Painted and engraved village walls should look a bit nicer.
    • Made the descriptions of several save bonuses more readable.
    • Armor with to-hit bonuses or penalties no longer applies these when equipped as weapons or thrown weapons.
    • Evil twins are now more reliably hostile.
    • Fixed a bug that caused a certain phase spider to free itself from its cryotube.
    • Fixed a bug that prevented any screen updates while you were asleep.
    • Fixed a bug that caused night vision to not work and Clairvoyance to mostly not work.
    • Fixed a bug that caused sleep, EMP, and cracked status effects to not wear off.
    • Fixed a bug that caused the "disassemble" and "disassemble all" interactions to sometimes swap hotkeys.
    • Fixed a bug that caused slumberlings to able to move and attack while asleep.
    • Fixed a bug that caused organic creatures to be subject to techscanning rather than bioscanning when they had artifacts equipped.
    • Fixed a bug that caused you you to become momentarily overburdened when you ranked up Double-Muscled.
    • Fixed an exception when creatures overdosed on sphynx salt tonics.
    • Fixed a bug that caused the effects of padded helmets to continue to apply after they were removed.
    • Fixed a bug that caused some items in your starting inventory to fail to stack until interacted with.
    • Fixed a bug that caused rubbergum tonics to give +5 to saves vs. bleeding instead of a -5.
    • Fixed a bug that let you use telepathy on the Grit Gate communications panel.
    • Fixed a bug where spiral borer would place a single up staircase one level before it stopped boring.
    • Fixed a graphical bug with the center-south tile in large liquid pools.
    • Fixed a bug that caused Evil Twins, and occasionally other hostile creatures, show up as green in the alt display.
    • Fixed a bug that caused some inappropriate colors to show up while using night vision or penetrating radar.
    • Fixed a bug that caused some liquids and color-changing objects to retain their natural color under night vision and penetrating radar.
    • Fixed a bug that allowed Hook and Drag to sometimes continue to restrain a target from far away.
    • Fixed a bug that caused unidentified injectors to be known as *med.
    • Fixed a bug that caused hired guards, psychic thralls, and domesticants to not follow their leader.
    • Fixed a bug that prevented precinct navigators from granting their bonus to encounter ruins outside of ruins terrain.
    • Fixed a bug that allowed Schrodinger pages from temporal fugue clones to be used.
    • Fixed a bug that made persistent duplication of some items possible via evil twins.
    • Fixed a bug that made Phinae Hoshaiah spawn with only one overloaded laser pistol rather than two.
    • Fixed a bug that would sometimes make geomagnetic disks thrown by NPCs fail to activate.
    • Fixed a bug that caused Pax Klanq to request you puff in Joppa when it lay in ruins.
    • Fixed a bug that prevented kills caused by the damage from freezing and flaming mods from being attributed to the attacker.
    • Fixed a bug that made pouring cloning draught not work for cloning purposes.
    • [debug] The testhero wish now adds the creature to the action queue if they have a brain.
    • [modding] There is now a method UpdateStatShifts() on the Armor part that can be used to resynchronize armor's effects on stats after any updates made while it is worn. CarryBonus on Armor also now updates the armor's wearer immediately upon being changed.


    [ 2021-03-27 06:55:22 CET ] [ Original post ]

    Feature Friday - March 19, 2021

    01.77/202.36


    • Magazine-loaded heavy weapons can now be drum-loaded.
    • Force fields, stasis fields, and normality fields can no longer be frozen.
    • You no longer get to confirm whether you want to jump down a deep shaft while you are confused.
    • You no longer get to confirm whether you want to move into a dangerous liquid pool while you are confused.
    • When you aim and fire a missile weapon directly at a creature, your target is now set to that creature.
    • When you aim and fire a missile weapon directly at a non-creature object, your target is now set to that object if you have no current target.
    • Suppressive Fire no longer stops teleportation or externally-forced movement.
    • Suppressive Fire no longer bothers applying to immobile creatures.
    • Digging tools now only bestow the Dig activated ability when they're equipped in the right slots.
    • The "Wait a number of turns" command now defaults to either the highest current cooldown of your activated abilities or the last number of turns you manually entered to wait, whichever is higher.
    • Carnivorous creatures are no longer able to eat the severed limbs of plant creatures without getting sick.
    • Defensive Swipe can no longer push liquids and gases.
    • Taking 0 damage no longer interrupts autoact.
    • When an NPC is attacked for 0 damage, their friends now ignore the threat like they do.
    • The Recharge activated ability can now recharge items at any depth in your inventory (for example, energy cells slotted in weapons or stored in chests).
    • You can now recharge a rechargeable energy cell that's slotted in an artifact by interacting with the artifact, provided you know how to recharge.
    • You can now fill a liquid-fueled energy cell that's slotted in an artifact by interacting with the artifact.
    • Partially recharging an artifact now has a sound effect, a quieter version of the capacitor whine.
    • The Fill interaction is now usable on liquid containers even when the container is full.
    • When modding a stack of items using the "mod with tinkering" interaction, the other items in the stack are now visible on the Tinkering screen.
    • Force Bubble, Force Wall, force bracelets, force projectors, and Stopsvalinn now produce fields with the same phase characteristics as their source or their source's user.
    • Waveform worms can no longer use Waveform on the world map.
    • Creatures that fall down deep shafts can no longer rejoin their party leaders until the party leader enters the zone they're in.
    • Fixed a bug where forced movement while you were stuck would make a check as if you yourself were trying to break free.
    • Being stuck now gives resistance to forced movement.
    • Teleporting or otherwise moving away a creature that's grabbing you now breaks the grab.
    • Creatures made of liquid, gas, or energy can no longer become stuck.
    • Destroying or moving a web you are stuck in now releases you.
    • Generalized some language in skulk tonic messaging.
    • Fixed a bug that caused "mark as important" and "mark as unimportant" to not work.
    • Fixed a bug that caused your level to appear as "True" your the character sheet.
    • Fixed a bug that broke sultan history text generation and produced nonsense like 'cliff cliff'.
    • Fixed a bug that broke the autocollection of liquids.
    • Fixed a bug that occasionally caused your inventory or chest inventories to bug out on opening.
    • Fixed a bug that caused some items to never become wet when dropped in liquid, which meant dropping them in liquid did not extinguish them when they were on fire.
    • Fixed a bug that sometimes caused creatures, including the player, to be unable to pathfind through gases they were immune to.
    • Fixed a bug that caused some pathfinding creatures to avoid other hostiles based on how dangerous they were to those hostiles instead of vice versa.
    • Fixed a bug that caused swimming-depth liquid pools not to be avoided while pathfinding.
    • Fixed some bugs in creature pathfinding between zones.
    • Fixed a bug that prevented Suppressive Fire from taking effect.
    • Fixed a bug that deprived slumberlings of their claws and made them unable to attack.
    • Fixed a bug that caused clones of you spawned while you were under the effect of Eater's flesh to have permanent Quickness penalties.
    • Fixed a bug that made it possible to learn how to craft an artifact via Psychometry and have that artifact remained unidentified.
    • Fixed a bug that caused light sources to occasionally override night vision, depending on the order items were equipped.
    • Fixed some hotkey collisions in the new interactions.
    • Fixed a bug that caused the nearby campfire indicator to float away.
    • Fixed a bug that made the "load" interaction on magazine-loaded missile weapons not work unless they were equipped.
    • Fixed the placement of the classic UI 'look' interface actions when they appeared on the right side of the screen.
    • Fixed the coloration of the right angle brackets in the keybind indicators on the Manage Abilities screen.
    • Fixed some cases where the hotkey for an interaction was highlighted on an insignificant word.
    • [debug] The "Show debug information on object and system internals" option now adds an action to the classic UI 'look' interface that displays the navigation weight of the square you're looking at.


    [ 2021-03-20 06:54:58 CET ] [ Original post ]

    Feature Friday - March 12, 2021

    01.74/202.33


    • We changed how robots and mutations interact.

      • Robots now have modules rather than mutations.
      • Robots no longer receive mutation points nor do they rapidly mutate.
      • Robots can no longer buy mutations.

    • You can now mark items in your inventory as important.

      • You no longer automatically butcher, harvest, or disassemble important items.
      • You're now asked for confirmation before manually butchering, harvesting, or disassembling important items.
      • You're now asked for confirmation before applying important tonics.
      • Important tonics and applicators now have a low priority for apply being their default interaction.
      • While cooking, the "Preserve your fresh foods" option ignores important items and "Preserve your exotic foods" asks for confirmation on important items.
      • While trading, you're asked for confirmation when you select important items, and important items are ignored when you select all.
      • Quest items are important by default.

    • If you have Disassemble, you can now choose to treat a type of item as scrap. If you do, it'll be considered scrap for the purposes of autoget and autodisassemble.
    • Disassembling items things now puts a message in the message log.
    • Auto-disassemble during autoexplore now directly disassembles items in the environment rather than needing autoget to pick them up first.
    • You now autoget zero-weight artifacts if "Auto-pickup artifacts" is off but "Auto-pickup 0 weight items" is on.
    • Electrical charge consumption now prefers to draw per-turn charge first. For example, when using a jacked phase cannon with a biodynamic power plant, firing now draws the 5000 charge from the biodynamic power plant before consuming charge from the phase cannon's energy cell.
    • Stasis is now a status effect.
    • Force modulators now make you immune to stasis.
    • The lair of Oboroquru is now a holy place to apes.
    • Compute power now reduces the ammo regeneration time for blood-gradient hand vacuums.
    • Sparking baetyl demands and rewards are now less subject to manipulation via Precognition.
    • Special items for village quests are now worth more than normal items of their type.
    • Special items for village quests are no longer categorized as Quest Items once you have completed the quest.
    • Your game score is now calculated using each item in a stack rather than treating the stack as a single item.
    • Preserved cooking ingredients and empty injectors are no longer factored into your game score.
    • When you're cleaved the message log now indicates what part of you was cleaved.
    • Strip flies now have the Wings module.
    • You no longer attack yourself while swooping.
    • Defensive Swipe now respects phase and flight.
    • Applying a tonic to another creature else now takes a turn.
    • Dying by cooling into a block of shale when you're a magmatic sludge now results in a proper death message.
    • Unctuous sludges now properly have unctuous pseudopods.
    • Holograms now have their status revealed by techscanning rather than bioscanning or structural scanning.
    • Holographic ivory and holographic beth are now excluded from consideration as hostiles -- like young ivory and lurking beth -- and are no longer inaccurately considered organic.
    • Convalessence pools now only heals living things.
    • Hypertractors, normality gas pumps, defoliant pumps, and fungicide pumps no longer put 0-damage hit messages in the message log. Hypertractors still message about their effect taking place.
    • Move-into-liquid confirmations are no longer requested during autoact.
    • Immobile creatures now fall through space-time vortices rather than climbing through them.
    • Decarbonizers' decarbonizer module no longer appears with a blank name in the character sheet.
    • The repair, add notes, remove notes, load ammo, unload ammo, and desecrate interactions now have hotkeys.
    • Tweaked the blaze injector item and effect descriptions.
    • Improved the grammar of generated text around items with qualifiers in their names.
    • Fixed a bug that doubled the action cost of modding items when you had them equipped.
    • Fixed a bug that occasionally caused exceptions when creatures with luminous fungal infections temporally fugued.
    • Fixed an exception when tarry sludges spit.
    • Fixed a bug that caused creatures at the Six Day Stilt to shop when they shouldn't and to not shop when they should.
    • Fixed some bugs that caused gaslight weapons to lose proper names and some relic enhancements when they were activated or deactivated.
    • Fixed a bug that caused gentling masks and cones to corrupt the faction alignments of dynamically generated villagers.
    • Fixed a bug where failing to drag an opponent using a latching weapon did not take a turn.
    • Fixed a bug that caused stasis field to fail to put things in stasis.
    • Fixed a bug that caused your companions to hit your when you were in the same tile as a creature they were attacking.
    • Fixed a bug when you tried to disassemble an owned item where the owners would get mad but the disassembly would fail to happen.
    • Fixed a bug that caused physical clones to get permanent versions of mutations their parent organism had granted by relics or cooking.
    • Fixed a bug that caused lava not to heat up containers carried in your inventory.
    • Fixed a bug allowed you to preserve exotic foods dropped from temporary creatures.
    • Fixed a bug with the Brightness & Contrast sliders in the classic options menu when you assigned a value below 0.
    • Fixed a bug that caused some damage messages to be visible when the target wasn't visible.
    • Fixed a bug that caused blaze injectors to increase cold resistance instead of decreasing it.
    • Fixed a bug that caused the classic UI sidebar to handle some target names poorly, especially ones with complex color patterns.
    • Fixed a bug that caused item qualifiers like '[implant]' or 'illuminated' to show up twice in the names of village quest items.
    • Fixed some extra spaces and incorrect a/an cases in village quest text.
    • Fixed a bug with the conjugation of 'catch'.
    • Fixed a typo in the glotrot tomb inscription.
    • Fixed a bug that made electrical arcs and some other visual effects sometimes display strange floating Unicode characters instead of the desired effect.


    [ 2021-03-13 06:41:25 CET ] [ Original post ]

    Feature Friday - March 5, 2021

    01.73/202.32


    • Tweaked the layout of the Tinkering screen.
    • Improved the display of very large numbers of bits on the Tinkering screen.
    • Removed some extraneous information from the display names and descriptions shown for tinkering blueprints.
    • Cherubim you find out in the wild now belong to the faction of the creatures they are modelled after.
    • Electromagnetic sensors now detect mechanical cherubim.
    • Jump now respects phase and other physical interactivity conditions to determine what you can jump through and into.
    • You can no longer jump through or into closed doors.
    • Juke now respects phase and flight.
    • Juke can no longer move holograms or creatures that are rooted in place.
    • Disabling the "Color player's @ based on HP level" option no longer stops mutations from changing your @ color.
    • Reputation gains and losses with hidden factions are no longer displayed.
    • Fork-horned helm now displays its melee performance characteristics in its display name and description.
    • Horns and fork-horned helms now indicate their bleeding damage in their descriptions.
    • The "collect liquid" action now requests confirmation if collecting more than 128 drams of liquid.
    • Klanq now gives you more puff attempts if the infection didn't take on the limb you chose.
    • Ultra Fire now correctly applies Suppressing Fire and Flattening Fire.
    • Made some improvements to how reloading chooses which missile weapons to reload with in complex equipment setups.
    • Reloading no longer reloads missile weapons that aren't equipped in your missile slots.
    • Fixed some bugs that made missile weapons fail to fire and equip to inconsistent slots when magnetized.
    • Sewage eels no longer trip you if they are not hostile to you.
    • Liquid cooking effects are no longer described on objects other than purpose-specific liquid containers and pools of liquid.
    • Changed Berate's description to indicate that the Quickness penalty of Shamed is percentage-based.
    • Added Shamed's to-hit penalty to its description.
    • Extradimensional psychic hunters no longer spawn as broken, double-legendary creatures.
    • Improved creature AI for getting away from objects that are setting them on fire.
    • The "Show debug information on object and system internals" option now adds a "show internals" interaction to objects rather than appending the info to their descriptions.
    • Decarbonizer beams no longer cause excessive zone builds.
    • The smart use action on enterable furniture is now interact, not enter.
    • The enter action on enterable furniture now has a higher priority for being the default interaction.
    • Liquid collection now prefers not to collect into items that produce the liquid being collected.
    • Relic-granted mutations and skill enhancements are now only granted if the relic is equipped as designed.
    • Fixed the color pattern on the frowning moon mask.
    • Fixed a bug that caused NPCs to occasionally lose their base hit points when they leveled up.
    • Fixed a bug that caused some cherubim to appear as weird artifacts.
    • Fixed a bug in missile weapons' PV values.
    • Fixed a bug that caused mental mutations gained from cooking effects to not count toward [redacted].
    • Fixed a bug that caused the overburdened status effect to occasionally fail to apply or be removed.
    • Fixed a bug that occasionally caused missile firing sounds and "Your shot goes wild!" messages to trigger even if the weapon was out of ammo.
    • Fixed a bug that prevented the schematics for lead slugs and shotgun shells from being learned via Psychometry.
    • Fixed a bug that caused creatures to stand in acid indefinitely rather than move through it.
    • Fixed a bug that prevented flight from letting you fly over ground obstacles in some circumstances.
    • Fixed a bug that prevented death sounds generated by creatures being killed by Juke + Pointed Circle from being audible.
    • Fixed a bug that occasionally caused a crash when you interacted with a tile containing multiple liquid containers.
    • Fixed a bug that caused examining certain relics to produce incorrect messages.
    • Fixed a bug that made the performance characteristics of fork-horned helms fail to persist across save/load.
    • Fixed a bug that prevented gelatinous frustrums from wandering while they have a creature engulfed.
    • [modding] Mods' Steam Workshop names no longer dictate their internal IDs and thus won't prevent approval if they contain invalid characters.
    • [modding] Genotypes now have an IsTrueKin flag, separate from IsMutant. GameObject.IsTrueKin() now looks for this flag being true on the creature's property-defined genotype, with creatures with no genotype presumed to not be true kin. GameObject.IsMutant() now looks for IsMutant being true on the creature's property-defined genotype, with creature with no genotype presumed to be mutants.


    [ 2021-03-06 08:38:56 CET ] [ Original post ]

    Feature Friday - February 26, 2021

    01.71/202.30


    • Renamed miasmatic ash to osseous ash.
    • Added a new gas type: miasma.
    • Black ooze now vaporizes into miasma.
    • Green goo now vaporize into poison gas.
    • Brain brine now vaporizes (at very high temperatures) into confusion gas.
    • When your Toughness changes while you are wounded, your HP now maintains the same proportion to your max HP.
    • NPCs are now more urgent about extinguishing themselves when on fire.
    • Grenades no longer display their thrown weapon penetration and damage stats.
    • Ubernostrum tonics now properly cure both major and minor biological debuffs.
    • Hyperbiotic beds and regeneration tanks now cure minor biological debuffs.
    • The Broken status effect no longer applies to things that cannot reasonably break.
    • Penetrating radar no longer recolors your non-radar field of vision.
    • Ice humors now correctly lower your temperature on hit instead of raising it.
    • BaseSludges no longer appear in dynamic encounters.
    • Made the description of long blades' critical hit effect more accurate.
    • Passing by a walkway no longer generates a message in the message log.
    • Creatures and plants expected to inhabit water are no longer subject to the flashing blue visual effect for 'wet'.
    • Sheba Hagadias's name appears correctly now when she spawns as a miner.
    • The message from autodrink now tells you the source of the water you drank.
    • When consuming liquids from a nonspecific source, as with autodrink for example, you will now prefer to drink from renewable sources
    • Fixed a bug that prevented NPCs from wandering around the Six Day Stilt.
    • Fixed a bug that prevented Clairvoyance from seeing through vantabud and blood darkness when you had direct line of sight to the area.
    • Fixed a typo in the description of Psionic Migraines.
    • Fixed some capitalization inconsistency with 'Sightless Way'.
    • [beta] Fixed a bug that caused Sheba Hagadias to always spawn as a breathbeard.


    [ 2021-02-27 08:50:14 CET ] [ Original post ]

    Feature Friday - February 19, 2021

    01.70/202.29


    • Added all new tiles for melee weapons, over 50 in total.
    • Added basic mouse support to field placement for force wall, force projectors, and portable walls.
    • The activated abilities menu now supports page up and page down.
    • You no longer attack yourself if you slip while charging, but you are sent careening in a random direction and may charge a different target than intended.
    • NPCs no longer charge when there's a wall or non-hostile creature between them and their target.
    • NPCs are now less willing to charge through hazards between them and their target, especially where hazards are in the tile they would wind up in.
    • Critical hits are now noted in the message log.
    • Reworked and rephrased the critical hit bonus from the masterwork item mod and the Weak Spotter skill.
    • Trees that are rooted in place can no longer be knocked prone.
    • Disassemble is now only the default interaction for scrap and empty injectors.
    • Reordered the pour options: the first option is now to pour into another container and the third option is now to pour on yourself.
    • The lighting status of torches no longer appear in the short versions of their display names.
    • Drastically reduced the chance to spawn vantabuds and vantablooms with high-level Burgeoning.
    • Made reload messaging with a single projectile have better grammar.
    • Made pulse field magnet's Pulse cooldown 5x as long.
    • Made the description of the Sturdy item mod clearer.
    • Sturdy objects now have their hit points increased by 25%.
    • Inanimate objects that are reduced to 25% of their hit points now become broken if they are not sturdy.
    • Clarified in the description of Strapping Shoulders that it only affects heavy weapons.
    • Village colonists can now properly engage in dialog.
    • Removed some unnecessary error condition reports from sultan relics.
    • Fixed a bug that made NPCs sometimes wind up inside walls when teleporting.
    • Fixed a bug preventing some goatfolk shamans from having the mutations appropriate to their epithets.
    • Fixed a bug that disabled long blades' critical bonus.
    • Fixed a bug that made strength-based penetration on arrows from compound bows and turbows not work properly.
    • Fixed a bug that caused some equipment effects to persist after the equipment was unequipped.
    • Fixed a bug that caused the village intro message to display multiple times at the start of the game if you spawned on top of aloe fugues.
    • Fixed a bug that caused a slight misreporting of bits received in large Disassemble All batches.
    • Fixed a bug with pack-spawning creatures (like segmented mirthworm) when they were generated as hired guard, psychic thralls, or domesticants: their packs would not be properly affiliated with them.
    • Fixed a bug that caused extradimensional psychic hunters to often fail to materialize.
    • Fixed some cases where the energy pulses from blast cannons could become interactable objects.
    • Fixed a bug that broke an intervention to prevent young ivories and lurking beths from stacking.
    • Fixed a zone generation error in the banana grove worldmap tile directly above the Spindle.
    • Fixed an unintentionally incongruous mismatch between the historical record and tomb inscriptions for certain historical events.
    • Fixed a bug that added extra caste descriptions to the ornately filigreed walls in the Tomb of the Eaters crypts.
    • Fixed verb conjugation in the description of phylactery squire.
    • [debug] Added a new wish, "allskills", that gives you every skill.


    [ 2021-02-20 08:19:42 CET ] [ Original post ]

    Feature Friday - February 12, 2021

    01.69/202.28


    • Gave agolflies wings.
    • Euclid now wanders around Barathrum's study but no longer attacks the mushrooms there.
    • Dynamic quests that instruct you to find a location 3-7 parasangs in a direction from a landmark no longer use underground landmarks.
    • Yuckwheat is no longer destroyed when harvested.
    • Quartziferous mirrors now refract light.
    • The following actions now have energy costs and exit menu interfaces: eating, drinking, and opening & closing doors you aren't moving through.
    • We moved some Autoget options around.

      • Moved "Maximum auto-move squares/sec and auto-attack actions/sec" from Autoget to Automation.
      • Moved "Ignore enemies less than " from Autoget to Automation.
      • Moved "Ignore enemies farther away than " from Autoget to Automation.
      • Moved "Take corpses when using Tab to take all" from Autoget to User Interface.

    • Removed Q Girl's plastifer jerkin.
    • Jump no longer snaps to your current target.
    • Items that use a particular liquid can now be set to autocollect that liquid when they're empty.
    • Ogre ape pelts are no longer considered food.
    • Arch dervishes no longer spawn with weak psionic weapons.
    • Creatures on walls can be looked at again.
    • Mines are now triggered only by creatures hostile to the minelayer.
    • Mines now function as hidden in pathfinding only to creatures hostile to the minelayer.
    • Creatures now do at least a little work to avoid mines they can detect, even if they aren't a threat.
    • Spray bottles can no longer be used to spray themselves.
    • Most objects in your tile or adjacent tiles now have an "attack" action available from the interaction menu, enabling you to be more specific in your attacks when there are multiple targets.
    • NPCs no longer irrationally prefer armor that is a light source over armor that is not.
    • You are no longer asked to spread Pax Klanq in Joppa in games where you did not start in Joppa.
    • Hitting escape when asked for a target for Spray-a-Brain or nano-neuro animator no longer generates an error.
    • Temporary and existence-support objects are now never animatable; the same is true of objects whose phase of matter is something other than solid.
    • Hoarshrooms sprouted from luminous fungal infections no longer bond to body parts they are equipped in once they are separated from the body part they initially sprout on.
    • Multiple applications of hulk honey, when not causing overdose, now refresh the duration of the effect rather than stacking.
    • Lunge now respects phase and flight with regard to whether objects between you and your target obstruct you.
    • Tattooed detail color no longer persists across player characters and save games.
    • You no longer receive popups when other creatures' irritable genomes act up.
    • Removed the blank Garden of Geth tile from the worldmap.
    • Fixed a bug that made pools of water strangely resistant to being evaporated once somebody walked through them. This change may introduce new liquid temperature behavior, some of which is unintended.
    • Fixed a bug that caused the Reputation screen to display the text for a faction hating you when they merely just dislike you.
    • Fixed a bug that caused freshly animated objects not to become active until odd conditions were met.
    • Fixed an exception when blast cannons were disarmed, e.g. from leering stalkers.
    • Fixed some bugs with the interaction between snap-to-hostile-target behavior and wall-dwelling creatures in corners.
    • Fixed the tile color of zetachrome warhammer.
    • Fixed elastyne skin suit appearing in certain encounter tables twice.
    • [modding] Several messages pertaining to curable fungal infections now emit & conjugate properly for NPCs.


    [ 2021-02-13 08:08:34 CET ] [ Original post ]

    Feature Friday - February 5, 2021

    01.68/202.27


    • Cans of Spray-a-Brain and nano-neuro animators now let you animate more types of inanimate objects (anything with the animatable tag) instead of just walls, doors, and tables.
    • Added more variety to relic names.
    • Added makers' marks to item names.
    • Added new descriptions for the following objects: sacred well, marble dais, and fungal spores.
    • Changed the cleated mod name to "fitted with cleats".
    • Changed the name of exit teleporter to "stairwell teleporter".
    • Fixed some issues with The Earl of Omonporch quest.

      • The Council is no longer convened if you don't have the required reputation with four factions.
      • The delegates that show up now better match the factions they're supposed to represent.
      • Faction delegates now disperse once you complete the quest.

    • The Spiked item mod can now be applied to gauntlets.
    • The old item "spiked gauntlets" is now a pair of steel gauntlets with the Spiked mod added. Spiked gauntlets already generated in existing saved games are unaffected.
    • You no longer get messages about nosebleed for creatures you can't see.
    • Dynamic villages no longer have the chance to teach you the intro power of a skill rather than the skill itself that was advertised.
    • Witchwood bark now gives some clue as to its eat effect in its description.
    • Added a death message for dying via Syphon Vim.
    • Added some more missing death messages.
    • Ongoing damage from poison and Syphon Vim no longer sets your target.
    • Autoact is now interrupted when an enemy initiates Syphon Vim on you on a visible or audible.
    • You can now cancel the life drain effect of Syphon Vim via the interaction menu on its target, including at a distance via look + interact.
    • Dynamic quest items names no longer include qualifiers like [empty].
    • Refined some of the edge case uses of domination.
    • Fixed a bug with biological clones inheriting their progenitor's cybernetic implants.
    • Fixed a bug that made some cybernetic implantees immortal.
    • Fixed a bug that caused Albino's regeneration penalty to be applied while inside rather than outside.
    • Fixed an exception when there was no space for air wells and solar stills to deploy their catch basins.
    • Fixed the cone picker occasionally being unresponsive to keyboard input.
    • Fixed a bug with cone-shaped breath weapons.
    • Fixed an exception when using very high level breath weapons.
    • Fixed a bug that caused some templated text, such as "*it*", not to be dynamically replaced.
    • Fixed some empty text in some sultan histories.
    • Fixed some empty text in recipes and cooked meal descriptions.
    • Fixed a typo in the error log.


    [ 2021-02-06 09:16:24 CET ] [ Original post ]

    Feature Friday - January 29, 2021

    01.67/202.26


    • Fear is now implemented as a status effect called Terrified. This means it now appears in creatures' descriptions, can be removed by phenomena that remove status effects, counts as a debuff for Shank's purposes, and interrupts Sunder Mind.
    • The energy cost of a move action now uses the move speed you had at the start of the action. This fixes a bug where if you went prone while wading through water, enemies would get dozens of free attacks on you.
    • Move speed now has a minimum value of 5.
    • Missile combat messages now give more information about the direction of projectiles and missile attacks and less information about creatures you cannot see.
    • You no longer have a chance to use random ingredients from your equipment or inventory when you whip up a meal.
    • Baetyls and baetyl cherubim now gently repel gases.
    • Reduced the speed of projectiles to make their directions more legible.
    • Engraved and Painted no longer increase the tinker cost of adding additional item mods to the items they are on.
    • Mines laid by miner robots are now hidden.
    • Miner robots are now better at avoiding their enemies.
    • Sower's seeds can no longer be used as mines or bombs.
    • Miner robots can no longer generate as sower's seed miners.
    • Klanq no longer asks you to puff on [Object]s.
    • Changed the text of Corpus Choliys to no longer imply that the Flaming Ick has to be quaffed from a particular type of container.
    • Gorged growths now belong to the root faction.
    • When Camp looks for existing campfires or campfire remains, it no longer counts campfires in unexplored areas.
    • Camp now better indicates where the existing campfire is if there is one.
    • You can no longer use Sting if you cannot move your extremities.
    • Nests are no longer hidden under light sources when they generate in the same tile.
    • Tortoise cherubim now correctly belong to the tortoise faction.
    • Removed the possibility of faction encounters in the middle of the stilt cathedral.
    • Recoilers now give a clearer message when they drain the last charge in their energy cells while failing to recoil.
    • Named snapjaws in villages now have snapjaw-like names. We also expanded the snapjaw name generator.
    • Added better messaging for young ivory and lurking beth attacks.
    • Young ivory and lurking beth are no longer revealed when they attacked victims you cannot see.
    • You can no longer autowalk to stairs while confused.
    • Falling asleep now interrupts autoact.
    • Explosions produced by mines now better inherit the phase characteristics of the mines themselves.
    • Added a death message for metabolic collapse due to hulk honey abuse.
    • Dynamic quest item names no longer occasionally have punctuation in them.
    • Made the duration in Paralyzing Stinger's level text more consistent across levels.
    • These abilities now snap to hostile targets: Lase, Sunder Mind, Flaming Ray, Freezing Ray, Berate, Menacing Stare, Mark Target, and Charge.
    • Fixed some cases where message log entries would begin with a lower-case letter.
    • Fixed a bug that occasionally caused Syzygyriors to start the game without any weapons.
    • Fixed a bug that occurred when you spoke to Neelahind or Eskhind while carrying Kindrish after completing Kith and Kin.
    • Fixed a typo in Elder Irudad's conversation.
    • Fixed unprocessed dynamic text from appearing in cookbooks generated during world generation.
    • Fixed an XP bug with companions.
    • Fixed a typo in square cap.
    • Fixed some grammar errors with relic boots.


    [ 2021-01-30 06:00:41 CET ] [ Original post ]

    Feature Friday - January 22, 2021

    01.62/202.22


    • Warden Ualraig no longer carries glowspheres.
    • Glowspheres are now more expensive.
    • Lase now acts as a projectile for the purposes of passing through forcefields, fences, and low walls.
    • The location secret for Mamon Souldrinker's village lair is now logged in your journal when you find the village.
    • Birds now have the Beak and Wings mutations by default.
    • Acid humors are now immune to acid.
    • Canned mystery meat is now properly considered meat.
    • Ink weeps now properly weep ink.
    • Tactful no longer gives bonus reputation with hidden factions.
    • Made brooding jadepuff's spores a darker shade of green.
    • Made parts of Otho's dialog slightly less repetitive.
    • Made poison-tipped spears a little more expensive.
    • Quantum ripplers must now be identified.
    • Urn duster villagers no longer leave to look for urns in the Tomb of the Eaters.
    • Urn dusters are now able to dust urns outside the Tomb of the Eaters, should they find some.
    • Village colonists no longer have a chance to spawn as previously named legendary creatures.
    • Sheba Hagadias no longer has a chance to spawn as a named Knight Commander of the Holy Temple.
    • Troll foals can no longer spawn on the world map.
    • You can no longer compliment Q Girl's hair if you have monochrome.
    • Dynamic quests to find items now respect item plurality in their quest text.
    • You can no longer roll on the ground to put out a fire if you're out of phase with the ground.
    • Temperature changes performed by firefighting are now phase insensitive.
    • The option "Take corpses when using Tab to take all" now defaults to off.
    • XP gained by companions of companions is now shared up the leadership chain.
    • There's now a specific death message for bleeding to death.
    • Scans of local environments do a better job of checking the visibility of individual creatures and items, rather than merely that of the squares they are in. This means that Attack Nearest no longer moves you toward hidden young ivories and lurking beths.
    • Flaming Ray and Freezing Ray now more consistently message the names of the limbs they're on.
    • Molting basilisk husk no longer includes its thrown weapon stats in its display name.
    • Psychometry can no longer be used to switch off turrets created by turret tinkers.
    • Empty waterskins you are selling no longer count toward your liquid carrying capacity, while empty waterskins you are buying do.
    • Certain indirect forms of damage, such as gases, mines, and fires, no longer incorrectly set your target.
    • If a dialog option results in you getting in a fight with one of your companions, they now become hostile to you after you exit the conversation.
    • Added a more descriptive message for trying to move through movement-blocking terrain on the worldmap.
    • Made the hyphenation of Two-Headed, Two-Hearted, and Cold-Blooded consistent.
    • The word "apex" is now procedurally pluralized to "apices".
    • Attack Nearby and autoattack will no longer attack creatures who are not hostile to you.
    • Cooking effects on NPCs no longer go on forever.
    • Fixed a generative text error in some sultan tomb inscriptions.
    • Fixed a character creation display bug with Ibul cybernetic implants.
    • Fixed a bug that caused the game to occasionally freeze when you were targeted by a lithofex's gaze.
    • Fixed a typo in barkbiter jerky.
    • Fixed a typo in damage reflection cooking effect text.
    • Fixed plurality issues in some dynamic quest text.
    • [Patreon] Fixed a bug in E-Ros's speech patterns.


    [ 2021-01-23 06:00:39 CET ] [ Original post ]

    Feature Friday - January 15, 2021

    01.61


    • Added ink, sap, and wax weeps.
    • Made ink a little more common across the world.
    • Recipes based on meals cooked with Canned Have-It-All now require a random ingredient from the Canned Have-It-All effect rather than a serving of Canned Have-It-All. For example, if you're inspired via Carbide Chef, cook a meal with a serving of Canned Have-It-All, and choose "Grants slime spitting" as the effect, the recipe will now require 1 dram of slime.
    • Completing What's Eating the Watervine? now completes the quest step 'Return with a critter corpse' and awards appropriate the XP.
    • Updated which abilities work with Triple-Jointed's cooldown skipping -- Sprint and any skill power that has an Agility prerequisite -- and changed the phrasing to make this clear.
    • Rephrased the description of Wings to make it clearer you get its speed boost only while traveling on the world map.
    • Added a description for the crackling effect.
    • Rephrased the description of Spinnerets to make it clearer that the duration only ticks down when you move.
    • Moving to stairs no longer knows how to pathfind through areas you have not explored.
    • Made great magma crab corpses weigh a lot more.
    • If half of a double door is animated to life, it no longer closes other doors it passes through.
    • The Life and Death Gates now become unsealed if they are animated.
    • Fixed a bug that occasionally caused a slain character in Grit Gate to show up more than once in Otho's report.
    • Creatures can now only go prone if they have a Feet or Roots-type body part that provides mobility.
    • Urchins are now animals rather than plants, more strongly anatomically resemble sea urchins, and have Quills.
    • Campfire remains are now considered campfires for purposes of whether you can use Camp.
    • Ovens are no longer considered campfires for purposes of whether you can use Camp.
    • You can no longer create an arbitrary number of campfires in Brightsheol.
    • You can no longer generate a campfire with a red flame in Brightsheol by making a campfire, extinguishing it, and relighting it.
    • You can no longer spot notable objects while confused.
    • Losing equipment to dismemberment no longer describes you as unequipping it.
    • Changed Wilderness Lore: Salt Pans to Salt Dunes.
    • Village pets can no longer be pre-legendary snapjaws, goatfolk, or baboons.
    • Disabled idle behavior on Otho to prevent some quest-breaking behaviors.
    • Added some extra protections against the Decoding the Signal questline not advacing properly.
    • Red jells now bleed lava.
    • Lava in containers now heats them up over time proportionally to the amount and purity of the lava, rather than setting their temperature to 1000 degrees upon any amount of lava being poured into the container then doing nothing afterward.
    • Damage from drinking lava is now tracked as heat damage.
    • Sheba Hagadias can once again be a breathbeard or an elder breathbeard.
    • Phials are now immune to heat, cold, acid, and electricity.
    • Improved death messages for companions who die in explosions you caused.
    • Starting villages can no longer be disease communes.
    • Fixed the tile color of bronze battle axe.
    • Bloated pearlfrogs' sticky tongue can still pass through fences but no longer pull you through them.
    • Removed the unused acidHighTier cooking ingredient.
    • It's now possible for a certain obscure death message to be shown under more circumstances.
    • Cannibals and glow wights are no longer always male.
    • Yempuris Phi is now visible in gas.
    • Made ape pelts weight less.
    • Made spheres of negative weight more complex to identify.
    • Procgen books no longer occasionally generate with empty titles.
    • Slightly increased the render layer of liquid volumes and webs so they always appear on top of walkways like conveyors.
    • Excluded the farmed version of animals from dynamic encounters.
    • Made gaslight weapons light sources when powered.
    • Names of legendary creatures you've slain now appear magenta in the chronology.
    • Added a description for the crackling effect.
    • Changed Wilderness Lore: Salt Pans to Salt Dunes.
    • Losing equipment to dismemberment no longer describes you as unequipping it.
    • You can no longer spot notable objects while confused
    • Lithofex's gaze ability is now correctly limited to line of sight
    • Fixed a bug that caused flowers to teach Swimming rather than fish. Flowers now teach Persuasion.
    • Fixed a bug that caused flaming and freezing hands to sometimes have their modifier displayed twice.
    • Removed the unused acidHighTier cooking ingredient effect type.
    • Rephrased the description of Wings to make it clearer you get its speed boost only while traveling on the world map.
    • Stray line breaks in the classic dialogue interface are now trimmed.
    • Fixed a bug that made "Historic sites now reward a more appropriately tiered amount of cybernetic credits" from last week not work.
    • Fixed a bug that caused sultans to occasionally have successors name suffixes when they weren't successors.
    • Fixed the duplicate "live and drink" dialog that Mechanimist pilgrims had.
    • Fixed a bug with legendary pariah names.
    • Fixed a typo in sultan history.
    • Fixed a typo in the description of Brittle Bones.
    • Fixed a typo in mirror bug's description.
    • Fixed some grammar bugs with Agyra and Lebah.
    • Made a small grammar change to dynamic village descriptions.
    • Fixed the capitalization of Gyl in popup text.
    • Fixed tile color of bronze battle axe.
    • Fixed a broken mural tile on the outskirts of Ezra.
    • Fixed carbide folding hammer's ANSI color.
    • Made flowers teach persuasion and fish teach swimming.
    • Fixed a bug that broke attribution of the creature responsible for killing another creature in some circumstances, particularly explosions.
    • Fixed a bug causing quests to not properly give reputation awards after a save/load cycle
    • Fixed Lase passing through objects it failed to penetrate.
    • [modding] Fixed an exception in the 'makevillage' wish


    202.20 - 'beta' branch

    • [modding] ConsoleChar underwent a large internal refactor to simplify its data structure and provide a more flexible framework for colors.


    [ 2021-01-16 06:52:59 CET ] [ Original post ]

    Feature Friday - January 8, 2021

    01.60/202.19


    • Creatures can now pathfind through force bubbles they are emitting.
    • Creatures now care when you damage their force bubbles.
    • Gamma moth's mutating gazes no longer have non-functional energy cell sockets.
    • Historic sites now reward a more appropriately tiered amount of cybernetic credits.
    • Legendary pilgrims no longer up and leave their lairs.
    • While socializing at the Six Day Stilt, burrowing creatures no longer burrow and restless creatures are now less restless.
    • Passing the turn to put yourself out while on fire no longer loosens your carapace or interrupts Heal or Meditate.
    • If you successfully fence a stolen object, it's no longer considered owned by someone else.
    • Attempting to cure glotrot before your tongue has completely rotted away no longer cements the disease in its first bleeding stage.
    • Changed some properties for clockwork beetles to make them more fully automaton-like.
    • Meditate is now smarter about what status effects it reduces the duration of and can now include effects added by mods.
    • The interior of the Tomb of the Eaters is now correctly treated as indoors for the purposes of Albino.
    • Once you've discovered the Mark of Death, the mark itself is now displayed in your journal.
    • The Mutating effect can now bestow multiple defects and properly mutates you after a save/load.
    • Entourages of fort snapjaws are now excluded from dynamic encounters.
    • Whipping up a meal in [redacted] now properly uses local ingredients.
    • Ovens no longer generate in liquid volumes.
    • Signs now appear on the alt overlay.
    • Mushroom walls now paint together nicely.
    • Removed some wall tiles with broken descriptions from the town square of Ezra.
    • Identified hologram bracelets now provide an activated ability that activates and deactivates them.
    • [redacted]
    • Fixed some cases where companions of companions incorrectly got angry at you.
    • Fixed some figurine grammar.
    • Fixed a bug that turned the Barathrumites against you when you damaged Barathrumite-owned furniture or equipment during A Call to Arms.
    • Fixed a bug that showed the player failure popups from NPCs' Syphon Vim usage.
    • Fixed a bug that caused NPCs with Syphon Vim to lock up when they became hostile to non-creature targets.
    • Fixed a bug that made ape pilgrims path to the Six Day Stilt instead of to [redacted].
    • Fixed the particle text color of dazed, stunned and bonded.
    • Fixed a text color bug in Blood and Fear: On the Life Cycle of Lah.


    [ 2021-01-09 08:01:12 CET ] [ Original post ]

    Feature Friday - January 1, 2021

    01.59


    • Added several new movement-related commands:

      • Move To Square (default mapping: ctrl-enter), which prompts you for a target square and attempts to pathfind to there.
      • Move To Zone Edge (default mapping: shift-enter), which prompts you for a NSEW direction and attempts to pathfind to that edge of the screen, or as close to it as you can manage.
      • Force Attack Direction (default mapping: backslash), which prompts you for a direction and attacks in that direction.
      • Force Attack Square (default mapping: shift-backslash), which prompts you for a target square adjacent to you and attacks there.

    • Creatures becoming dazed now appears in the message log and produces floating text.
    • Creatures who are interested in occasionally going on shopping sprees at the Six Day Stilt no longer engage in this behavior when they have a party leader.
    • Ironshank can now only infect creatures with a Feet body part that is made of live tissue and provides mobility.
    • Identified force bracelets now provide an activated ability that activates and deactivates them.
    • Dig no longer works on the world map.
    • Slam will now prefer your primary cudgel.
    • Owned Schrodinger pages now warn you when you attempt to activate them.
    • If you are dominating a temporary or existence-supported creature at the time when it ceases to exist, this now ends your game once more, but now with case-specific messaging.
    • Young ivory, lurking beth, holographic ivory, and holographic beth now self-destruct if they enter a square with another object of any of these types, preventing stacks of multiple instances of these from forming. (The only exception is if the object is, due to extraordinary circumstances, a fully self-mobile creature, as for example in the case of an extradimensional psychic assassin lurking beth.)
    • Shield Slam now has an action cost of one turn.
    • Syphon Vim now does a better job of targeting the creature in its target cell that you would want it to target, when there is more than one.
    • Syphon Vim now appears in the message log any time it is initiated between creatures you can see, and produces floating text when initiated.
    • Syphon Vim now provides better failure messaging.
    • Mouse-based movement no longer knows how to pathfind through areas you have not explored.
    • The display names and descriptions of leather bracer Kith and Kin clue items is now coherent with leather bracers being single items.
    • Narcoleptics' original body no longer falls asleep outside of combat while they are Dominating another creature.
    • The ExploreZone debug command will now expand the player's sight radius.
    • The 'wait a specified number of turns' dialog now uses the last number of turns waited as the default.
    • The modern message log is now hidden when using the alt overlay.
    • Humanoid creatures no longer default to having the Night Vision mutation.
    • True Kin NPCs now have Rebuke Robot.
    • When Joppa is abandoned, the zones surrounding it are now given names as per ordinary salt marsh.
    • Fixed a bug that turned the Barathrumites against you when friendly fire hit chain laser emplacements during A Call to Arms.
    • Fixed a bug that made move speed of 100 display as move speed of 99 in the modern UI.
    • Fixed a bug causing engulfment-capable creatures to potentially freeze up when hostile to non-combat-capable objects like young ivory and dreadroots.
    • Fixed a bug that resulted in zone names of the form "some slimyorgotten ruins".
    • Fixed an issue causing machine press tiles to become nonfunctional.
    • Fixed excessive event usage during legacy explosions.
    • Fixed color bleeds in cooking messages from congealed skulk, congealed love, and dried lah petals.
    • Fixed a bug that made zero move speed exploits still possible when dominating sapient plants and fungi.
    • [modding] Erroneous population tables should no longer prevent loading of tables from other mods.


    202.18 - 'beta' branch


    • The Wait N Turns dialog is now a number picker
    • The default number of items to drop is now the size of the stack instead of 1
    • Modern windows are now responsive to the player position in ASCII mode
    • Added prerelease input manager keybindings for load game, save game and auto-attack-nearest
    • Fixed an issue with liquid selection when modern ui elements were enabled


    [ 2021-01-02 09:24:50 CET ] [ Original post ]

    Feature Friday - December 25, 2020

    01.58


    • Burrowing Claws, nanopneumatic jackhammers, and pickaxes now enable an activated ability Dig. This is a form of autoact that allows you to automatically move in a straight line from your current location to somewhere else on the map, attacking walls as necessary. All events that normally interrupt autoact will interrupt autodig, as will being displaced from your planned path and failing too many times in a row to damage what you are attacking. Hazards that would be avoided by autoexplore are NOT avoided by autodig.
    • When naming an item based on its qualities and choosing to name it after a creature (most relevantly, the player naming after themself), item naming now preserves the capitalization pattern of the creature's name rather than converting it to standard title case.
    • Manual equip now reports properly on some process failures which previously failed silently, and on items unequipped in the equip process.
    • Heat resistance and cold resistance now affect the absorption of ambient temperature when absorption does not appear to be desirable (for instance, if you are on fire, it would not be desirable for your cold resistance to interfere with ambient temperature cooling you down).
    • Poisoning and asphyxiation now have specific death messages.
    • Pathfinding now avoids revealed yonderbrush.
    • The gemstone transmutation power of some relics now only works on creatures that are hostile to the relic's wielder.
    • Sparking baetyls no longer ask for items with the Sharp mod.
    • Joppa's zone is no longer treated as having a proper name, and has the display name "an abandoned village", when Joppa is abandoned.
    • The sultan gospel learned from the shrine in Joppa is no longer annotated as having been learned from the villagers of Joppa when the villagers of Joppa are not a visible faction.
    • Warden 1-FF no longer generates as hated by the Farmers' Guild.
    • The Jacked mod's description now reflects its interaction with mutants with Electrical Generation.
    • Liquids being poured out onto the ground now retain the phase characteristics of their pourers briefly, and some internal mechanics of neutron flux explosion have been adjusted, such that neutron flux explosions will generally have the phase characteristics of the individual causing them.
    • Move speed now has a floor at 1, disabling exploits involving slowing move speed down to 0 to achieve a mathematically undefined rate of motion.
    • If you are dominating a temporary or existence-supported creature at the time when it ceases to exist, this now breaks the domination rather than ending your game.
    • Being in the target area of a fulcrete catapult, or seeing that your companion is, now interrupts autoact.
    • Twinning lamprey generated twins now take on the party leader and target of the current lamprey.
    • The names of village building materials made from creature parts now preserve the case pattern of the names of the creatures they are made from.
    • Attempting to charge while overburdened now fails early and shows a relevant error message, rather than attempting to charge and failing in a fashion that costs action points and puts Charge on cooldown.
    • Disguises are no longer generated for breathbeards and elder breathbeards.
    • Sheba Hagadias no longer generates as a breathbeard or elder breathbeard.
    • Fixed a bug causing the deathlands and the Spindle's parasang to have the wrong difficulty tiering.
    • Fixed a bug causing explosions to terminate early on an exception.
    • Fixed a bug causing single leather bracers to still be treated as plural.
    • Fixed a bug that made maghammers and leather whips ignore their wielders' relevant attribute bonuses when calculating the difficulty of saves to escape from being latched onto by them.
    • Fixed a bug that caused player companions to lose their faction memberships and other attitudinal tracking when left behind in a zone which was then returned to, with this then carrying on down the leadership chain where applicable.
    • Fixed a bug that disabled the action cost benefits of plastifer chem vests and medassist modules.
    • Fixed a bug causing wraith-knights to be friendly to more phylactery users than they should have been.
    • Fixed a bug that caused flamethrowers and swarm racks equipped on the back slot provided by an equipment rack implant fail to fire.
    • Fixed a bug that could cause exceptions interacting with chests using the trade screen.
    • Fixed a bug in tomb inscriptions describing sultans' forging of relics.
    • Fixed a typo in Agyra's dialogue.
    • [modding] GetEnergyCostEvent now has its Type field set properly.
    • [modding] added support for 'populaton' zone tags in worlds.xml


    202.16

    • Fixed an issue with some dynamically typed NPCs appearing as generic "breathbeards"
    • Fixed an issue with overal message log toggling via legacy keybinds


    [ 2020-12-26 09:13:56 CET ] [ Original post ]

    Feature Friday - December 18, 2020

    01.57


    • Sparking baetyls now sometimes request items modded in some way; for example, "SIX JEWEL-ENCRUSTED ITEMS" or "THREE ITEMS FITTED WITH SUSPENSORS".
    • Vaporizing pools of water and acid now produce steam and acid gas, respectively, once more.
    • Lase has unlimited range again, and this is now reflected in the UI and by AI behavior.
    • You can no longer trade with creatures who are out of phase with you.
    • Resting and waiting no longer honor the "ignore enemies easier than" option.
    • Resting and multi-turn waiting now check for hostiles before starting, rather than using a turn then checking for hostiles.
    • Autoexplore now only attempts to open doors you are in phase with.
    • Interruption messages are now only displayed for autoget (messages about "gathering") if you have autogotten at least one item.
    • Being shot at with missile weapons now interrupts autoact under more circumstances.
    • Haggabah is now invisible when lit by penetrating radar and visible to psychic observation.
    • Temporal Fugue clones can no longer use Temporal Fugue.
    • There is now a pair of protectors of the Stilt inside it.
    • Improved the visibility of explosions, particularly near walls.
    • Campfires and ovens now heat themselves up.
    • Campfires are now extinguished if they freeze.
    • North-facing and south-facing industrial fans no longer need to be identified separately.
    • Yla Haj no longer generates as hated by the Fellowship of Wardens or the Farmers' Guild.
    • Anomaly extinguishers no longer have a message about compute power in their description.
    • The description of Staunch Wounds no longer mentions the decommissioned defect Hemophilia.
    • When a creature you have performed the water ritual with is cloned, the clone's description no longer incorrectly reports that you have performed the water ritual with it.
    • Wood floor and bridges made of brinestalk no longer render as if they were on top of non-flooring objects.
    • Walltraps no longer trigger on the world map, should they find themselves there in some way, such as by being animated using a nano-neuro animator or Spray-a-Brain, then being dominated by the player.
    • Reputation change messages now correctly report reputation levels influenced by Socially Repugnant and faction attitudes toward mutations.
    • Activating flight while swimming no longer temporarily leaves you in a state of both flying and swimming.
    • Procedural grammar composition now uses the article "an" with the word "heir" rather than "a".
    • Encounter tables for generating random items of armor no longer sometimes redirect to tables for generating non-armor-specific artifacts, meaning among other things that sparking baetyls promising A SPLENDID VESTMENT will no longer occasionally give people a cybernetics credit wedge.
    • Buying skills no longer bypasses the requirements for their basic powers (the 0 SP ones included with the skill).
    • While auto-exploring you will no longer notice hostiles outside your actual vision range, i.e. when myopic.
    • Fungal infections no longer print unequip messages when cured and instead specify what body part they were cured from.
    • Removed legacy torch sconces hidden in the walls of the Stilt ground floor.
    • Creatures and companions should now have a higher preference for using vibro weapons.
    • Puffing Klanq on items and creatures now works on items and creatures that are in the same square as you.
    • Summoning curios will now normally summon a creature of a faction that existed during the Sultanate of Qud.
    • Two-handed weapons no longer fail to be equipped to the thrown weapon slot, and multi-slot armor equipped to the thrown weapon slot or in a hand as a melee weapon no longer additionally occupies body parts related to its armor functionality unless the thrown weapon or hand slot is normally part of the armor's slot usage pattern.
    • Fixed a bug causing Swimming and Wading statuses to sometimes hang around longer than appropriate, especially with high move speed and/or quickness.
    • Fixed a bug causing displacer bracelets to be more common than intended.
    • Fixed a bug that made some forms of being stuck show you, when preventing actions, a failure message of "You are!" or "You are !" rather than "You are stuck!"
    • Fixed a bug causing NPCs to use Slam on themselves in some circumstances.
    • Fixed a bug that generated an inconsequential exception when unmatched piston presses Slammed things.
    • Fixed a typo and exception in the Spread Klanq mural text.
    • Fixed exception when waiting a number of turns.
    • Fixed the hollow tree playing music of the last visited zone.
    • Fixed some bugs causing errors when soup sludges attempted to spit liquid.
    • Fixed a bug causing chromelings affected by the chrome beacon to sometimes have two Overclocked effects active.
    • Fixed a bug that made disassembling an energy cell slotted in an item fail to immediately update carried weight.
    • [modding] Physics.ExplosionDamage() now passes its WhatExploded parameter to GameObject.TakeDamage() as its Source parameter, making it available in the TakeDamage event.
    • [modding] The Source parameter from the TakeDamage event is now available in the AttackerDealtDamage, BeforeTookDamage, TookDamage, and TookEnvironmentalDamage events.
    • [modding] XRL.UI.ConversationUI.HaveConversation() now has a default of null on its Speaker parameter, and an effort has been made to make sure it and its downstream dependencies can handle a conversation without a Speaker.


    202.15 - 'beta' branch

    • Added prerelease keybind for toggling the message log visibility
    • Fixed an issue causing the keybinding screen to be unescapeable if prerelase input was turned on but modern ui was disabled
    • Fixed an issue causing a few non-alternate adventure keybinds to fire even when the alternate key was pressed


    [ 2020-12-19 10:04:34 CET ] [ Original post ]

    Feature Friday - December 11, 2020

    01.56


    • Turbows now allow Strength bonuses to apply to arrow penetration.
    • Autoexplore and autowalk now open doors as a separate action before moving into the doorway.
    • Attack-nearest can no longer target adjacent enemies that you cannot see.
    • Auto-attack will now be interrupted if you cannot see your target.
    • Auto-attack and attack-nearest can no longer be used while confused.
    • Auto-attack and attack-nearest now produce movement/attacking in random directions if used while furious.
    • Smart use on an active force projector now deactivates it rather than prompting for a new deployment pattern.
    • Holographic plants no longer produce sap when attacked.
    • Rifle and pistol relics can now be part of sultans' histories.
    • You can no longer sacrifice biotech-based artifacts at the Sacred Well.
    • Lasing with Light Manipulation no longer has infinite range.
    • Mental Mirror will now properly reflect and terminate Sunder Mind on a failed penetration.
    • Sunder Mind damage now ignores phase.
    • Improved the composition of biome zone names in forgotten ruins.
    • Improved the road layout in Bey Lah.
    • Tattooing now uses the names rather than the descriptions of body parts.
    • Tinkers now properly repair certain rusted, broken, or damaged items, such as scrap.
    • Assigned tier values to various tonics, crystals of Eve, and arsplice seeds, fixing several related issues including sparking baetyls asking for them will no longer tend so much provide rewards dramatically out of keeping with their difficulty of obtainment.
    • Fixed a but where it was possible for curing glotrot to not work if you drank the Flaming Ick on the very last turn before you would have transitioned from having a sore throat to having full-on glotrot.
    • Fixed a typo in Herododicus's dialogue.
    • Fixed a typo in Frivolous Lives, Vol. I.
    • Fixed a pronoun in tomb inscriptions.
    • Fixed a bug making puffing Klanq on objects sporadically fail.
    • Fixed a bug that made resupplying clonelings with cloning draught only work if you did not have any cloning draught.
    • Fixed a bug causing color bleeding in some hero names.
    • Fixed a bug where the bonus MA of Mental Mirror was not being applied.
    • Fixed a bug causing Psionic Migraines not to unequip items on your head.
    • Fixed an exception when resisting Sunder Mind damage.
    • Fixed an exception when a creature was attempting to reload while wielding a geomagnetic disc.
    • Added "zonebuilders" wish to display the builders of the current zone & their parameters.
    • [modding] PopulationTables.xml now supports merging. elements with Load="Merge" attributes now support basic merge semantics, and elements now have Name attributes that can be used to either replace or, with Load="Merge", merge with the group of the same name in the base XML file.
    • [modding] The TinkerItem part no longer supports the field CanRepair; repairability is now simply a matter of the object being in a state that can be repaired.


    202.14 - 'beta' branch


    • Added a new number-picker popup that supports directional inputs
    • Added prerelase input manager key bindings for journal screen management


    [ 2020-12-12 07:53:00 CET ] [ Original post ]

    Feature Friday - December 4, 2020

    01.55


    • There is a new autoget option, autoget special items, which currently causes you to autoget relics, extradimensional items, and quest items. It defaults to on.
    • Autoexplore now collects items from tables.
    • Stunning Force's target picker now better matches its area of effect.
    • Stairs now have a high render priority in the alt display.
    • Seekers of the Sightless Way are now rare instead of uncommon encounters.
    • Added an 'abandon' prompt when quitting the game using the quit keybind.
    • Penetrating Radar now reveals its entire radius again, not just the top left.
    • Giving books to Sheba Hagadias no longer makes two XP messages appear in the message log.
    • Fixed a bug that made the nocturnal apex's Prowl effect only provide its agility and move speed benefits if you were cloned during the duration of the effect.
    • Fixed bugs causing some liquid transfers to not affect containers properly or otherwise fail to cause intended effects.
    • Fixed a bug causing the entire second story of villages to immediately plummet to the ground below as soon as the player entered them.
    • Fixed Sheba Hagadias spawning as an uplifted hero creature.
    • Fixed unicomputers from the Crematory being placed in villages.
    • Fixed some grammar in the missing body parts description.
    • Fixed sparking baetyls repeating themselves.


    202.13


    • Added a visual indicator for the currently selected take-a-step direction when using prerelease input manager
    • Added a text indicator for the currently selected ability (will be merged into the ability bar in the future)
    • Added zoom in and zoom out bindngs to the prerelease input manager
    • Cancel now properly exits the pick direction screen when prerelease input manager is enabled


    [ 2020-12-05 07:49:40 CET ] [ Original post ]

    Feature Friday - November 27, 2020

    01.53/202.11


    • Tonic injectors now have an interaction command available for applying them to others.
    • The fitted with filters mod now protects from critical failures on gas saves, the same as gas masks and vinewood sap masks.
    • You can no longer force-feed creatures luminous hoarshrooms by attacking them while wielding one.
    • Droid scramblers are now more reliable.
    • Several NPCs have returned to Kyakukya.
    • Various stat drain effects now cause the defender to get angry at the attacker.
    • Infiltrate can no longer be used on the world map.
    • The description of mechanical wings now refers to "corroded bronze", not "rusted bronze".
    • Improved a variety of object placement mechanisms to better account for placement hints and object types.
    • Timecubes are now colored so that they look like cubes rather than discs.
    • Added a new skill wish: "skill:name/id", e.g. "skill:Hobble", "skill:strapping shoulders", "skill:Dual_Wield_Fussilade".
    • Aquatic monsters will no longer prefer to spawn on a closed liquid volume like a waterskin.
    • Maps are now more similar when generated in the same world seed (though still not identical in all cases)
    • Fixed some minor map errors in Bey Lah, Barathrum's Study and Tomb.
    • Fixed Stinger tail remaining even were you to lose the mutation.
    • Fixed a bug causing roads and rivers to not properly remove terrain.
    • Fixed some bugs causing relic chests not to be placed.
    • Fixed some issues causing excessive memory use.
    • Fixed "you are stopped by ..." message spam.
    • Fixed some minor typos.
    • [modding] The 'options' node name in options.xml is no longer case sensitive
    • [modding] Updated the default Mods.csproj created from the mod toolkit.
    • [modding] New AddToPopulation function in PopulationManager to merge in new entries adjacent to a sibling.


    [ 2020-11-28 09:39:40 CET ] [ Original post ]

    Feature Friday - November 20, 2020

    01.51


    • Added tiles for arrows, lead slugs, shotgun shells, missiles, and Schrodinger pages.
    • Bats now have wings.
    • Feral lah pods now respect phase.
    • Forced drinking can no longer make you vomit indefinitely and lose an infinite number of turns.
    • Autoexplore no longer requires you to leave a square with a painted or engraved item in it before looking at it.
    • Sound will now propagate through non-occuluding walls such as forcefields or fences.
    • The turn count of Long Blade's En Garde! is now cardinal as opposed to ordinal.
    • The wishes godown and goto no longer toggle calm.
    • Removed orphaned markup from crysteel arrows' description.
    • The Trolls faction is now described as being interested in the locations of "storied items" rather than "artifacts".
    • Learning a secret via non-water-ritual dialogue with a creature of a visible faction now records that faction as the secret's source.
    • Learning a secret via water ritual with a creature of a non-visible faction no longer records that faction as the secret's source.
    • Fixed a bug causing hostiles to be inappropriately ignored during autoexplore.
    • Fixed a bug that caused it to sometimes be possible to sell a secret back to someone you bought it from in the water ritual.
    • Fixed a bug that caused throwing with an accuracy bonus to consistently throw items one square further than targeted.
    • Fixed a bug causing excess stairs to generate in Grit Gate.
    • Fixed a bug causing some historic sites to have no passable area.
    • Fixed a bug causing the starting village not to be revealed on the world map due to an unfortunately placed house.
    • Fixed a bug where village mayors would sometimes not teach you their signature skill.
    • Fixed a bug causing some sultan murals to be improperly initialized.
    • Fixed a bug causing historic event corruption in murals and shrines.
    • Fixed a bug causing [redacted] to yell "DONE!" too early.
    • Fixed a bug causing feral lah pod explosions to display when off-screen.
    • Fixed a bug causing teleport effects to display when off-screen.
    • Fixed a bug causing some biome-altered tiles to not be properly colored.
    • [modding] A registration-based event ObjectExtracted is now called on objects that are harvested or butchered from other objects, with parameters of Object (the object extracted), Source (the object from which it was extracted), Actor (the object performing the harvestry or butchery), and Action ("Harvest" or "Butcher").
    • [modding] The QudHistoryFactory class is now public.
    • [modding] Improved the logging for invalid blueprints in map files and invalid terrains on the world map.


    202.7 - 'beta' branch


    • Improved the modern UI tooltips
    • Fixed a bug causing UI lockups with the modern UI enabled
    • Fixed a bug causing excessive log spam


    [ 2020-11-21 09:06:20 CET ] [ Original post ]

    Feature Friday - November 13, 2020

    01.50


    • Segmented mirthworms, knollworms, plated knollworms, worms of the earth, and leeches now leave corpses more often.
    • Butchering knollworm corpses now produces knollworm skulls less often.
    • Tweaks the stats, trade value, tile colors, and descriptions of the new arrow ranks.
    • Wristcomps are now wrist calcs and have a new description.
    • Permadeath-related options now appear at top of the debug options list.
    • Entering Grit Gate via alternative routes such as recoilers/tunneling will now track for A Canticle for Barathrum/A Signal in the Noise.
    • Recoilers now give better feedback for various failure conditions when they are non-functional.
    • Elevator platforms are now more resistant to elemental damage and do not catch fire or vaporize readily.
    • Being stuck because of being grabbed by a mimic now goes away when the mimic does.
    • The word "chitin", should pluralization be applied to it even though it is a mass noun rather than a singular noun, no longer pluralizes as "chitins".
    • The previously announced new mod, fitted with filters, now actually appears in the game.
    • All build codes are now uppercase.
    • Added an annotation to the prerelease content option to clarify that it requires a restart.
    • Added a journal entry for the discovery of the flattened remains.
    • You can now compliment Sparafucile on his masterwork carbine while wielding it.
    • Increased the maximum player name length.
    • Removed the display of trader trade drams remaining.
    • Feral lah pods now respect the "calm" wish.
    • Your throwing aim can no longer be overcorrected by your Agility bonus.
    • Vomiting now has an action cost.
    • Items that are on fire, covered in lava, or being dissolved by acid can no longer be traded.
    • Fixed some bugs that resulted in inexplicably being held responsible for companions' deaths.
    • Fixed a bug causing turrets to attack autoexploring players without a chirp warning.
    • Fixed a bug causing multiple sessile creatures (ex. lurking beth) to stack in a single square.
    • Fixed a bug causing multiple pieces of furniture to stack in a single square.
    • Fixed a bug causing relic chests to spawn on top of other furniture and statues.
    • Fixed a bug causing too many crematory levels to be generated when urn dusters are active.
    • Fixed a bug causing some saves in [redacted] to fail to load
    • Fixed a bug causing conservators to attack one another.
    • Fixed a bug causing random cookbooks to be targets of Klanq's quest.
    • Fixed a crash when using Stopsvalinn on your own cell.
    • Fixed a bug causing some teleport vfx to play in non-active zones.
    • Fixed a bug causing too many crematory levels to be generated when urn dusters are active.
    • Fixed a bug causing some saves in [redacted] to fail to load.
    • Fixed a bug causing crashes in the Tomb of the Eaters.
    • Fixed a crash when using Stopsvalinn on your own cell.
    • Fixed a bug causing pets to disappear when wishing "rebuild".
    • Fixed a bug with cloneling clone names.
    • Fixed a bug causing an error when attacking creatures with brackets in their name.


    202.6 - 'beta' branch


    • Added the minimap to the modern ui
    • Added the nearby items list to the modern ui
    • Added tooltips to the modern ui
    • Cooking with acid-based effects now grant the proper gas generation mutation.


    [ 2020-11-14 09:48:42 CET ] [ Original post ]

    Feature Friday - November 7, 2020

    01.49


    • New items: wristcomp, turbow, a variety of arrows.
    • New implant: palladium electrodeposits.
    • New helmet and mask mod: fitted with filters.
    • NPCs no longer choose to use most tonic injectors as thrown weapons.
    • Many liquid vessels now leak if broken.
    • Waterbeds now break if someone with Quills sleeps in them.
    • Some biotechnological items and components are now identified or displayed via bioscanning rather than techscanning.
    • Stun gas stunning now appears in the message log.
    • Floating text for critical hits will now only be displayed if the hit results in damage or a special effect.
    • Lunging while in aggressive or dueling stances will now correctly trigger a Stinger strike.
    • Socially Repugnant no longer affects trade prices.
    • Compound bows now correctly enable Strength bonuses to penetration.
    • Kickback now respects phase and flight, and does not affect inanimate objects, sessile creatures, or creatures a kick would not affect such as holograms.
    • Baetyls no longer ask for portions of steel boots.
    • Point-defense drones now always return to your inventory when they become inoperative.
    • Sheba Hagadias is now able to provide you with directions if you are lost.
    • Charging no longer gives the player a warning when charging through liquid hazards.
    • Dismember can no longer be used when stuck or frozen.
    • Wrecking Charge can no longer be activated on the world map.
    • The Regeneration mutation can now regrow your tongue if you have drunk the Flaming Ick, but will not regenerate your tongue otherwise.
    • Using an ubernostrum tonic or other regenerative intervention while infected with an early stage of glotrot will no longer tell you your tongue regrew if you have not yet lost your tongue.
    • The [redacted] no longer spawns in every map surrounding [redacted].
    • The lair of Oboroquru no longer has odd dot-like tiles under some terrain features.
    • Trying to trade items with a creature that has no inventory now gives a message rather than failing silently.
    • Spinnerets no longer starts a cooldown when toggling the ability off.
    • Fixed an issue causing NPCs to improperly evaluate shields during auto-equip.
    • Fixed an issue causing textures to load from disabled mods.
    • Fixed an issue causing textures to not properly hotload when changing mod configuration.
    • Fixed a crash in the secret ascii editor.
    • Fixed an issue that made flaming and freezing ray fail to affect the most distant square of their range.
    • Fixed biodynamic power plant displaying debug internals information regardless of whether debug internals was on.
    • Fixed some bugs in Stunning Force, in particular an action cost being assessed when it pushed you against a solid object.
    • Fixed some issues with creatures being unable to act for several turns after spawning because they were assessed an action cost to equip their initial gear.
    • Fixed a typo in the manual.
    • Fixed an issue that would cause an error trying to continue a game after having deleted a different save file.
    • Fixed an issue where various walkways had a higher rendering priority than appropriate, which made some items get hidden by them and made the squares they were in not be considered "empty" for purposes such as companions joining you in a zone.
    • Fixed an issue that made it possible to give energy weapon relics the Jacked mod by deploying turrets using them.


    202.5 - 'beta' branch


    • The modern message log window will now remember it's position and other settings
    • The modern message log window will now be properly clamped to the screen area
    • The modern message log window will now properly clear only the old messages when starting a new game with the message log hidden
    • Collapsed categories in the inventory will now persist on save load & won't be forgotten when afflicted with confusion.
    • [modding] On case-sensitive platforms, manifest.json is no longer required to be lower-case.
    • [modding] Worlds.xml now supports self-closing tags.


    [ 2020-11-07 06:12:38 CET ] [ Original post ]

    Feature Friday - October 30, 2020

    01.48


    • The "Prerelease Stage Screen" option was renamed "Enable modern UI elements." and moved to the top of the Overlay options. It's now enabled by default.
    • The options for prerelease stage scale and overlay UI scale were merged.
    • Extradimensional items are no longer excslusively unmoddable.
    • Sitting in chairs now respects phase and flight.
    • Item naming events are now more likely to appear in the [redacted] made about your [redacted].
    • NPCs no longer use quest item tonic injectors.
    • Updated the love tonic success logic.
    • Killing a jilted lover now ends any Stuck effects caused by it.
    • Becoming out of phase with a jilted lover that's grabbing you now releases you.
    • You can now throw tonic injectors at creatures to inject them.
    • Made improvised thrown weapons perform slightly better.
    • The depth limit at which radio-powered energy cells can receive satellite power is once again functional.
    • Smart use on a sleeping NPC now brings you to their interaction menu instead of attempting to initiate a conversation with them.
    • NPCs now terminate Sunder Mind if they become allied toward the creature whose mind they are sundering.
    • When trading with Sheba Hagadias, non-book items no longer have a non-functional Read action available.
    • Thirst thistles can no longer impose an unlimited degree of negative hydration on you.
    • Gyrocopter backpacks now repel nearby gases while engaged, similar to wrist fans.
    • Only one corrected vision effect is now visible on a given creature regardless of how many vision-corrective devices they are wearing.
    • Angry baetyls no longer explode at will. They do still explode after taking enough damage.
    • Stairs now have ascend/descend interaction commands that tell you to use < and > if you haven't remapped them, as a new player UI discovery backstop.
    • Improved some techscanning-viewable item component names in Stopsvalinn and anti-gravity boots.
    • Damage taken by a clone made of your original body while using Domination no longer breaks your Domination.
    • Domination is now interrupted by any negative effect on your original body, no longer excluding "minor" effects.
    • Being Phased now ends immediately upon moving to the world map.
    • Phasing can no longer be activated on the world map.
    • Phasing in within a solid object on the world map no longer has any effect.
    • When a tonic injector is applied to a creature involuntarily, it's no longer described as if the creature applied it voluntarily.
    • When an equipped tonic injector is applied, you no longer get a message about it being unequipped.
    • Cooking effects and shade oil tonic used by mutants no longer randomly phase you while you're on the world map.
    • The "auto-collect liquid" interaction command is now displayed as "stop auto-collecting liquid" when you are currently auto-collecting and using the command to turn it off.
    • Pressing "o" in the trade screen with no items selected to trade now displays "Nothing to trade." rather than "Trade complete!"
    • Trash is now highlighted in the alt display if you have Scavenger or Trash Divining.
    • You no longer have to unequip and reequip equipment that grants flight after you identify it in order to use its flying ability.
    • You can now start and stop flying with flight-granting equipment by using the appropriate activate interaction command.
    • Improved the language used when baetyls demand quantities of items described using mass nouns.
    • Tweaked internal conveyor logic to reduce unneccessary zone construction.
    • Fixed a bug that caused aquatic creatures to sometimes spawn on bridges.
    • Fixed a stat change bug with temporary stat modifiers that resulted in ever increasing HP.
    • Fixed thrown weapon damage appearing twice in the message log.
    • Fixed a bug that occasionally crashed the game on some zone loads in the Tomb of the Eaters.
    • Fixed a bug caused some tar pool zones to generate without their zone name.
    • Fixed a bug that caused some lair zone names to include their "surface" designation twice.
    • Fixed a bug that caused liquid-covered and liquid-stained items to lose track of the liquids covering them after a save/load.
    • Fixed some scenarios where your original body could begin acting under AI control while using Domination.
    • Fixed a bug that could make the equipment screen inaccessible under certain circumstances.
    • Fixed a bug that caused Amnesia to try and fail to forget unforgettable events.
    • Fixed several issues with clones and mutation-granting equipment.
    • Fixed some scattered prerelease UI scaling issues.
    • Fixed stinger printing unequip messages when its mutation rank changed.
    • Fixed minor bug in Agyra's dialog.
    • Fixed a typo in Vivira's conversation.
    • Fixed a village history typo.
    • Fixed a typo in low wall description.
    • Fixed cannibal cherub's display name.
    • Fixed the color of frog cherub.
    • Fixed a typo in shade oil tonic's effect description for true kin.
    • Fixed a misconfiguration that caused mashed lag and sun-dried banana to be treated as grammatically plural.
    • Fixed some message formatting issues when equipped items are lost to dismemberment.
    • [modding] Fixed an exception in character creation when the player's body blueprint had the Genotype property set.


    202.3 - 'beta' branch


    • Collapsed categories in the inventory will now persist on save load & won't be forgotten when afflicted with confusion.
    • [modding] On case-sensitive platforms, manifest.json is no longer required to be lower-case.
    • [modding] Worlds.xml now supports self-closing tags.


    [ 2020-10-31 03:50:59 CET ] [ Original post ]

    Feature Friday - October 16, 2020

    01.47


    • Rejoinder is now toggleable.
    • Fixed some cases where stack counts could appear in item repair messages.
    • Made chest inventory generation, and village generation that depends on it, more resilient.
    • Improved the composition of possessive markers onto nouns when those nouns have color formatting attached.
    • Your perception of madpoles becoming frenzied by the scent of blood now depends on those madpoles' visibility.
    • Point-defense lasers can no longer be salvaged from normality bots.
    • Madpole detection of the scent of blood is now more reliable; for example, it will not be triggered by an item that merely has the word "blood" in its name, nor will it fail to detect blood covering a historical relic.
    • The Spread Klanq quest will no longer ever ask you to puff Klanq onto an abstract concept of a projectile.
    • Fixed a bug that prevented chimerae from performing the water ritual with Seeker heroes.
    • Fixed an issue that caused companions' cause of death to be misidentified.
    • Made some improvements to the identification of companions' cause of death when the player is responsible.
    • Teleportation and being moved by an external force no longer loosen your carapace.
    • Sunder Mind now prefers to target hostile creatures when there are multiple possible targets in a square.
    • Creatures without faces now are not described as having nosebleeds in more circumstances.
      *Fixed an issue causing the last serving of canned-have-it-all to not be properly consumed when cooking from a recipe
    • Sprinting now directly modifies your movespeed. For example, with 100 movespeed and the default 2X sprint effect, your movespeed is 200 and will be displayed as such.
    • Combat animations and floating text are now properly cancelled when you move to a different zone.
    • Gas masks and vinewood sap masks now protect you from critical failures on your gas saves.
    • Being confused now makes you immune to confusion.
    • Arconauts now refrain from picking up items that would overburden them.
    • Autoact is now interrupted when your night-vision goggles cease to operate.
    • When your autoact is interrupted, certain actions that were incorrectly described as "gathering" are no longer described that way.
    • There's now a limit to how many troll foals will bud from a troll in a single zone.
    • Pits in the ground no longer spawn in the same tile as stairs.
    • The rainboweave cloak description now mentions its light refraction behavior. This won't apply to cloaks generated before this patch.
    • Aquatic creatures can no longer cross bridges.
    • Rhinoxen now have a face on each of their heads.
    • Urchin belchers are now immune to sleep gas and confusion gas.
    • Addling urchins are now only immune to confusion gas rather than all sources of confusion.
    • Drowing urchins are now immune to sleep gas rather than being unable to sleep.
    • Added detail colors for the following: smoldering mushroom, lover's blossom, portable beehive and taco suprema.
    • Energy cell selection now sorts in descending order by available charge.
    • Energy cell selection no longer assigns hotkeys outside the alphabet.
    • Fixed a bug that caused you to fail to disarm your target when your duelist swipe attack killed them.
    • Fixed a rare bug where the underground entrance to the Tomb of the Eaters wasn't fully connected to the rest of the Tomb.
    • Fixed a bug with the crematory level builder that caused multiple machine arms and pits to generate in a single tile.
    • Fixed a bug that caused the cybernetics terminal to sometimes lock up during implant installation.
    • Fixed a bug that turned some descriptions into System.String[]s.
    • Fixed a bug that caused the first mouse input to be ignored on Linux.
    • Fixed a bug that caused a CPU core to run in an unbounded way when background music was disabled on Linux.


    202.2 - 'beta' branch

    202.2


    • Added a directional indicator for click-to-step direction in the bottom-left corner of the prerelease stage screen (used for controllers).
    • We made some more enhancements to the prerelease input manager.

      • Added a 'Highlight Important Objects' binding to the Adventure/AltAdventure categories that functions as the "Alt overlay". Defaults to left + right triggers.
      • Added 'Take All' and 'Store Items' bindings to a new Container category. Defaults to right trigger and right shoulder, respectively.
      • Added a 'Set Primary Limb' binding to the Character Sheet category. Defaults to right trigger.


    [ 2020-10-17 09:17:33 CET ] [ Original post ]

    Feature Friday - October 9, 2020

    01.46


    • Clonelings' cloning ability now respects phase and flight.
    • Magnetized items are now disabled by EMP.
    • Magnetized containers can now carry a maximum of 25 lbs before they are too heavy to float.
    • When you miss or fail to penetrate with a weapon, the weapon name now appears in the message log message.
    • Glowcrust now causes you to grow an icy outcrop instead of a fungal outcrop.
    • Fungal infections now prefer to colonize fungal outcrops grown on your body (such as via chimera limb growth).
    • NPCs no longer automatically use Eater's nectar injectors. (This change won't apply to injectors in current saved games.)
    • Removed the rubber tree.
    • Excluded a base sultan wall object from dynamic encounters.
    • Updated the credits.
    • Fixed a bug where talking to NPCs who had glotrot altered your conversation options as if you had glotrot.
    • Fixed some bugs that caused inconsistent faction attitudes when your reputation was exactly at an attitude boundary.
    • Fixed an issue that made uniquely named stat saps lose their names.
    • Fixed some cases where duplicate messages appeared in the message log for XP awarded via quest steps.
    • Fixed a bug that caused odd behavior and occasional game freezes on the Skills and Powers screen.
    • Fixed a bug that caused you to _always_ be left-handed.
    • Fixed a bug that caused signature dish names to not have certain text variables replaced with real text.
    • Fixed a bug with the prerelease input manager not accepting enter in text-entry fields.
    • Made some memory use improvements in the renderer.


    202.1 - 'beta' branch


    • We made some enhancements to the prerelease input manager and fixed some of its bugs.

      • Actions that are performed when the 'Alternate' button is pressed are now bindable here: Options > Control Mapping > Categories > AltAdventure
      • Fixed a bug that prevented the cancel button from being rebound.


    [ 2020-10-10 05:30:27 CET ] [ Original post ]

    Feature Friday - October 2nd, 2020

    01.45


    • Village quests no longer have the chance to ask you to find a location "with a parasang" of another location. Instead, they may ask you to find a location "next to" another location, in which case the two locations will be in adjacent maps.
    • Two-Headed no longer wakes you up from voluntary sleep.
    • You no longer see troll budding messages when you cannot see the troll.
    • Nerve Poppy is no longer called Numb on the character sheet.
    • Creatures without faces no longer get bloody noses.
    • Relic and extradimensional books now provide skill training on read.
    • While performing the water ritual, you're no longer offered to learn a skill's introductory power without being offered to learn the skill itself.
    • We made some changes to clonelings and clones.

      • Clonelings now have a cap on how many creatures they can clone. If you're friendly with a cloneling, you can refresh their cloning capability by supplying a dram of cloning draught.
      • Clonelings can now clone you.
      • If a cloneling is in your party, you can now direct them to clone creatures.
      • Clonelings in your party no longer wander around randomly.
      • Clones created by clonelings are now worth half the base creature's XP rather than no XP.
      • Clonelings now rarely cloning draught on death.
      • Freshly grown clones are now uninjured.

    • We added new support to the prerelease input manager and fixed some bugs.


      • Added a wait command.
      • Accept now interacts with the selected object in the looker.
      • Fixed interact nearby not working.
      • Vendor actions in trade now work properly.
      • Accept now interacts with the selected object in the looker
      • Added Take All and Store Items keybinds for containers

    • Armor AV/DV averaging across body parts now rounds down.
    • Leather bracers have been singularized into a 1 AV single-arm slot "leather bracer".
    • Autoexplore now interacts with interesting objects before taking them. Example: you'll now read engraved items before taking them.
    • The attack nearest enemy command now counts enemies that are currently engulfing you.
    • The item picker dialog for spray bottles now shows any context for the listed items, like the body part they're equipped on, for example.
    • Lit torch tiles now display color variation in their flame part instead of their wood part.
    • Kindled flames and luminous motes now have tiles.
    • Reduced the number of novices of the sightless way that appear in various regions.
    • Panhumors now use their own correct tile instead of using the gelatinous frustrum tile.
    • Changed the appearance of putrescence to be distinguishable from slime.
    • Made some improvements to the behavior of pathfinding around potentially damaging gases.
    • Pathfinding now strenuously avoids aloe pyra and aloe volta.
    • You can no longer get unlimited data disks by repeatedly installing and uninstalling SkillSoft Tinker implants.
    • Made plurally gendered players correctly addressed in the second person in a number of contexts.
    • Made the popup to confirm switching a hotkey to a new ability show the old ability's display name, not its internal command name.
    • Improved ganglionic teleprojector's messaging when used on a square with no robots in it.
    • Fixed a bug that prevented Two-Headed's chance to remove negative mental status effects from working.
    • Fixed a bug where evil twins arrived without a popup message.
    • Fixed a bug that caused unpowered items with boot sequences to have their operational status treated as "booting" rather than unpowered.
    • Fixed a bug that disabled the floating text that appears when an item rusts.
    • Fixed some color formatting errors.
    • Fixed a formatting issue in the level descriptions of Sleep Gas Generation and Corrosive Gas Generation.
    • Fixed some typos in Sleep Gas Generation and Spontaneous Combustion.
    • Fixed a rare exception during world generation.


    [ 2020-10-03 04:19:22 CET ] [ Original post ]

    Mutation Overhaul: our biggest mutation rebalance ever

    The Mutation Overhaul patch is here! This update includes our biggest mutation rebalance ever, new elements of our RPG-style UI, and hundreds of other changes. Enjoy!

    version 2.0.201.44


    [h3]MUTATIONS[/h3]

  • We added a new feature for physical mutations: rapid advancement. When you level up to level 5, and every 10 levels afterward, your genome enters an excited state and you can rapidly advance one of your physical mutations.

    • Rapid advancement increases the mutation's rank by 3.
    • These three ranks don't count toward the rank 10 limit.
    • Rapidly advanced mutations are still subject to the mutation rank cap that's based on character level.
    • If you have 4 mutation points after gaining a level, you'll have a chance to buy a new mutation before you choose a mutation to rapidly advance.
    • If you have no physical mutations at this point, nothing happens.

  • We revamped Chimera.

    • Chimera still restricts the mutations you can acquire to physical-only.
    • Whenever you buy a new mutation or mutate with Unstable Genome, one of the mutation options (chosen randomly but revealed to you) will have a rider effect: you'll grow a new body part.

      • The body part is chosen randomly from among all organic body parts and their variants.

        • head, blossom, cap, nuclear protrusion
        • face, antennae, feelers, sensory bud, sensory bulb, sensory nodule, sensory frill, sensory ganglion
        • arm, bine, branch, fibrous node, frond, leg, lobe, stalk, stem, taproot
        • bifurcation, fine root, leaf, pincer, pinnule, pseudopod, side hypha, tendril, tentacle, twig
        • feet, front legs, legs, rear legs
        • roots, lower hyphae, mulch
        • fin, dorsal fin, tail fin

      • The body part grows out of one of your existing body parts, weighted toward your body but any non-abstract body part is possible.

    • If you have Irritable Genome and Chimera, when you buy a mutation, there's a 1/3rd chance you'll grow the new body part. This is in place of the augmented selection, since you Irritable Genome restricts your mutation choices. You will however get the augmented selections when Unstable Genome triggers.

  • We overhauled several physical mutations.

    • Adrenal Control

      • We revamped Adrenal Control.

        • Gives you Release Adrenaline, an ability that grants 9+mutationRank Quickness and temporarily increases the ranks of your other physical mutations by (mutationRank/3)+1.
        • Duration: 20.
        • Cooldown: 200.

    • Beak

      • Beak is now a 1-point mutation instead of a defect.
      • No longer occupies face slot.
      • Added a +1 Ego bonus. (sightly beak)
      • Updated description to reflect the correct amount of bonus bird reputation (+200).

    • Burrowing Claws

      • Increased cost from 2 MP to 3.
      • Claws no longer occupy hand slot.
      • Your base fists are now replaced with claws that function as short blades and deal increased damage with mutation level.

        • levels 1-3: 1d2
        • levels 4-6: 1d3
        • levels 7-9: 1d4
        • levels 10-12: 1d6
        • levels 13-15: 1d8
        • levels 16-18: 1d10
        • levels 19+: 1d12

    • Carapace

      • Reduced cost from 4 MP to 3.
      • DV penalty is now a flat -2 across all mutation levels.
      • You no longer have trouble getting up when knocked prone.
      • Reduced the DV penalty for tightening your carapace from -10 to -2.

    • Carnivorous

      • Changed this into a defect that gives 2 MP.
      • Removed the tasty bonuses from eating meat.

    • Corrosive Gas Generation

      • Removed mutual exclusion with Sleep Gas Generation.
      • Increased the number of rounds you release gas for from mutationRank/2 + 1 to mutationRank+2.
      • Increased the cooldown from 35 to 40.
      • Corrosive gas no longer deals damage to items.
      • (cosmetic) Renamed the activated ability name to "Release Corrosive Gas".

    • Double-muscled

      • Reduced cost from 4 MP to 3.
      • Removed the movespeed penalty.
      • Changed the chance to daze on a successful melee attack to 13% + mutationRank*2 for 2-3 rounds.

    • Electrical Generation

      • We revamped Electrical Generation.

        • EG now uses the same electrical charge units as energy cells and power systems.
        • Maximum charge is 2000+mutationRank*2000.
        • Charge accrual rate is mutationRank*100 per round, modulated by Willpower via a similar formula as cooldown modulation.
        • You can discharge at a minimum of 1000 charge. Deals 1d4 damage per 1000 charge, with the possibility of arcing to adjacent targets at reduced damage (maximum 1 target per 1000 charge).
        • Exposure to electromagnetic pulses always caused involuntary discharge; this is now documented and is now subject to a difficulty 18 Willpower save.
        • Energy cells and capacitors now have a "drink charge" option that lets you drain their charge.
        • You recharge 100 charge for each point of electrical damage taken.
        • You can provide charge to equipped devices that have integrated power systems, such as Jacked equipment.

    • Electromagnetic Pulse

      • (cosmetic) Renamed the activated ability to "Emit Pulse".

    • Flaming Hands and Freezing Hands

      • Renamed to Flaming Ray and Freezing Ray. You now have the option to customize these mutations and choose a limb for the ghostly flames/icy vapor to appear on (Hands, Feet, or Face).
      • Now neither mutation occupies the Hands or any other body slot.
      • If you get the limb you chose severed, you lose access to the mutation's powers.
      • The temperature increase/decrease on melee attacks now applies to attacks made with any limb. We also added this behavior to the mutation description (it was previously undocumented).

    • Flaming Ray

      • Reduced cost from 5 MP to 4.

    • Freezing Ray

      • Increased cooldown from 10 to 20.

    • Heightened Quickness

      • Reduced cost from 4 MP to 3.
      • Removed the toughness penalty.
      • Increased quickness buff to mutationRank*2 + 13.

    • Horns

      • You can now choose a cosmetic option for horns (horns, horn, antlers, casque).
      • Increased AV progression to (mutationRank-1)/3 + 1.
      • Generalized damage to 2d[(mutationRank/2)+3].
      • Improved bleeding damage to the following.

        • levels 1-3: 1
        • level 4+: 1d2 + (mutationRank-4)/3

    • Multiple Arms

      • Increased the chance for extra attacks from 6% + mutationRank * 2 to 7% + mutationRank * 3.

    • Multiple Legs

      • Increased cost from 4 MP to 5.
      • Changed move speed bonus from mutationRank * 5 + 3 to mutationRank * 20.

    • Night Vision

      • You can now see [redacted].

    • Phasing

      • You can now phase back in on demand.

    • Photosynthetic Skin

      • Increased the bonus regeneration rate from Basking or cooking with lignin from 20% + mutationRank * 4 to 20% + mutationRank * 10.
      • Increased the bonus quickness from Basking or cooking with starch from 1 + Ceiling(mutationRank/2) to 13 + mutationRank*2.
      • Generalized the servings of starch and lignen you can store to [(mutationRank-1) * 4] + 1.
      • Generalized the bonus duration of Basking's effect to [(mutationRank-1) * 4] + 1.

    • Regeneration

      • Reduced cost from 5 to 4.
      • We revamped this mutation.

        • You regenerate hitpoints at your full rate in combat. (This was true previously but wasn't documented.)
        • Regeneration bonus is now a percentage instead of a flat bonus: +10% + (mutationRank*10)
        • mutationRank*10% chance per round to regrow a missing limb. If this chance exceeds 100%, you cannot be decapitated.
        • 1% + mutationRank/3 chance per round to remove a minor physical debuff at random. At mutationRank = 5, this becomes any physical debuff (including glotrot, ironshank, sore throat, and monochrome).

    • Quills

      • Changed AV progression.

        • Level 1-2: 2
        • Level 3+: mutationRank/3 + 2

      • Quill penetration now caps at 6.
      • Changed the damage reflection for unarmed attacks.

        • Now, when a creature uses an unarmed attack against you, roughly 1% of your quills break and you reflect 3% * numQuills damage back at your attacker.

      • Quill regeneration is now affected by Willpower.

    • Sleep Gas Generation

      • Removed mutual exclusion with Corrosive Gas Generation.
      • Increased the number of rounds you release gas for from mutationRank/2 + 1 to mutationRank+2.
      • Increased the cooldown from 35 to 40.
      • (cosmetic) Renamed the activated ability name to "Release Sleep Gas".

    • Slime Glands

      • You can walk now over slime without slipping.

    • Spinnerets

      • Activating Spin Webs no longer takes an action.
      • Made web save difficulty scale at 2X mutation level instead of 1X.
      • Increased arachnid reputation bonus from +200 to +300.

    • Stinger

      • Reduced Confusing Stinger cost from 4 to 3.

        • We revamped the three Stinger mutations.

          • You now get a tail with the stinger attached.
          • Stinger maxes at 1 penetration.
          • Stinger penetration progression:

            • Level 1: 3
            • Level 2+: (mutationRank-2)/3 + 4 (max 9)

          • Stinger damage progression:

            • Level 1: 1d6
            • Level 4: 1d8
            • Level 7: 1d10
            • Level 10: 1d12
            • Level 13: 2d6
            • Level 16: 2d6+1
            • Level 19+: 2d8

          • Stinger is considered a long blade.
          • You always sting when you charge or lunge.
          • You can use the Sting activated ability (cooldown 25) to sting with autohit and autopen.
          • Venom save: 14 + mutationRank*2
          • Paralyzation duration:

            • Level 1-2: 2-4 rounds
            • Level 3+: 1d3 + (mutationRank)/3 + 1 rounds (max 1d3 + 7)

          • Confusion duration:

            • Level 1-2: 2d3 + 2 rounds
            • Level 3+: 2d3 + (mutationRank*2)/3 + 2 rounds (max 2d3 + 14)

          • Poison duration: 8-12 rounds
          • Poison increment: (mutationRank)d2, stackable

    • Thick Fur

      • Increased heat and cold resist bonus to +5.
      • +100 reputation with all of the following: apes, baboons, bears, and grazing hedonists.

    • Triple-jointed

      • Reduced cost from 4 MP to 3.
      • Removed the strength penalty.
      • Removed the bonus chance to dodge.
      • Added a 7% + mutationRank * 3 chance that Agility-based skill powers don't go on cooldown after use.

    • Two-headed

      • Increased cost from 2 MP to 3.
      • Improved mental action cost reduction from 16% + mutationRank * 4 to 15% + mutationRank * 5.
      • Improved chance to shake off a mental debuff from 5% + mutationRank to 5% + mutationRank * 2.

    • Two-hearted

      • Reduced cost from 4 to 3.
      • Removed Quickness penalty.
      • Removed synchronized heartbeat effect.
      • Added a % bonus to sprint duration: 10% + 20*mutationRank.

    • Wings

      • Increased cost from 3 to 4.
      • Wings no longer take up the Worn on Back slot.
      • (cosmetic) Your Worn on Back slot is renamed to Worn around Wings.
      • +10% + (mutationRank*10) move speed while sprinting.
      • Jump range is increased by (mutationRank/3) + 1.
      • Charge range is increased by (mutationRank/3) + 2.


  • We overhauled several mental mutations.

    • Beguiling

      • Increased cost from 3 to 5.
      • Simplified success roll to 1d8 + characterLevel + mutation Level (or Ego mod, whichever is higher) VS target's characterLevel + MA.

    • Burgeoning

      • Tumbling pods spawned by burgeoned feral lah no longer (dangerously) follow you around.

    • Clairvoyance

      • Increased the cooldown from 75 to 100.
      • Reduced the visibility duration from 16 + mutationRank * 2 to 19+mutationRank.
      • Upped the level at which the whole map is revealed to 15.

    • Confusion

      • Increased cost from 3 to 4.
      • Confusion AOE is now a cone originating from the caster.
      • Cone angle: 29+mutationRank.
      • Cone length: 4+mutationRank/3.
      • Increased cooldown from 40 to 75.
      • Changed duration to 0.8*((mutationRank/2)+10) to 1.2*((mutationRank/2)+10).
      • Fixed a bug that prevented Confusion's penalty to mental stats form being applied.

    • Domination

      • Increased cost from 4 to 5.

    • Ego Projection

      • Increased cost from 2 to 4.
      • If this ability comes off cooldown before the duration has expired, you can no longer boost the same stat multiple times.
      • Changed duration (which was broken) to: 16+(mutationRank * 2) to 20+(mutationRank * 2).
      • Boosting a stat now has an action cost.

    • Force Bubble

      • Reduced cost from 5 to 4.

    • Force Wall

      • Changed cool from 108-(mutationRank * 8) to a flat 100.
      • Changed duration from 25 to 14+(mutationRank * 2).

    • Mass Mind

      • Changed cooldown to 550-(mutationRank * 50), minimum 100.
      • Willpower no longer affects Mass Mind's cooldown.
      • Each use attracts slightly more attention from psychic interlopers.

    • Mental Mirror

      • We revamped this mutation.

        • We did away with the charges.
        • If this mutation is off cooldown when you suffer a mental attack, you gain +3+mutationRank MA against that attack (and the mirror goes on cooldown). If the attack then fails to penetrate your mental armor, it's reflected back at your attacker.
        • Cooldown: 50.

    • Stunning Force

      • Normalized damage increment to 1d3 + (mutationRank-1) / 2.

    • Sunder Mind

      • We revamped Sunder Mind.

        • For up to 10 rounds, you engage in psychic combat with an opponent, dealing damage each round.
        • Taking any action other than passing the turn will break the connection.
        • Each round, mental attack vs. MA. Damage increment:

          • odd levels: 1d3+(mutationRank/2)
          • even levels: 1d4+(mutationRank-1/2)

        • On the tenth round, you deal damage equal to the total amount of damage you've done so far.
        • Range: sight
        • Cooldown: 80 rounds

    • Teleportation

      • We revamped this mutation.

        • Teleportation is now imprecise. You teleport to a random square in the picker's area of effect (radius = 13-mutationRank, minimum 2).
        • If an occupied square is chosen, you're shunted to another, unoccupied square (the new square can be outside the AoE).

      • Changed cooldown to 103-(3 * mutationRank).


  • We overhauled several defects and added several new ones.

    • Amnesia

      • Revamped. It now gives 2 points.
      • Whenever you learn a new secret, there's a small chance you forget a secret.
      • Whenever you return to a map you previously visited, there's a small chance you forget the layout.

    • Analgesia

      • Renamed Nerve Poppy.

    • Blinking Tic

      • Tweaked occurrence chance.
      • Changed so it only triggers during combat.

    • Dystechnia (new)

      • Mental defect. 2 points.
      • You're much worse at examining artifacts.
      • You can't have artifacts identified for you because you don't understand their explanations.
      • When you break an artifact during examination failure, it explodes.

    • Electromagnetic Impulse

      • Tweaked occurrence chance.
      • Changed so it only triggers during combat.

    • Hemophilia: we removed it.
    • Hooks for Feet

      • Removed the -10 move speed penalty.

    • Irritable Genome (new)

      • Physical defect. 4 points.
      • Whenever you spend a mutation point, the next mutation point you gain will be spent randomly.
      • Whenever you buy a new mutation, you get a random one instead of a choice of three.

    • Myopia

      • Increased point value from 2 to 3.
      • Made radius 10.
      • Renamed Myopic.

    • Narcolepsy

      • Reduced point value from 4 to 3.
      • Tweaked occurrence chance.
      • Changed so it only triggers during combat.

    • Psionic Migraines (new)

      • Mental defect. 4 points.
      • You cannot wear hats or helmets.

    • Quantum Jitters (new)

      • Mental defect. 3 points.
      • Whenever you use an activated ability, there's a small chance your focus slips and you dent spacetime in the local region, causing 1-2 spacetime vortices to appear. This chance increases the longer you go without using an activated ability.

    • Socially Repugnant

      • Revamped. It now gives -50 reputation with every faction.

    • Spontaneous Combustion

      • Tweaked occurrence chance.
      • Changed so it only triggers during combat.

    • Tonic Allergy (new)

      • Physical defect. 4 points.
      • The chance your mutant physiology reacts adversely to a tonic is increased to 33%.
      • If you react adversely this way to a salve or ubernostrum tonic, the adverse reaction effect is chosen randomly from among other tonic effects. You will still heal.

  • Removed a bunch of mutual mutation exclusions that are no longer relevant.
  • Removed prerelease defects Pack Rat and Unstable Germination from the game.
  • The augmentation-based coloring of mutation ranks on the character screen is now more accurate.
  • Mutations now show more information about their rank calculation when you select them on the character screen.
  • Refreshed and cleaned up all mutation descriptions.
  • Refreshed and added several new message log messages related to mutations.


    [h3]GAMEPLAY[/h3]

  • Added a new item: wrist fan.
  • Added a new item mod: disguise.
  • Added a new item mod: cleated.
  • The resolution of Bey Lah's Kith and Kin quest has been overhauled and enhanced.
  • Added a new Kith and Kin subquest: Love and Fear.
  • You can now select a limb in the equipment menu to make it your primary limb. If you do so, your Right Hand (old primary) inherits the offhand attack percentage that the new primary limb had.
  • We made burning damage scale with temperature.

    • 1-100 above flame point: 1 damage per round
    • 101 - 300 above flame point: 1-2 damage per round
    • 301 - 500 above flame point: 2-3 damage per round
    • 501 - 700 above flame point: 3-4 damage per round
    • 701 - 900 above flame point: 4-5 damage per round
    • 901+ above flame point: 5-6 per turn

  • We nerfed the carbine and the sparbine.

    • Reduced carbine's accuracy.
    • The masterwork carbine quest reward now uses the same ammo as the standard carbine (lower damage).

  • Due to scattering, creatures now only drop a fraction of their ammo when they die.
  • Trade prices are now somewhat affected by your reputation with the trader's primary faction.
  • Dynamic villages can now generate with resident apothecaries.
  • Elder Irudad now has some apothecary wares.
  • Creatures that try to keep their distance from you now may now decide to take other actions, such as defend themselves directly, when they fall below 50% HP.
  • Reduced the potency of Psychometry granted by bananas to +1-2 if you don't already have the mutation.
  • The teleportation effect of eating a yondercane or voider gland is now imprecise, like the mutation.
  • The schematics choices for acquiring Tinker I, Tinker II, and Tinker III are now of the appropriate complexity for that tinker tier.
  • Made seedsprout worm corpse drop at 100%.
  • Confused creatures now have some variety in their actions.
  • Evil twins now reconsider their equipped items when they spawn.
  • Tapping the Mass Mind now refreshes your Light Manipulation charges.
  • Penetrating radar now reveals hidden objects that can be discovered by searching.
  • Corrosive Gas Generation and Sleep Gas Generation now make you immune to acid gas and sleep gas, respectively. They do not make you immune to all forms of acid or involuntary sleep, however.
  • Drowsing urchin are now immune to sleep.
  • Stopsvalinn now has a better chance of spawning with a high-end energy cell, when it spawns with an energy cell.
  • Mechanical cherubim are now classified as robots.
  • Conveyor belts are now immune to heat and acid.
  • Rhinox charge now respects phase and flight.
  • Catching fire now interrupts autoact, as does a visible or audible companion catching fire.


    [h3]PRERELEASE UI[/h3]

  • We implemented several more pieces of our new RPG-style UI, which we refer to as the "prerelease" UI.

    • Added a new graphical clock to the upper right of the prerelease status bar.
    • Added some utility buttons to the upper right of the prerelease status bar.
    • Added much nicer boxes for popup messages.
    • Added a new conversation UI that includes the tile of whomever you're speaking to.
    • Added a new object interaction UI that includes the tile of whatever you're interacting with.
    • You can enable these features via two different options:

      • To enable the new popups, new conversation UI, and new main screen with status bar: Options > Overlay UI > Prerelease: Use prerelease stage screen.
      • To enable just the popups and conversation UI: Options > Overlay UI > Enable overlay user interface elements.

  • Added a new option for scaling the prerelease UI: Options > Overlay UI > Prerelease Stage Scale.
  • The prerelease message log now has a background transparency toggle.
  • Added a toggle to the prerelease message log that prevents it from automatically switching sides.
  • The prerelease UI now displays your drams of freshwater next to your weight.
  • Tweaked the order that information is hidden on the prerelease status bar.
  • Prerelease UI ability buttons are now clickable.
  • Prerelease UI layouts wider than 1080p now letterbox correctly.
  • More prerelease popup messages can now be dismissed with Esc.


    [h3]OTHER UI CHANGES[/h3]

  • We now display object icons in several new contexts, including the equipment and inventory screens, the trade screen, and object interaction menus. If tiles are enabled, the icon used is the object's tile. Otherwise, it's the object's ASCII glyph.
  • Unidentified artifacts now use different tiles to obscure what they are.
  • Most natural equipment and mutation-based physical features now appear in a "Physical features" postfix at the end of a creature's description rather than in the "Equipped" postfix.
  • You can now use Page Up, Page Down, +, and - to navigate the classic options & key mapping menus.
  • You can now use Page Up and Page Down to navigate the tinker menu.
  • Added a resolution picker to the options menu now that the Unity preloader has been removed.
  • There is now a classic UI option to indent body parts on the equipment screen, making their hierarchy more visible.
  • The Hands equipment slot is now Worn on Hands.
  • Yes/No and Yes/No/Cancel dialogs now allow you to click on the [Yes] [No] options in the classic UI.
  • Player and NPC named items now indicate their original names in their descriptions.
  • Mouse movement now paths through non-hostiles if necessary to reach your destination.
  • The look dialog is now only dismissable via Space or Esc.
  • The following abilities are now toggleable: Sprint, Phase, Force Bubble, Fly, and Rifle through Trash (Scavenging and Trash Divining).
  • Fungal infections now appear in their own, prioritized category when using the spray bottle.
  • Sheba's Give Book option now remembers where you were in the list when it re-opens.
  • Messages for spotting hidden objects now include directional information.
  • Updated the default laptop keymappings with new binds for interact, auto-attack, and journal.
  • Non-creature organic items are now described as "damaged" rather than "wounded".
  • The trade UI "don't have enough water containers" message no longer resets the trade window.
  • You can now access the mod manager from the main menu in the classic UI.


    [h3]MISCELLANEOUS & BUGFIXES[/h3]

  • Villages and chef ovens should no longer let you cook game-breaking meals.
  • Village immigrants' pronouns are now more consistent.
  • Added recipe name entries for canned Have-It-All.
  • Changed clump of bone meal to just bone meal.
  • Updated the horn type for fork-horned gnus, horned chameleon, Warden Ualraig, and hindren.
  • Spiral borers are now able to dig in reloaded zones.
  • Metal folding chairs are now moddable.
  • Fixed the switched cooking effect behavior on starch and lignin.
  • Fixed a bug that caused the wrong XP value to be displayed in the Sheba Hagadias book turn-in dialog for stacks of books.
  • Alchemist tables no longer contain floating glowspheres.
  • Sleep Gas Generation and sleep gas breathing no longer prevent you from voluntarily going to sleep.
  • NPCs immune to sleep gas no longer avoid it while pathfinding.
  • Gas mutations now always pump gas immediately on activation.
  • Carbide and fullerite hand bones now use the same tile for their fist objects as the implant objects.
  • Above-ground structures in villages are now properly lit by daylight.
  • Made the description of certain "no effect" cooking effects clearer, such as when you cook with slime while already having Slime Glands.
  • Fixed the mutation description for Chimera and Esper not appearing on the overlay character creation screens.
  • Fixed a bug that caused burgeoned young ivory and lurking beth to notify the burgeoner of their deaths.
  • Fixed a bug that caused astral tabbies to spawn in the wrong phase.
  • Fixed a bug that caused primordial soup sludge display names to go wild.
  • Fixed a bug that caused books to be unreadable from the prerelease equipment screen.
  • Fixed a bug that caused books to continue to render in the background even after you exited out of the read book screen.
  • Fixed cookbooks showing the new recipe popup twice.
  • Fixed a bug that caused some wait commands to improperly remove wait-based effects, like tightened carapace.
  • You no longer receive a popup about discovering your starting village.
  • The Astral monster mutation can no longer be leveled.
  • Nonexistent journal entries can no longer be deleted.
  • Popups from zoomed-out views no longer cause the background to zoom in to gameplay level.
  • Dazed is now properly displayed in effect lists.
  • Fixed the "restore defaults" button on the prerelease control mapping screen improperly clearing all keybinds.
  • Several issues with the return from [redacted] should now be fixed: saves not loading, unintended player clones, and action queue inconsistencies.
  • Important objects are no longer improperly cleared during zone generation. These include stairs, relic containers, quest objects, quest NPCs, and more.
  • Empty alchemist tables now appear correctly as alchemist tables.
  • Chimeras now get a relevant message when [redacted] attempts to alter the structure of their minds.
  • Fixed a bug that caused prerelease UI elements to improperly display on top of cybernetics terminal windows.
  • Fixed new UI elements not displaying properly when the option to remove full-screen effects from the UI was enabled.
  • Fixed a bug with tooltip looker locations when the option to remove full-screen effects from the UI was enabled.
  • Fixed a bug that caused flickering while using the Looker with the prerelease UI was enabled.
  • Fixed a bug where hitting Esc from the Save Build prompt would save the build with no name rather than backing out of the menu.
  • Fixed a bug with villager dialog color.
  • Fixed a bug with Metamorphosis.
  • Fixed a typo with the Flaming Hands mutation when it was gained through a cooking effect.
  • Fixed a typo in the Kyakukya recoiler.
  • Fixed a typo in waveform worm's description.
  • Reduced the memory load for several types of zone generation.
  • Fixed deprecated commands sticking around when a default keymap was loaded.


    [h3]MODDING & DEBUG[/h3]

  • Added native support for Harmony 2.0.2 patches in mods (https://github.com/pardeike/Harmony). harmony.PatchAll() is called after mod assembly compilation, applying all mod-defined harmony patches.
  • We added a new in-progress prerelease UI for the Mod Manager.
  • Added a new "manifest.json" file to populate the extra fields shown in the Mod Manager. This file now subsumes config.json (you should convert any config.json files into manifest.json files). See https://cavesofqud.gamepedia.com/Modding:Manifest.json.
  • Most internal classes are now public.
  • Extended the Genotypes.xml IsMutant attribute to more contexts where the mutant / true kin distinction is relevant.
  • Several new attributes have been added to Bodies.xml elements. bodyparttype and bodyparttypevariant now have:

    • Appendage, a boolean flag for whether the body part type is an actual appendage (in addition to all previously existing requirements, this flag must be true for a body part to be dismemberable)
    • UsuallyOn, which is used with appendages to designate the typical parent body part of this body part (for example, the UsuallyOn value for Face is Head, the UsuallyOn value for Hand is Arm)
    • UsuallyOnVariant, which is used for body part type variants to designate a specific variant they're typically attached to (for example, the UsuallyOnVariant value for Sensor Array is Control Unit)
    • ImpliedBy, which is used by body parts like Hands to designate that some number of another body part (in this case, Hand) implies their existence
    • ImpliedPer, which works with ImpliedBy to specify how many of the implying parts are "satisfied" by the existence of this part

  • Colors, anatomies, options, conversations, and pronouns now reload properly when mod configuration changes.
  • The Armor part now supports modifying MA via the MA field.
  • Members on the WorldBuilder class are now public.
  • The cell Inherits property in Worlds.xml now functions properly when merging into existing worlds.
  • Errors and warnings generated by the mod compiler now include the associated filename and line number.
  • Added [XRL.HasCallAfterGameLoaded] and [XRL.CallAfterGameLoaded] attributes for registering static methods to be called after game loads.
  • Added a new test Debug option, "Show Error Popup", that should be useful for modders.
  • The "playerwho" wish now properly allows turns to tick.
  • Fixed a bug that caused the detail color of subtypes to be merged onto the tile.
  • Upgraded the C# compiler to Roslyn.
  • Added a new wish to remove a mutation: "mutationbgone:mutationid".
  • Added new wish to view data disks: "datadisk" (with a menu of all possible data disks) or "datadisk : Blueprint" or "datadisk : mod : ModName".
  • The clearstatshifts wish no longer returns spent mutation, skill, and attribute points.


  • [ 2020-09-28 22:26:21 CET ] [ Original post ]

    Mutation Overhaul coming September 28th (this Monday!)

    Hi all,
    We'll be releasing our Mutation Overhaul patch this Monday, September 28th. It's slated to:


    • be our biggest mutation balance patch ever
    • introduce more elements of our new RPG-style UI
    • include many, many other changes and bugfixes, as our big patches tend to


    There won't be an official patch on Friday, but we will be updating the beta branch daily in the run up to the release.

    Live and drink, friends.


    [ 2020-09-25 02:41:16 CET ] [ Original post ]

    Feature Friday - September 18, 2020

    00.97


    • You can no longer be flying and wading at the same time.
    • Lasers are no longer considered heat/fire damage or resisted by heat resistance.
    • Boxes of crayons now have their own tile.
    • The "clean" action on liquid-covered objects now yields hotkey assignment priority to other actions, such as the "direct to attack target" action on companions.
    • Fixed a bug that made armor that occupies more than one body part unable to receive the Jacked mod.
    • Corpses left by temporal fugue clones now disappear at the expiration of Temporal Fugue.
    • Cybernetics from temporal fugue clones can no longer be implanted.
    • Unlit torches no longer set things on fire.
    • Autoexplore no longer attempts to open chests or bookshelves that are on imperceptible alternate vibrational planes of existence.
    • Robots no longer go prone when entering sleep mode.
    • The Billowing Conch of the Aji no longer produces non-functional blinding gas and stinking gas.
    • The player's torch burning out now interrupts autoact.
    • Baetyls now habitually reality-stabilize themselves.
    • Baetyls now get angry at 20% of their HP, not 80%.
    • Fixed a bug that made NPCs with Cleaved effects active repairable.
    • Fixed some color formatting in village quest giver referral messages.
    • Fixed a bug that made reality-stabilized objects coming into contact with a space-time vortex get sucked through the vortex after it was destroyed by the reality stabilization.


    201.30 - 'beta' branch


    • Reduced the offhand attack chance for horns from 25% to 20%.
    • Reduced the value of the Carnivorous defect from 3 points to 2 points.
    • The Hands equipment slot is now Worn on Hands.
    • Phase is now a toggleable ability.
    • Sunder Mind is now correctly reflected by mental mirror.
    • Reduced the memory load for several types of zone generation.
    • The augmentation-based coloring of mutation ranks on the character screen is now more accurate.
    • Mutations now show more information about their rank calculation when you select them on the character screen.
    • With Chimera, you're now a little less likely to grow body parts that have few or no equippable items.
    • Trade prices are now somewhat affected by your reputation with the trader's primary faction.
    • Removed Pack Rat and Unstable Germination from the game.
    • Tapping the Mass Mind now refreshes your Light Manipulation charges.
    • Added a toggle to the prerelease stage message log that prevents it from automatically switching sides.
    • Above-ground structures in village are now properly lit by daylight.
    • You no longer receive a popup about discovering your starting village.
    • You no longer bypass the random mutation-buy choice from Irritable Genome when buying a mutation due to a rapid mutation prompt.
    • Irritable Genome can no longer level mutations above a base rank of 10.
    • Gas mutaitons now always pump gas immediately on activation.
    • The Force Bubble mutation now displays as a toggle and can be disabled before the duration runs out.
    • Sunder Mind's mental connection now only reveals vision at radius 0 instead of 1.
    • You can now escape from the mutation variant selection menu without making a selection.
    • Popups from zoomed-out views no longer cause the background to zoom in to gameplay level.
    • While confused the overlay UI no longer shows item icons.
    • Dazed is now properly displayed in effect lists.
    • Important objects are no longer improperly cleared during zone generation. These include stairs, relic containers, quest objects, quest NPCs, and more.
    • When a temporary boosts to your Quills rank expires, the extra quills you gained are now properly removed.
    • The Horns mutation no longer says "You unequip the horns" when you advance its rank.
    • Removed the "Land" abilities from Wings and made "Fly" a toggle.
    • The intermediary brain brine status effect is now invisible.
    • Empty alchemist tables now appear correctly as alchemist tables.
    • Added recipe name entries for canned Have-It-All.
    • Yes/No and Yes/No/Cancel dialogs now allow you to click on the [Yes] [No] options in console UI.
    • Updated the horn type for fork-horned gnus, horned chameleon, Warden Ualraig and hindren.
    • Made the description of certain "no effect" cooking effects clearer, such as when you cook with slime while already having Slime Glands.
    • Fixed several issues in stat-boosting mutations where the boosts would be improperly applied.
    • Fixed a bug that caused prerelease UI elements to improperly display on top of cybernetics terminal windows.
    • Fixed new UI elements not displaying properly when the option to remove full-screen effects from the UI was enabled.
    • Fixed a bug with tooltip looker locations when the option to remove full-screen effects from the UI was enabled.
    • Fixed the mutation description for Chimera and Esper not appearing on the overlay character creation screens.
    • Fixed a bug that caused Beak to alter stats incorrectly during character generation.
    • Fixed a bug that caused the Sunder Mind effect to stick around after it was supposed to have expired.
    • Fixed a bug that caused Stinger equipment to not grow back properly after regeneration.
    • Fixed a bug that caused Carapace equipment to not grow back properly after regeneration.
    • Fixed a bug that caused flickering using the Looker while the prerelease UI was enabled.
    • [modding] Added [XRL.HasCallAfterGameLoaded] and [XRL.CallAfterGameLoaded] attributes for registering static methods to be called after game loads.
    • Fixed Lunge, Charge and Sting not appropriately applying poison 100% of the time when stinger was set as your primary.
    • Fixed several issues with the selection of mutation variants when you mutate after character creation.
    • Fixed some bugs where mutation ranks would not fully update when you advanced character level.
    • Fixed an issue that prevented some natural equipment from not working as your primary weapon when the body part it was equipped on was selected as your preferred default.
    • Fixed a bug with Metamorphosis.
    • Fixed an issue that caused Blinking Tic to trigger outside of combat.
    • Fixed a bug that caused some wait commands to improprely remove wait-based effects, like tightened carapace.
    • [debug] Rapid mutation popups no longer occur when popups are suppressed.


    [ 2020-09-19 08:49:18 CET ] [ Original post ]

    Feature Friday - September 11, 2020

    00.95


    • Spindle negotiation reward relics are no longer easily scummable with Precognition.
    • Millstones can now grind grave moss, compacted bone matter, and voider glands.
    • The language sparking baetyls use to request items now specifically indicates that the items should be placed on the ground before them.
    • You can no longer jump while flying.
    • Improved the death messages for dying via explosion.
    • Faction lists are now alphabetized in more contexts.
    • Obliteration relics now more precisely describe their scope.
    • You are now considered responsible for the deaths of creatures killed by obliteration relics you activate.
    • Critically failing at artifact examination now interrupts autoact.
    • You can no longer name zones from the world map.
    • Triggering a sound effect multiple times in quick succession is now volume-limited.
    • When receiving tinkering bits, the summary of your current bit locker is no longer shown.
    • Made fewer UI-based popups add their text to the message log.
    • In the trade and chest interaction UIs, the item info line at the bottom now appears for items on both sides of the menu instead of just the right side.
    • The item info line in the trade UI now includes the weight of the item.
    • Falling under lithofex gaze now interrupts autoact and motivates NPCs to flee.
    • Artifact examination now has an action cost.
    • Fixed a bug that caused maps generated in the ruins to be filled in with ground tiles.
    • Desert canyons and ruined waterways are now appropriately windy in the north/south direction in addition to east/west.
    • The various stages of diseases are now considered negative status effects.
    • You no longer receive weight limit warnings when performing a take-all from a container you are carrying.
    • Fixed a bug that caused using Intimidate to spend an action for each creature intimidated.
    • Fixed a bug that caused players to get messages when NPCs acquired Ironshank.
    • Fixed a bug that disabled hostility between NPCs without leaders.
    • Fixed a bug causing music from previously visited zones to play when a saved game was loaded.
    • Fixed some issues with the names of lair zones (mostly repetitions of "surface").
    • Fixed some bugs that would break Spindle negotiation rewards.
    • Fixed some grammar issues with list composition in various contexts.
    • Fixed some display issues in the water ritual dialog.
    • Fixed a bug that made it possible to be wading while flying.
    • Fixed some issues with the names of lair zones (mostly repetitions of "surface").
    • Fixed a bug that granted the Starry Demise achievement whenever the player exploded regardless of whether it was a neutron explosion.
    • Fixed an extra space in the display names of freeze rays.
    • [modding] The liquid used in the water ritual with a given NPC is now primarily determined by the property or tag WaterRitualLiquid on the NPC. The faction record can still override this, but the GivesRep part no longer has the giftType field.
    • [modding] Hero generation now supports the tag HeroFactionHeirloomChance, which can be used to specify a percentage chance that the hero will spawn with a randomly generated faction heirloom.


    201.25 - beta branch

    • We revamped Chimera.

      • Chimera still restricts the mutations you can acquire to physical only.
      • Whenever you buy a new mutation or mutate with Unstable Genome, one of the mutation options (chosen randomly) indicates that you if you pick it, you'll also grow a new body part.

        • The body part is chosen randomly from among all organic body parts.
        • The body part grows out of one of your existing body parts, weighted toward your body but any non-abstract body part is possible.

      • If you have Irritable Genome and Chimera, when you buy a mutation, there's a 1/3rd chance you'll grow the new body part. This is in place of the augmented selection, since you don't choose the mutation when buying one with Irritable Genome. You will get the augmented selections when Unstable Genome triggers, however.

    • Icons for objects are now displayed in a bunch of different menus.
    • Most natural equipment and mutation-based physical features now appear in a "Physical features" postfix at the end of a creature's description rather than in the "Equipped" postfix.
    • Wings and Stingers are no longer mutually exclusive.
    • Several issues with the return from [redacted] should now be fixed: saves not loading, unintended player clones, and action queue inconsistencies.
    • The Love and Fear quest can now be completed.
    • Alchemist tables no longer contain floating glowspheres.
    • Due to scattering, creatures now only drop a fraction of their ammo when they die.
    • The teleportation effect of eating a yondercane or voider gland is now imprecise, like the mutation.
    • The "locked in psychic battle" status from Sunder Mind now properly ends once the battle is over.
    • Carbide and fullerite hand bones now use the same tile for their fist objects as the implant objects.
    • When choosing a mutation to rapidly advance, the base mutation ranks of your choices are now be displayed.
    • Corrosive Gas Generation and Sleep Gas Generation now make you immune to acid gas and sleep gas, respectively. They do not make you immune to all forms of acid or involuntary sleep, however.
    • Replaying your most recent character now recalls custom mutation variants.
    • Quantum Jitters no longer trigger on the world map.
    • Kills made via Sunder Mind head explosions and nose bleeds now award experience.
    • Updated the default laptop keymappings with new binds for interact, auto-attack, and journal.
    • Dystechnia and Quantum Jitters no longer share the same character build code.
    • Fixed some bugs with the interactions between body-occupying mutations, rapid mutations, and the mutation level cap that occasionally caused those mutations to not refresh on time.
    • Fixed a bug that caused your name to be displayed as the sunderer when you were targeted with Sunder Mind.
    • Fixed Regeneration not applying its improved healing rate.
    • Fixed a bug that caused the charging visual effect to display your non-disguised tile while you were disguised.
    • Fixed deprecated commands sticking around when a default keymap was loaded.
    • Fixed cookbooks showing the new recipe popup twice.
    • Fixed a bug where some defects would display a rank.
    • [modding] The Armor part now supports modifying MA via the MA field.
    • [modding] Members on the WorldBuilder class are now public.
    • [modding] The cell Inherits property in Worlds.xml now functions properly when merging into existing worlds.


    [ 2020-09-12 05:52:39 CET ] [ Original post ]

    Feature Friday - September 5th, 2020

    00.91


    • Dying from a lithofex gaze now gives a better death message than "You die! (good job)".
    • Phasing in now triggers any appropriate gravitational effects.
    • Deep liquids no longer stop autowalk if the "Confirm before going swimming" option is off, and dangerous liquids no longer stop autowalk if the "Confirm before drinking and movement into certain dangerous liquids." option is off.
    • Pathfinding now considers hostile creatures to be navigation obstacles and avoids the squares next to non-ignored ones depending on their difficulty.
    • Precognition reversion now interrupts autoact.
    • Being lost now carries through Domination, and removes itself from NPCs should it somehow wind up on them.
    • NPCs now intermittently display more interest in moving away from campfires they are standing on top of.
    • Fixed some bugs in the logic of when you can put out fires.
    • Fixed a bug that made grenades thrown by temporal fugue clones disappear before they could explode because they were grenades.
    • Fixed a bug that made some forms of electrical damage not be acknowledged by rubbergum tonic and cooking effects.
    • Fixed a bug that caused bleeding damage to fail to apply when out of phase.
    • Fixed a bug that made the overlay UI autoexplore button flicker.
    • Fixed a display bug in agate figurines.
    • Fixed a typo in the message when trying to automove through a hostile creature.
    • Fixed a bug that made Nocturnal Apex often usable during the day.


    201.19 - beta branch

    • We revamped more mutations.

      • Electrical Generation

        • We revamped Electrical Generation.

          • EG now uses the same electrical charge units as energy cells and power systems.
          • Maximum charge is 2000+mutationLevel*2000.
          • Charge accrual rate is mutationLevel*100 per round, modulated by Willpower via a similar formula as cooldown modulation.
          • You can discharge at a minimum of 1000 charge. Deals 1d4 damage per 1000 charge, with the possibility of arcing to adjacent targets at reduced damage (maximum 1 target per 1000 charge).
          • Exposure to electromagnetic pulses always caused involuntary discharge; this is now documented and is now subject to a difficulty 18 Willpower save.
          • Energy cells and capacitors now have a "drink charge" option that lets you drain their charge.
          • You recharge 100 charge for each point of electrical damage taken.
          • You can provide charge to equipped devices that have integrated power systems, such as Jacked equipment.


      • Stinger

        • Reduced Confusing Stinger cost from 4 to 3.
        • We revamped the three Stinger mutations.

          • You now get a tail with the stinger attached.
          • Stinger penetration progression:

            • Level 1: 3
            • Level 2+: (mutationLevel-2)/3 + 4 (max 9)

          • Stinger damage progression:

            • Level 1: 1d6
            • Level 4: 1d8
            • Level 7: 1d10
            • Level 10: 1d12
            • Level 13: 2d6
            • Level 16: 2d6+1
            • Level 19+: 2d8

          • You always sting when you charge or lunge.
          • You can use the Sting activated ability (cooldown 25) to sting with autohit and autopen.
          • Venom save: 14 + mutationLevel*2
          • Paralyzation duration:

            • Level 1-2: 2-4 rounds
            • Level 3+: 1d3 + (mutationLevel)/3 + 1 rounds (max 1d3 + 7)

          • Confusion duration:

            • Level 1-2: 2d3 + 2 rounds
            • Level 3+: 2d3 + (mutationLevel*2)/3 + 2 rounds (max 2d3 + 14)

          • Poison duration: 8-12 rounds
          • Poison increment: (mutationLevel)d2, stackable


      • Sunder Mind

        • We revamped Sunder Mind.

          • For up to 10 rounds, you engage in psychic combat with an opponent, dealing damage each round.
          • Taking any action other than passing the turn will break the connection.
          • Each round, mental attack vs. MA. Damage increment:

            • odd levels: 1d3+(mutationLevel/2)
            • even levels: 1d4+(mutationLevel-1/2)

          • On the tenth round, you deal damage equal to the total amount of damage you've done so far.
          • Range: sight
          • Cooldown: 80 rounds




    • We revamped several defects.

      • Removed Brittle Bones and Hemophilia.
      • Amnesia

        • Revamped. It now gives 2 points.
        • Whenever you learn a new secret, there's a small chance you forget one.
        • Whenever you return to a map you previously visited, there's a small chance you forget the layout.

      • Analgesia

        • Renamed Numb.

      • Blinking Tic

        • Tweaked occurrence chance.
        • Changed so it only triggers during combat.

      • Dystechnia (new)

        • 2 points.
        • You're much worse at examining artifacts.
        • You can't have artifacts identified for you because you don't understand their explanations.
        • When you break an artifact during examination failure, it explodes.

      • Electromagnetic Impulse

        • Tweaked occurrence chance.
        • Changed so it only triggers during combat.

      • Hooks for Feet

        • Removed the -10 move speed penalty.

      • Irritable Genome (new)

        • 4 points.
        • Whenever you spend a mutation point, the next mutation point you gain will be spent randomly.
        • Whenever you buy a new mutation, you get a random one instead of a choice of three.

      • Myopia

        • Increased point value from 2 to 3.
        • Made radius 10.
        • Renamed Myopic.

      • Narcolepsy

        • Reduced point value from 4 to 3.
        • Tweaked occurrence chance.
        • Changed so it only triggers during combat.

      • Psionic Migraines (new)

        • 4 points.
        • You cannot wear hats or helmets.

      • Quantum Jitters (new)

        • 3 points.
        • Whenever you use an activated ability, there's a small chance your focus slips and you dent spacetime in the local region, causing 1-2 spacetime vortices to appear. This chance increases the longer you go without using an activated ability.

      • Socially Repugnant

        • Revamped. It now gives -50 reputation with every faction.

      • Spontaneous Combustion

        • Tweaked occurrence chance.
        • Changed so it only triggers during combat.

      • Tonic Allergy (new)

        • 4 points.
        • The chance your mutant physiology reacts adversely to a tonic is increased to 33%.
        • If you react adversely this way to a salve or ubernostrum tonic, the adverse reaction effect is chosen randomly from among other tonic effects. You will still heal.


    • We fixed some issues with mutation changes from last week.

      • Teleportation - we kept the uncertainty radius but changed the target back from line of sight to any explored location (this was always the intention).
      • Adrenal control no longer increases its own rank.
      • Adrenal control no longer increases the ranks of mental mutations.
      • Attributes gained via adrenal control no longer count toward skill prerequisites.
      • Removed the Stinger / Wings exclusions.
      • Fixed a bug that prevented Slime Glands from letting you walk over slime.

    • You can now select a limb in the equipment menu to make it your primary limb. If you do so, your Right Hand (old primary) inherits the offhand attack percentage that the new primary limb had.
    • Disguising items no longer change your tile when equipped in the thrown weapon slot.
    • Rifling through trash with Scavenging and Trash Divining is now toggleable.
    • There is now a classic UI option to indent body parts on the equipment screen, making their hierarchy more visible.
    • Sleep Gas Generation and sleep gas breathing no longer prevent you from voluntarily going to sleep.
    • NPCs immune to sleep gas no longer avoid it while pathfinding.


    [ 2020-09-05 09:10:38 CET ] [ Original post ]

    Feature Friday - August 28, 2020

    00.90


    • Fixed a bug that caused certain worldmap graphics to be improperly hidden.
    • [modding] The mutation lists in character generation are now sorted by display name rather than displaying in order of their loading.
    • [modding] Beak and Carnivorous are now public.


    201.18 - 'beta' branch


  • [modding] Several new attributes have been added to Bodies.xml elements. bodyparttype and bodyparttypevariant now have:

    • Appendage, a boolean flag for whether the body part type is an actual appendage (in addition to all previously existing requirements, this flag must be true for a body part to be dismemberable)
    • UsuallyOn, which is used with appendages to designate the typical parent body part of this body part (for example, the UsuallyOn value for Face is Head, the UsuallyOn value for Hand is Arm)
    • UsuallyOnVariant, which is used for body part type variants to designate a specific variant they're typically attached to (for example, the UsuallyOnVariant value for Sensor Array is Control Unit)
    • ImpliedBy, which is used by body parts like Hands to designate that some number of another body part (in this case, Hand) implies their existence
    • ImpliedPer, which works with ImpliedBy to specify how many of the implying parts are "satisfied" by the existence of this part

  • Catching fire now interrupts autoact, as does a visible or audible companion catching fire.

  • We revamped several more mutations.

    • Adrenal Control

      • We revamped it, again.

        • Increased cost from 3 to 4.
        • Reduced Quickness bonus from 38+(mutationLevel * 2) to 9+mutationLevel.
        • Increased cooldown to 200.
        • Made duration a flat 20.
        • While active, other physical mutations get +(mutationLevel/3)+1 rank.


    • Beak

      • Beak is now a 1-point mutation instead of a defect.
      • No longer occupies face slot.
      • Added a +1 Ego bonus. (sightly beak)
      • Updated description to reflect the correct amount of bonus bird reputation (+200).

    • Beguiling

      • Increased cost from 3 to 5.
      • Simplified success roll to 1d8 + characterLevel + mutation Level (or Ego mod, whichever is higher) VS target's characterLevel + MA.

    • Burgeoning

      • Tumbling pods spawned by burgeoned feral lah no longer (dangerously) follow you around.

    • Clairvoyance

      • Increased the cooldown from 75 to 100.
      • Reduced the visibility duration from 16 + mutationLevel * 2 to 19+mutationLevel.
      • Upped the level at which the whole map is revealed to 15.

    • Confusion

      • Increased cost from 3 to 4.
      • Confusion AOE is now a cone originating from the caster.
      • Cone angle: 29+mutationLevel
      • Cone length: 4+mutationLevel/3
      • Increased cooldown from 40 to 75.
      • Changed duration to 0.8*((mutationLevel/2)+10) to 1.2*((mutationLevel/2)+10).
      • Fixed a bug that prevented Confusion's penalty to mental stats form being applied.

    • Domination

      • Increased cost from 4 to 5.

    • Ego Projection

      • Increased cost from 2 to 4.
      • If this ability comes off cooldown before the duration has expired, you can no longer boost the same stat multiple times.
      • Changed duration (which was broken) to: 16+(mutationLevel * 2) to 20+(mutationLevel * 2).
      • Boosting a stat now has an action cost.

    • Force Bubble

      • Reduced cost from 5 to 4.

    • Force Wall

      • Changed cool from 108-(mutationLevel * 8) to a flat 100.
      • Changed duration from 25 to 14+(mutationLevel * 2).

    • Mass Mind

      • Changed cooldown to 550-(mutationLevel * 50), minimum 100.
      • Willpower no longer affects Mass Mind's cooldown.
      • Each use attracts slightly more attention from psychic interlopers.

    • Mental Mirror

      • We revamped this mutation.

        • We did away with the charges.
        • If this mutation is off cooldown when you suffer a mental attack, you gain +3+mutationLevel MA against that attack (and the mirror goes on cooldown). If the attack then fails to penetrate your mental armor, it's reflected back at your attacker.
        • Cooldown: 50.


    • Regeneration

      • Reduced cost from 5 to 4.
      • We revamped this mutation.

        • You regenerate hitpoints at your full rate in combat. (This was true previously but wasn't documented.)
        • Regeneration bonus is now a percentage instead of a flat bonus: +10% + (mutationLevel*10)
        • mutationLevel*10% chance per round to regrow a missing limb. If this chance exceeds 100%, you cannot be decapitated.
        • 1% + mutationLevel/3 chance per round to remove a minor physical debuff at random. At mutationLevel = 5, this becomes any physical debuff (including glotrot, ironshank, sore thorat, and monochrome).


    • Quills

      • Changed AV progression.

        • Level 1-2: 2
        • Level 3+: mutationLevel/3 + 2

      • Quill penetration now caps at 6.
      • Changed the damage reflection for unarmed attacks.

        • Now, when a creature uses an unarmed attack against you, roughly 1% of your quills break and you reflect 3% * numQuills damage back at your attacker.

      • Quill regeneration is now affected by Willpower.

    • Stingers (partial implementation)

      • Stingers now give you a tail and are equipped on the tail instead of your back.
      • More changes to come.

    • Stunning Force

      • Normalized damage increment to 1d3 + (mutationLevel-1) / 2.

    • Teleportation

      • We revamped this mutation.

        • Teleportation is now imprecise. You teleport to a random square in the picker's area of effect (radius = 13-mutationLevel, minimum 2).
        • If an occupied square is chosen, you're shunted to another, unoccupied square (th new square can be outside the AoE).

      • Changed cooldown to 103-(3 * mutationLevel).

    • Two-hearted

      • Reduced cost from 4 to 3.
      • Removed Quickness penalty.
      • Removed synchronized heartbeat effect.
      • Added a % bonus to sprint duration: 10% + 20*mutationLevel.


  • We updated some of our revamps from last week.

    • Increased Wings cost from 3 to 4.
    • Reduced Sleep Gas Generation cost from 4 to 3.
    • Changed Carnivorous cost from -1 to -3.
    • Reduced Triple-jointed cost to 3 as stated.
    • Actually implemented Photosynthetic Skin's changes.
    • Fixed Horns bleed damage.
    • Passing the turn while burning with a tightened carapace prefers to remain tightened now rather than beat out the flames.

  • The resolution to Kith and Kin has been repaired and revamped.
  • Added a new quest: Love and Fear.
  • Fixed a bug that reverted the carbine/sparbine nerfs.
  • Reduced the potency of Psychometry granted by bananas to +1-2 if you don't already have the mutation.
  • Confused creatures now have some variety in their actions.
  • Made seedsprout worm corpse drop at 100%.
  • Changed clump of bone meal to just bone meal.
  • The prerelease stage screen message log now has a background transparency toggle.
  • Added new overlay/prelease conversation dialog boxes.
  • Fungal infections now appear in their own, prioritized category when using the spray bottle.
  • More prerelease stage popup can now be dismissed with Esc.
  • Sheba's Give Book option now remembers where you were in the list when it re-opens.
  • [modding] Added a new test Debug option, "Show Error Popup", that should be useful for modders.


  • [ 2020-08-29 06:54:05 CET ] [ Original post ]

    Feature Friday - August 21, 2020

    00.89


    • It's now possible to use a shield unskilled at a 25% block chance.
    • The section in the manual on the combat sequence now includes a description of shield blocking.
    • Attempting to move past the edge of the world now gives a message instead of failing silently.
    • When you fire a missile weapon without a target and your aim snaps to the nearest hostile creature, that creature is no longer set as your target.
    • NPCs are now able to attack inanimate objects they want to destroy.
    • Mutants with temporal fugue are now referred to as temporal fugitives in village histories.
    • Lase now ignores targets it cannot hit when selecting a target.
    • Dehydration notifications are no longer provided for companions who wouldn't generate a death notification.
    • You can no longer swap position with neutral or friendly puffer fungi.
    • Being involuntarily moved into a wall with burrowing claws or a drill equipped no longer forces you to attack the wall.
    • Being involuntarily moved can no longer swap you with a hostile creature.
    • Autoexplore can no longer swap you with an ignored hostile creature.
    • Engulfed creatures now have the lowest priority for purposes of determining which creature is hit when a tile is attacked. The purpose of this change is to make it so that companions can reasonably attack creatures that are engulfing you.
    • Village zones no longer fight with themselves over what music to play.
    • Grenades, mines, and bombs can now be detonated as an inventory action.
    • The classic UI key mapping screen now indicates that you can press delete to clear a command's bindings.
    • The selection hotkeys for donating a book to Sheba Hagadias no longer goes into non-alphabetic characters when you have a lot of books.
    • Projectile animations now become faster the longer the projectile's flight path is.
    • Lase's animation is now faster in general, and becomes faster the longer its path is.
    • Added variant death messages for being killed by electrical, acid, and disintegration damage.
    • Fixed a bug that made delete in the classic UI key mapping screen fail to trigger the bindings being saved.
    • Fixed a bug that caused temporary liquids (for example, acid pools produced by acid walltraps to become permanent through fluid dynamics processes.
    • Myopia's effect on visibility distance now works in more contexts.
    • Fixed a bug that degraded performance when creatures swam.
    • Fixed a bug that caused NPCs with Flaming Hands, Freezing Hands, Freeze Breath, and other breath attacks to stand still when targeting an enemy in the same cell as a wall.
    • Fixed a two-character grammatical redundancy in torches' description.
    • Fixed the message given when you lay a mine or set a bomb.
    • Fixed various instances of situation-specific death messages being overwritten by the generic, "You were killed by so-and-so".
    • Fixed a bug that made agility contribute less to throwing accuracy than it was meant to.
    • Fixed a bug that broke telepathy.
    • [debug] Fixed a bug that caused the "Give 250000 XP" keybind to give the XP without leveling you.
    • [modding] Creatures now respect their NoTrade tag in conversations.
    • [modding] The Mods directory is now created on startup if it doesn't already exist.
    • [modding] The ID attribute of your quests can now be used in QuestsByID. If an ID doesn't exist, Name is used.
    • Proselytes and rebuked robots can now be dismissed from your service as an interaction command.
    • Party members now more consistently behave in a fashion consistent with their leader's attitudes.


    201.15 - beta

    This patch includes the first batch of changes for a wide-scale mutation balance. More to come!


    • When you level up to level 5, and every 10 levels afterward, your genome enters an excited state and you can rapidly advance one of your physical mutations.
    • Rapid advancement increases the mutation's rank by 3.
    • These three ranks don't count toward the rank 10 limit.
    • Rapidly advanced mutations are still subject to the mutation rank cap that's based on character level.
    • If you have 4 mutation points after gaining a level, you'll have a chance to buy a new mutation before you choose a mutation to rapidly advance.
    • If you have no physical mutations at this point, nothing happens.

  • We revamped several physical mutations.

    • Adrenal Control.

      • Reduced cost from 4 MP to 3.
      • We revamped this mutation.

        • You now gain an activated ability, Release Adrenaline, that increases your quickness by mutationLevel*2+38 for mutationLevel+19 rounds.
        • Cooldown: 100.


    • Burrowing Claws

      • Increased cost from 2 MP to 3.
      • Claws no longer occupy hand slot.
      • Your base fists are now replaced with claws that function as short blades and deal increased damage with mutation level.

        • levels 1-3: 1d2
        • levels 4-6: 1d3
        • levels 7-9: 1d4
        • levels 10-12: 1d6
        • levels 13-15: 1d8
        • levels 16-18: 1d10
        • levels 19+: 1d12


    • Carapace

      • Reduced cost from 4 MP to 3.
      • DV penalty is now a flat -2 across all mutation levels.
      • You no longer have trouble getting up when knocked prone.
      • Reduced the DV penalty for tightening your carapace from -10 to -2.

    • Carnivorous

      • Changed this into a defect that gives 1 MP.
      • Removed the tasty bonuses from eating meat.

    • Corrosive Gas Generation

      • Removed mutual exclusion with Sleep Gas Generation.
      • Increased the number of rounds you release gas for from mutationLevel/2 + 1 to mutationLevel+2.
      • Increased the cooldown from 35 to 40.
      • Corrosive gas no longer deals damage to items.
      • (cosmetic) Renamed the activated ability name to "Release Corrosive Gas".

    • Double-muscled

      • Reduced cost from 4 MP to 3.
      • Removed the movespeed penalty.
      • Changed the chance to daze on a successful melee attack to 13% + mutationLevel*2 for 2-3 rounds.

    • Electromagnetic Pulse

      • (cosmetic) Renamed the activated ability to "Emit Pulse".

    • Flaming Hands and Freezing Hands

      • Renamed to Flaming Ray and Freezing Ray. You now have the option to customize these mutations and choose a limb for the ghostly flames/icy vapor to appear on (Hands, Feet, or Face).
      • Now neither mutation occupies the Hands or any other body slot.
      • If you get the limb you chose severed, you lose access to the mutation's powers.
      • The temperature increase/decrease on melee attacks now applies to attacks made with any limb. We also added this behavior to the mutation description (it was previously undocumented).
      • Added a temporary exclusion with Beak.

    • Flaming Ray

      • Reduced cost from 5 MP to 4.

    • Freezing Ray

      • Increased cooldown from 10 to 20.

    • Heightened Quickness

      • Reduced cost from 4 MP to 3.
      • Removed the toughness penalty.
      • Increased quickness buff to mutationLevel*2 + 13.

    • Horns

      • You can now choose a cosmetic option for horns (horns, horn, antlers, casque).
      • Increased the chance for a horns attack from 20% to 25%.
      • Increased AV progression to (mutationLevel-1)/3 + 1.
      • Generalized damage to 2d[(mutationLevel/2)+3].
      • Improved bleeding damage to the following.

        • levels 1-3: 1
        • level 4+: 1d2 + (mutationLevel-4)/3

      • If you aren't wielding anything in your primary hand, you now attack with your horns as if they were your primary attack.

    • Multiple Arms

      • Increased the chance for extra attacks from 6% + mutationLevel * 2 to 7% + mutationLevel * 3.

    • Multiple Legs

      • Increased cost from 4 MP to 5.
      • Changed move speed bonus from mutationLevel * 5 + 3 to mutationLevel * 20.

    • Night Vision

      • You can now see [redacted].

    • Phasing

      • You can now phase back in on demand.

    • Photosynthetic Skin

      • Increased the bonus regeneration rate from Basking or cooking with lignin from 20% + mutationLevel * 4 to 20% + mutationLevel * 10.
      • Increased the bonus quickness from Basking or cooking with starch from 1 + Ceiling(mutationLevel/2) to 13 + mutationLevel*2.
      • Generalized the servings of starch and lignen you can store to [(mutationLevel-1) * 4] + 1.
      • Generalized the bonus duration of Basking's effect to [(mutationLevel-1) * 4] + 1.

    • Sleep Gas Generation

      • Increased cost from 3 MP to 4.
      • Removed mutual exclusion with Corrosive Gas Generation.
      • Increased the number of rounds you release gas for from mutationLevel/2 + 1 to mutationLevel+2.
      • Increased the cooldown from 35 to 40.
      • (cosmetic) Renamed the activated ability name to "Release Sleep Gas".

    • Slime Glands

      • You can walk now over slime without slipping.

    • Spinnerets

      • Activating Spin Webs no longer takes an action.
      • Made web save difficulty scale at 2X mutation level instead of 1X.
      • Increased arachnid reputation bonus from +200 to +300.

    • Thick Fur

      • Increased heat and cold resist bonus to +5
      • +100 reputation with all of the following: apes, baboons, bears, and grazing hedonists

    • Triple-jointed

      • Reduced cost from 4 MP to 3.
      • Removed the strength penalty.
      • Removed the bonus chance to dodge.
      • Added a 7% + mutationLevel * 3 chance that Agility-based skill powers don't go on cooldown after use

    • Two-headed

      • Increased cost from 2 MP to 3.
      • Improved mental action cost reduction from 16% + mutationLevel * 4 to 15% + mutationLevel * 5.
      • Improved chance to shake off a mental debuff from 5% + mutationLevel to 5% + mutationLevel * 2

    • Wings

      • Wings no longer take up the Worn on Back slot.
      • (cosmetic) Your Worn on Back slot is renamed to Worn around Wings.
      • +10% + (mutationLevel*10) move speed while sprinting.
      • Jump range is increased by (mutationLevel/3) + 1.
      • Charge range is increased by (mutationLevel/3) + 2.


  • We nerfed the carbine and the sparbine.

    • Reduced carbine's accuracy.
    • The masterwork carbine quest reward now uses the same ammo as the standard carbine (lower damage).

  • We made burning damage scale with temperature.

    • 1-100 above flame point: 1 damage per round
    • 101 - 300 above flame point: 1-2 damage per round
    • 301 - 500 above flame point: 2-3 damage per round
    • 501 - 700 above flame point: 3-4 damage per round
    • 701 - 900 above flame point: 4-5 damage per round
    • 901+ above flame point: 5-6 per turn

  • Added a new clock to the main screen in the overlay UI.
  • Added a new item: wrist fan.
  • Added a new item mod: disguise.
  • Dynamic villages can now generate with resident apothecaries.
  • Elder Irudad now has some apothecary wares.
  • Added a nice new overlay UI element for popup messages.
  • The overlay UI now displays your drams of freshwater next to your weight.
  • You can now access the mod manager from the main menu in the classic UI.
  • You can now use Page Up, Page Down, +, and - to navigate the classic options & key mapping menus.
  • You can now use Page Up and Page Down to navigate the tinker menu.
  • The trade UI "don't have enough water containers" message no longer resets the trade window.
  • Sprint now has a single active ability, "Sprint", which can be toggled.
  • Stopsvalinn now has a better chance of spawning with a high-end energy cell, when it spawns with an energy cell.
  • Spiral borers are now able to dig in reloaded zones.
  • The Astral monster mutation can no longer be leveled
  • Nonexistent journal entries can no longer be deleted.
  • Fixed the switched cooking effect behavior on starch and lignin.
  • Fixed a bug that caused the wrong XP value to be displayed in the Sheba Hagadias book turn-in dialog for stacks of books.
  • [debug] The clearstatshifts wish no longer returns spent mutation, skill and attribute points.
  • [modding] Most internal classes are now public.
  • [modding] Colors, anatomies, options, conversations, and pronouns now reload properly when mod configuration changes.
  • [modding] Fixed a bug that caused the detail color of subtypes to be merged onto the tile.


  • [ 2020-08-22 06:31:04 CET ] [ Original post ]

    Feature Friday - August 14, 2020

    00.86


    • You can once again acquire fungal infections.
    • On the character screen, attributes that are modified above or below their base values now display as green or red, respectively. You can also now select an attribute on this screen to display its base level, which is used for meeting skill requirements.
    • You can now disassemble without the Tinkering skill as long as you have the Disassemble skill power.
    • Confusion now affects artifact examination.
    • The following objects are now tagged as being made of metal: HE missile, becoming nook, cybernetic rack, leering stalker's pneumatic piston, scrap shoveler's scrap saw, crypt sitter's chrome stilt, strip fly's mechanical pincers, Rodanis Y's tungsten carbide hammer-fist and axe-fist, and boosterbot's helping hand.
    • Tinkered items can no longer generate fitted with suspensors or liquid-cooled.
    • Baetyls can no longer be psychically attacked and are now subject to EMP.
    • Industrial fans now respect phase.
    • Steam no longer burns things to ash.
    • Steam now tracks who is responsible for creating it.
    • The Gas Generation mutations now produce gas in the same phase as the mutant producing it.
    • Quest item torches no longer lose their unique display names.
    • Using psychometry on a stack of items now results in better messaging.
    • Reading passcodes using psychometry is now subject to reality stabilization.
    • Loading a medassist module from the implant's interaction menu no longer loads an entire stack of tonics.
    • The Mutating effect is now considered negative.
    • Greater voider teleportation now respects normality but is powerful enough to contest it.
    • Thrown weapon reequipping now reequips a similar item from your inventory if an identical one is not available.
    • Autoexploring while wearing ninefold boots no longer teleports you between zones.
    • Disassemble all is no longer usable with hostile creatures nearby.
    • When you disessemble multiple items or use disessemble after performing another activity that has an action cost, you're now forced out of the interaction menu as you approach an action cost deficit that would place you in danger if hostile creatures arrived.
    • Mechanimist snailmother converts now spawn ickslugs with the same faction attitudes as their mothers.
    • Made item naming more reliably relevant to events that just occurred.
    • Relics and relic-like items are now consistently unmoddable.
    • Messages are no longer generated when creatures out of your line of sight use Shield Wall.
    • Being asleep now generates a message only if the last message you received was about something other than being asleep.
    • Popups are now used for messaging stat saps' permanent attribute drain.
    • Being blocked by an object no longer displays any weapon performance characteristics it may have.
    • Dominating someone you have performed the water ritual with and then looking at yourself no longer displays "You are water-bonded with you" in your description.
    • Fixed the conjugation of the verb "get" in the companion thirst notification message for companions of pseudo-plural gender.
    • Fixed a bug that disabled autoact rate limiting.
    • Fixed some bugs around tracking body parts added by equipment.
    • Fixed a bug that caused some liquid coverings, particularly acid-based ones, to not generate a clean action.
    • Fixed a bug that sometimes caused fire-based abilities to end early when they encountered mixed liquids.


    [ 2020-08-15 05:30:13 CET ] [ Original post ]

    Feature Friday - August 7th, 2020

    00.82


    • Examining artifacts now requires being able to move your extremities.
    • Eating snacks now requires being able to move your extremities.
    • The "HP warning threshold" option now defaults to on at 40%.
    • Various powered items, such as VISAGEs and ninefold boots, now correctly drain the last dram of their slotted liquid-fueled energy cells rather than leaving behind one unusable dram. If you find more items that do this, please report them on the public bug tracker: https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues.
    • NPCs attempting to use broken and rusted tonics no longer cause messages popups for the player. NPCs also attempt to use broken and rusted tonics less often.
    • Creatures are more willing to enter gas clouds, especially if they are immune to the gas.
    • Stunning Force can no longer be used on the world map.
    • Slumberlings are no longer Wakeful when they emerge from their natural hibernation.
    • Item naming opportunities triggered by leveling up now occur after the level up message.
    • Nullbeards are now permanently astrally tethered rather than immune to astral tethering or burdening.
    • Puffer fungi once again take damage from damaging gases at the rate inanimate objects do.
    • Frozen energy cells slotted into equipment no longer stay frozen forever.
    • Implanting a cybernetic implant now makes it permanently understood. If it was only understood due to a techscanning ability, losing that ability no longer converts it to an implanted "weird artifact".
    • Strip flies now respect phase and flight.
    • Psionic weapons can no longer be disassembled.
    • Items are now automatically weightless when equipped in a Floating Nearby slot.
    • Autogetting from adjacent squares is now controlled by an option: "Autopickup from adjacent squares". It defaults to off and only covers non-autoexplore movement.
    • You're now interrupted in the middle of autogetting multiple items when a hostile creature nears you (rather than being slammed by multiple enemy actions afterward).
    • Whether you immediately pick up items butchered from corpses is now determined by your autoget settings, not by whether you were autoexploring.
    • Pathfinding now avoids mines laid and bombs set by non-hostile creatures, to varying degrees by munition type.
    • Added a new option, "Prerelease Stage Scale", in the Overlay UI section.
    • Fixed a bug that broke mod tinkering when certain items had high-powered magnets applied to them.
    • Fixed a bug caused the Wakeful effect to not work sometimes.
    • Fixed a bug that disabled measures to prevent inappropriate objects from spawning on top of each other.
    • Fixed a bug that made Flexiweaved sometimes give positive DV.
    • Fixed some bugs that caused equipping certain items to fail to trigger their state changes, such as quest completion and DV updates for defensive stance.
    • Fixed a bug that caused save modifiers provided by cybernetic implants to not work.
    • Fixed a bug that caused the liquid-cooled item mod to be unapplyable in some cases where it should have been applyable.
    • Fixed a bug that destroyed cybernetics when another implant was implanted directly in its slot.
    • Fixed a bug that caused the value of cybernetics credit wedges to not show up in the short version of their display names.
    • Fixed a color pattern typo in Ereshkigal's interface.
    • Fixed a typo in a journal accomplishment.
    • Fixed a stray color markup tag in save modifier rules text.
    • Fixed some grammar bugs in the descriptions of hostile clones.
    • [modding] Specifications for DefaultBehavior attributes in Bodies.xml part elements are now correctly respected.
    • [modding] Fixed a bug that made less information available in some movement-related events than should have been.


    201.8 - beta
    • Mechanical cherubim are now classified as robots.
    • Villages and chef ovens should no longer let you cook game-breaking meals.
    • The schematics choices for acquiring Tinker I, Tinker II, and Tinker III are now of the appropriate complexity for that tinker tier.
    • Village immigrants' pronouns are now more consistent.
    • Added a new option, "Prerelease Stage Scale", in the Overlay UI section.
    • Fixed a typo in waveform worm's description.
    • Fixed a bug with villager dialog color.
    • [modding] We added a new in-progress overlay UI for the Mod Manager.
    • [modding] Added a new "manifest.json" file to populate the extra fields shown in the Mod Manager. This file now subsumes config.json (you should convert any config.json files into manifest.json files). See https://cavesofqud.gamepedia.com/Modding:Manifest.json.







    [ 2020-08-08 08:57:06 CET ] [ Original post ]

    Feature Friday - July 31, 2020

    00.81


    • Trolls now know how to swim.
    • Clicking a tile with a hostile creature now attacks the creature instead of attempting to speak with it.
    • Gave rainboweave cloaks lower DV but a chance to refract light-based attacks.
    • Added a new status effect, Wakeful, that gets applied for 3-5 rounds after you wake up from involuntary sleep. While wakeful, you can't fall asleep.
    • Item naming now allows apostrophes.
    • Baetyls no longer request the Billowing Conch of the Aji.
    • Long blade stances now respect your restrictions on companion ability use.
    • En garde! now takes Lunge and Swipe off cooldown when it activates.
    • You no longer have the option to decline being moved by a factory arm into a deep shaft.
    • Penetrating radar now reveals hidden objects that can be discovered by searching.
    • Messages for spotting hidden objects now include directional information.
    • Missing skill prereqs now cause entries on the Skills screen to be grayed out, like they are for unmet attribute requirements.
    • Pathfinding now goes to much less effort to avoid many types of liquids and some types of gases.
    • Skills that require a weapon of a given type to be wielded in the primary hand now accept weapons wielded in the first hand if your primary limb is not a hand, such as for animals whose primary limb is often their face or foot.
    • Fixed a bug that caused hyper-elastic ankle tendons' behavior to be excluded from their description.
    • Fixed a bug with stacking that resulted in permanent MA / DV loss.
    • Fixed a bug that caused suspensors to not work properly on equipped items.
    • Fixed a bug that caused ceremonial vibrokhopeshes to repeatedly reboot while you travelled on the world map.
    • Fixed a bug that sometimes made it impossible to interact with companions.
    • Fixed some bugs that caused various types of cloned creatures to not be hostile when they should have been.
    • Fixed some bugs that disabled the escape teleportation used by some relics, extradimensional items, and chaotic cherubim.
    • Fixed a bug that caused books to be unreadable from the prerelease equipment screen.
    • Fixed a misattribution in Lase messaging.
    • Fixed a typo in sultan history.
    • Fixed a bug that made Saad Amus very lazy.
    • [modding] Liquids' ObjectEnteredCell method now receives the relevant ObjectEnteredCellEvent as its second argument. The version that receives the GameObject moving as its second argument is still called for compatibility.
    • [modding] WishCommands should now properly be loaded/unloaded with mod changes.


    201.6 - beta


    • Creatures that try to keep their distance from you now may now decide to take other actions, such as defend themselves directly, when they fall below 50% HP.
    • Evil twins now reconsider their equipped items when they spawn.
    • Stage layouts wider than 1080p now letterbox correctly.
    • The look dialog is now only dismissble via Space or Esc.
    • Mouse movement now paths through non-hostiles if necessary to reach your destination.
    • Rhinox charge now respects phase and flight.
    • Fixed a bug that caused books to be unreadable from the prerelease equipment screen.
    • Fixed a bug that caused books to continue to render in the background even after you exited out of the read book screen.
    • Fixed a bug where hitting Esc from the Save Build prompt would save the build with no name rather than backing out of the menu.
    • Fixed the "restore defaults" button on the prerelease control mapping screen improperly clearing all keybinds.
    • [modding] Added native support for Harmony 2.0.2 patches in mods (https://github.com/pardeike/Harmony). harmony.PatchAll() is called after mod assembly compilation, applying all mod-defined harmony patches.
    • [modding] Upgraded the C# compiler to Roslyn.
    • [modding] Errors and warnings generated by the mod compiler now include the associated filename and line number.
    • [modding] The "playerwho" wish now properly allows turns to tick.


    [ 2020-08-01 07:35:32 CET ] [ Original post ]

    Feature Friday - July 25, 2020

    00.80

  • Swarmers now only contribute their swarmer bonus if they are hostile to the target.
  • The swarmer bonuses of swarmers in the same tile no longer stack.
  • Swarmers can now only receive one Swarm Alpha bonus. If multiple swarm alphas are adjacent, the highest bonus applies.
  • Warmup chirps from visible turrets no longer interrupt autoact if your options are set to ignore the turret.
  • Autoget (independently of autoexplore) now retrieves items from adjacent squares (no longer just liquids).
  • The Spindle negotiation no longer occasionally produce strange, unusable shields.
  • Fixed a bug that gave Swarmers +1 to hit all the time regardless of other swarmers instead of their described to hit bonus.
  • When the tile at the bottom of a pit is occupied, things that fall down the pit now land in nearby tiles rather than failing to fall.
  • When something falls down a shaft, a message is now generated.
  • Fixed a bug that caused the Thick Fur mutation to give 8 heat and cold resist instead of 4.
  • Fixed a bug that caused Graftek grafts to behave oddly.
  • Fixed some occasional issues with the location you arrive at when entering a zone from the world map.
  • Fixed a bug that made tonics not show their behavior in their descriptions for mutants.
  • Fixed a bug that broke becoming unlost by returning to a familiar area.
  • Fixed several issues with input in the overlay UI

    201.2 - beta branch

  • Conveyor belts are now immune to heat and acid.
  • Added some utility buttons to the upper-right corner of the prerelease UI.
  • Tweaked the order that information is hidden on the prerelease status bar (top).
  • Prerelease UI ability buttons should now be clickable.
  • Player and NPC named items now indicate their original names in their descriptions.
  • Penetrating radar now reveals hidden objects that can be discovered by searching.
  • Messages for spotting hidden objects now include directional information.
  • Non-creature organic items are now described as "damaged" rather than "wounded".
  • Fixed a bug that caused burgeoned young ivory and lurking beth to notify the burgeoner of their deaths.
  • Fixed a bug that caused astral tabbies to spawn in the wrong phase.
  • Fixed a bug that caused primordial soup sludge display names to go wild.
  • Fixed a typo with the Flaming Hands mutation when it was gained through a cooking effect.
  • Fixed a typo in the Kyakukya recoiler.
  • [modding] Extended the Genotypes.xml IsMutant attribute to more contexts where the mutant / true kin distinction is relevant.
  • [debug] Added a new wish to remove a mutation: "mutationbgone:mutationid". Thank you to discord mod helado for the contribution!
  • [debug] Added new wish to view data disks: "datadisk" (with a menu of all possible data disks) or "datadisk:Blueprint" or "datadisk:mod:ModName".


  • [ 2020-07-25 07:03:15 CET ] [ Original post ]

    The Tomb of the Eaters is here. (changelist 2 of 2)

    See Part 1 of this announcement, with the first batch of patch notes, here.

    [h3]MISCELLANEOUS AND BUGFIXES[/h3]


    • Added a water wheel and millstone to Joppa.
    • Added descriptions for the following objects: fulcrete, conveyor drive unit, conveyor belt, bones, metal door, plastic tree, hammock, and brick.
    • Added new tiles for the following objects: stairs, basic toolkit, rubble, and Tam's sign.
    • Gave an ASCII makeover to the following objects: gravestones, unripe banana trees, floor cushion, medium boulder, bookshelf, sign, power line, brick, woven basket, hammock, flux gauge, Asphodel, Asphodelytes, walkways, various vessels, yawning gap, and weathered wood.
    • Graffitied text now appears in the color of the graffiti on the object glyph.
    • Stairs are no longer moved by conveyor belts.
    • Tattooing a companion no longer tattoos you instead of them.
    • Renamed human child to woodsprog.
    • Tables no longer change their tile when you remove and return the same object.
    • Quartzfur hats now message themselves as being made of quartz rather than glass.
    • Solar and radio-powered cells now receive their charge more reliably on the world map and should cause less lag.
    • Temporal fugue clones no longer lose their items before they expire.
    • Sturdy spectacles and mirrorshades no longer incorrectly report that they have broken in melee.
    • Ice frogs no longer sit in immobile confusion until approached.
    • Animating an object with Spray-a-Brain no longer causes every object of that type to be recategorized as a Creature.
    • Items generated as quest items no longer cause every item of that type to be recategorized as a Quest Item.
    • Answering no to using an unpowered advanced toolkit while autoexploring now interrupts the autoexplore, preventing message loops.
    • The water ritual now consumes a dram of liquid only when you initiate it instead of consuming one for every action you take during it.
    • Psychic hunters are no longer incorrectly interdicted on maps without reality stabilization.
    • Cybernetic implants that occupy an equipment slot are no longer shown twice in the implantee's description.
    • Improved the grammar in "you pass by" messages.
    • Spiders no longer attack allied creatures that are stuck.
    • Player-controlled spiders no longer autoattack stuck creatures.
    • Save files now remember which mods are enabled and prompt you to re-enable those mods before loading.
    • Made some improvements to creature pathfinding.
    • The water ritual can no longer be used to obtain unlimited cybernetics credit wedges.
    • Improved Domination's ability to handle problematic cases in its teardown process.
    • [patreon] Sheba Hagadias can no longer spawn as Either/Or. To install this change, you'll need to re-redeem Either/Or's pet code.
    • Fixed a bug that caused the onset of fungal infections to sometimes be 8-10 turns instead of 2-3 days.
    • Fixed a bug that caused symbiotic fireflies to destroy themselves, and turn into "Objects", when equipped.
    • Fixed an improper item ownership warning when you tried to examine or disassemble items in the inventories of certain creatures you were dominating.
    • Fixed a bug that caused Flurry to not work on inanimate objects, which in turn caused NPCs with flurry to stand there inert instead of attacking inanimate objects they were angry at.
    • Fixed some bugs with color rendering and formatting in books.
    • Fixed a bug with liquid-fueled power consumption, such as in gyrocopter backpacks.
    • Fixed some performance issues with normality gas and norm cores.
    • Fixed some issues with Page Up and Page Down failing to scroll correctly on the classic inventory screen with very large inventories.
    • Fixed some item duping exploits with evil twins and prism clones.
    • Fixed an issue with legendary breathers' and miners' names not showing up properly.
    • Fixed a bug that made Berate 10x as likely to take effect if you had an Ego modifier of exactly zero.
    • Fixed some bugs with explosions, other types of forced movement, and the generation of maps with ruined buildings.
    • Fixed a bug that made DV and MA penalties from confusion become permanent if the game was saved and loaded.
    • Fixed some issues with companions re-joining the player after traveling on the worldmap.
    • Fixed a bug that caused an item type's repair cost to permanently depend on whether the first item of that type you repaired was rusted.
    • Fixed some bugs that caused modifiers to secondary statistics like AV, DV, and movespeed to be double-applied when they came from mutations and cybernetic implants selected during character creation.
    • Fixed a bug that sometimes prevented the penalties from the Engulfed status effect from being removed when the effect wore off.
    • Fixed a bug that caused the 'most recently played character' to net initialize properly.
    • Fixed an issue with portable walls.
    • Fixed an issue with nano-neuro animators.
    • Fixed a typo in village monument descriptions.
    • Fixed a bug that caused Rebuke Robot to fail way more often than it should.
    • Fixed a bug that caused take-all to not work in the classic UI looting menu when the cursor was on a category rather than an item.
    • Fixed a bug that caused the 'Tweet this character build' button to not work.
    • Fixed a bug with acid gas that caused the game to hang.
    • Fixed a bug that caused the Golgotha chutes to generate disconnected.
    • Fixed a a bug that caused mouse movement to not work properly on the world map.
    • Fixed a bug that caused missile weapons to hit non-blocking inanimate objects in their paths.
    • Fixed a bug that caused merchants to spawn with double the inventory they're meant to.
    • Fixed a bug that immobilized aquatic creatures.
    • Fixed a bug that caused worn items effects to not go away when you removed the item.
    • Fixed a bug that sometimes caused Barathrum's study to generate with a down staircase.
    • Fixed a bug that caused resource exhaustion and error spam in the output log in some long-running games.
    • Fixed some bugs that caused the decarbonizer beam selection to sometimes error out or create an infinite loop.
    • Fixed a bug that caused some activated abilities to remain on the ability menu after those abilities were lost.
    • Fixed a bug that caused the loss of some equipment benefits when using Temporal Fugue.
    • Fixed a bug that allowed holographic plants to be harvested.
    • Fixed a bug that indicated incorrect directions toward a detected hostile when automove was interrupted and that hostile was in an another zone.
    • Fixed a bug that caused the genome destabilization message from the Mutating effect to be displayed for you even when you weren't the one mutating.
    • Fixed a bug that caused weeped liquid and primordial ooze to fail to mix in the Rainbow Wood.
    • Fixed a bug that made the hidden PhasedWhileStuck effect visible.
    • Fixed a bug that caused certain pronouns to morph into "They" after games had been saved and reloaded.
    • Fixed a typo in items that affect move speed.
    • Fixed a bug that caused some village tinkers to not be members of their village's faction.
    • Fixed a bug that caused companions to take steps in the wrong order when trying to follow their leader.
    • Fixed a bug that caused one-shotting a creature to fail to trigger hostility in the creature's nearby allies.
    • Fixed a bug that caused camel bladders to fail to negate the weight of the liquid in them when worn.
    • Fixed some bugs in water ritual option coloring.
    • Fixed a bug that made snapjaw forts, starapple farms, and pig farms not generate properly in village outskirts.
    • Fixed a bad interaction when the snapjaw who wields Stopsvalinn generates as a villager.
    • Fixed several issues that caused gas-generating creatures to not be immune to their own gas.
    • Fixed some rare situations where the player didn't get a turn immediately following a game load.
    • Fixed a bug that caused illuminated books to not have their display names altered.
    • Fixed a bug in the way graffiti displayed on tombstones.
    • Fixed a bug that caused reloading a linear cannon to always reload the energy cell instead of its slugs.
    • Fixed a rare exception in the Multihorns mutation that prevented saved games from loading.
    • Fixed a typo in soul curd's description.
    • Fixed a bug that caused some non-blood-having creatures to bleed blood.
    • Fixed a bug that caused simply targeting a creature to make it hostile.
    • Fixed some bugs that caused several sensory effects to fail to detect walk-walking creatures.
    • Fixed linear cannon penetration display.
    • Fixed some issues that caused you to retain your marked target after using a special shot.
    • Fixed a bug where pouring into a container you are emptying took the current contents of the container into account even though they were being emptied.
    • Fixed a bug that caused missile weapons to display a damage message even when the damage was prevented.
    • Fixed a bug with phase web animation.
    • Prevented some rare corner cases where objects were destroyed multiple times.
    • Fixed a bug that caused the 'show effects' menu to improperly linger beneath other windows when opened and closed.
    • Fixed a bug that made reloading multiple magazine-loaded firearms behave strangely.
    • Fixed a bug that set Face as goatfolk's primary attack limb.
    • Fixed some cases where you would attempt to enter an occupied tile when entering a local map from the world map.
    • Fixed music not playing properly after loading a game.
    • Fixed an error when generating linear cannon relics.
    • Fixed some (but not all) issues with world seeds.
    • Fixed the background color of the trash sprite.
    • Fixed a bug that made hoarshrooms fail to provide cold resistance.
    • Fixed a bug that broke a mechanism for inventory action hotkey resolution. This fixes a number of issues with duplicate inventory action hotkeys.
    • Fixed a bug that made temporal fugue clones leave ammo behind.
    • Fixed a bug that disabled Proselytize's cooldown and sometimes caused the effect to occur multiple times when using it via a Skillsoft implant.
    • Fixed a bug that prevented breathers from breathing.
    • Fixed an issue that caused some double-slot equipment to use only one slot.
    • Fixed some minor issues in goatfolk hero generation.
    • Fixed a bug that made Fasting Way and Mind Over Body cause different thirst rate modifiers than what appears in their descriptions.
    • Fixed some issues in the messages generated by drinking mixed liquids.
    • Fixed some bugs with phasing.
    • Fixed some intermittent thread-safety bugs with text processing.
    • Fixed a bug that made horns try to use a nonexistent "Horns" skill.
    • Fixed a bug that sometimes caused the End Domination ability to appear multiple times in Dominated creatures' ability lists.
    • Fixed some issues with the classic UI inventory screen and made it more closely resemble the item picker.
    • Fixed many problems that caused NPCs to spawn inside walls, on top of other solid objects, and on top of each other.
    • Fixed a bug that caused dashing with the Flume-Flier of the Sky-Bear to not pass a turn if you ran into a wall.
    • Fixed a bug that caused trading-based recharging of stacked energy cells to cost you water for the entire stack but only recharge one cell.
    • Fixed a bug that made Shank fail to prefer to use the weapon in the primary hand.
    • Fixed a bug that made gases dissipate more slowly and use more system resources than they should have.
    • Fixed a bug that made items and creatures hover over pits.
    • Fixed a bug that caused you to fall through the Bethesda Susa elevator platform instead of onto it.
    • Fixed a bug that made the autosave cycle take longer than normal when creatures fell into pits.
    • Fixed some issues with Grit Gate's main entrance force barrier disappearing.


    [h3]DEBUG AND MODDING [/h3]

    • We made several improvements to the map editor.

      • The map editor now loads with an empty map rather than looking like you're editing the main menu.
      • Added x-y coordinates for the mouse position and selected cell.
      • Holding Ctrl while hovering over an item in the blueprints list now displays a portion of the blueprint XML.
      • Added a checkbox on the blueprint filter to only show blueprints in use on the map.
      • Made the sidebar opaque.
      • Alt-clicking on a tile now properly set the brush even when you have no brush selected.
      • Added Transform > Flip Vertical to the map editor.
      • Added File > Reload Blueprints to the map editor. This lets you reload ObjectBlueprints.xml without quitting and reopening the editor.
      • You can now select regions in the map editor by holding shift and dragging the select box over tiles. Ctrl-a selects the entire map.
      • Redesigned the "selected cells" region of the map editor. You can now delete, bulk replace, and set ownership on objects in the selected region.
      • The map editor now supports Ctrl-C to copy a selected region, which turns your brush into a rectangle the size of that region. Ctrl-click pastes the copied region, and right-click deletes the region bounded by the selected rectangle.
      • The map editor now properly renders most walls, water tiles, and fences.
      • The map editor now has tile previews in the blueprint selector.
      • You can now undo the "fill" action in the map editor.

    • Die rolls can now be specified as follows: "1d6[foo]", "2d4[bar]", etc, where 'foo' and 'bar' are arbitrary names of randomizer channels. The die roll will source its pseudorandomness from the channel specified; this produces a consistent series of results for a given channel name and world seed.
    • Conversation choices now support fields IfHavePart and IfNotHavePart that make the choice conditional on whether the specified part is present on the player.
    • The tag or string property ForceAnimatable now overrides an object animation's current walls-and-tables-only check.
    • Bodies.xml now supports a BodyType attribute on anatomy elements that allows override of the body part type to use for the central body (normally "Body").
    • Added an AfterGameLoaded event.
    • Added default behavior for when a modded quest doesn't specify a hagiograph.
    • Enabled anonymous access to workshop content.
    • The starting location selector is no longer shown if a genotype or subtype has a defined starting location.
    • Added a new Modding option: 'Select enabled mods on new game'.
    • Space no longer accepts the 'Would you like to die?' prompt.
    • We added a markup layer to our text coloring system. Example: {{red|this text will be red}}. This lets us treat color specification as a stack, so that text's color can be reset to the previously specified color at the end of a block. (Previously, we would try to emulate this behavior by resetting color to default grey [&y], but grey wasn't always the last specified color.) The markup layer also supports shaders that apply color patterns to text blocks. Color names and shaders are defined in a new moddable file, Colors.xml.
    • We changed the implementation for how MinEvents are dispatched. Modders who are handling a MinEvent in one of their IParts (e.g. bool HandleEvent( EnteringCellEvent ev ) need to update each HandleEvent declaration to include 'public override' (e.g. public override bool HandleEvent( EnteringCellEvent ev )) in order for that event to be dispatched properly to the part.
    • In character generation, whether a genotype is considered a mutant is now controlled explicitly by the new attribute IsMutant="true" in the genotype entry rather than by whether its name contains the substring "True". Mods affecting genotypes may need to add this attribute.
    • The ability of NPCs to repair, recharge, and identify artifacts in the trade screen is no longer controlled by the CanRepair, CanRecharge, and CanIdentify properties. Instead, it's determined by the relevant tinkering skills. (Repair enables the repair action, Tinker I enables recharge, and Gadget Inspector enables identify, with Tinker II, Tinker III, Intelligence modifier, and any relevant equipment contributing to identification performance.)
    • Added support for the ZoneFactory property on a world node, which contains the name of a class deriving from IZoneFactory in the XRL.World.ZoneFactories namespace.
    • Added support for the ZoneFactoryRegex property on a world node, which optionally contains a regex that describes all worlds for which this world's zone factory should handle fabrication. Used when one world node handles several worlds.
    • Added WorldFactory::addAdditionalWorld, which allows the addition of new worlds at runtime.
    • Implemented Myopia as an AdjustVisibilityRadiusEvent, allowing equipment and parts to adjust the visibility radius.
    • Restructured the loading of ObjectBlueprints.xml, solving many inheritance problems, most notably with Load="Merge" from mods.
    • Deprecated the GameManager.Instance.ViewData interface.
    • UI Views are now defined with the [XRL.UI.UIView] attribute on a class.
    • Increased the warning level output for the mod compiler, allowing modders to see previously hidden compiler warnings.
    • Updated the Modding Utilities link to the modding wiki: https://cavesofqud.gamepedia.com/Modding:Overview.
    • The Blueprint Browser now shows all properties on blueprints, in XML.
    • You can now select and copy in the Blueprint Browser.
    • Exposed a method to add a Wish handler. See https://cavesofqud.gamepedia.com/Modding:Wishes.
    • Added a "beguile" wish that forces the target into your party.
    • Med names may now be extended by applying the [MedNamesExtension] attribute and implementing the IMedNamesExtension { int Priority(); void OnInitializeMedNames( List medNames ); } interface.
    • Added a wish, "clearstatshifts", to remove temporary stat shifts, even including shifts from items you have equipped or active status effects. To regain those stat shifts, you'll have to re-equip those items or re-up the effects.
    • Added a new wish, "reveal settlements", that reveals all dynamically generated settlements on the world map.
    • Added a new wish, "factionencounter:", that generates a special faction encounter in your current zone. For example, wishing for "factionencounter:Templar" generates a Templar faction encounter. You can override the tier and level values for the zone, both of which affect the creatures generated for the faction encounter, like so: "factionencounter::" and "factionencounter:::".
    • Added a new API, StatShifter, to Parts and Effects that helps track stat shifts. See https://cavesofqud.gamepedia.com/Modding:StatShifter.
    • Added a new debug option: "Show debug text for stat shifts".
    • Added a new wish, "showstatshifts", that displays a list of items and effects shifting your stats.
    • Added a new wish: "bits" adds 20 of each type of bit to your bit locker. "bits:100" adds 100 of each bit.
    • The ConversationScript part now supports a Color field that's used to specify a color or shader to be applied to the creature's conversation text.
    • Self-closing tags in the XML no longer skip the next mutation when they're loaded.
    • The new blueprints loader no longer crashes when given an with no Value (it assumes 0 instead).
    • Made wish string matching more accurate.
    • The "Do you really want to die?" promp no longer accepts space or enter as input.
    • An object can now set the ReplacementObject member of an ObjectCreatedEvent to return a replacement object instead of itself during object creation.
    • Effects may now whitelist themselves for most deep copy operations by overriding allowCopyOnNoEffectDeepCopy and returning true.
    • Normalized the parameter name for number of penetrations to "Penetrations" across several combat messages.
    • Negative/debuff effects for purposes of Shank and Domination are now designated by an [IsNegativeEffect] attribute on the effect class or an override of the method IsDebuff() for dynamic determination.
    • Fixed a bug that caused GlobalConfig.json to be unmoddable.
    • Fixed a bug that caused the JoppaWorldBuilderExtension and WorldBuilderExtension attributes to be ignored.
    • Fixed a bug that caused modded versions of Options.xml to fail to be initialized.


    [ 2020-07-18 05:18:28 CET ] [ Original post ]

    The Tomb of the Eaters is here. (changelist 1 of 2)

    After so many months, the Tomb of the Eaters has finally arrived. Here is Part 1 of the patch note list for our biggest update ever. (It exceeded the character limit of a single post.)

    See Part 2 of this announcement, with the rest of the patch notes, here.

    Version 200.71

    [h3]TOMB OF THE EATERS[/h3]


    • There's now a gigantic tomb complex built around the Spindle at Omonporch. It's 12 stories tall, contains several historically striated sections, and includes ~100 maps.
    • There are now several archaeological features around the Tomb exterior, including the outer caryatid wall, the Arcade to the Twin Gates, and the Court of Sultans.
    • Added many, many, many new creatures, NPCs, objects, and mechanics scattered across the Tomb and its surrounding environs.
    • Added a new quest in the main questline: Tomb of the Eaters.
    • Added two side quests: The Buried Watchers and Fraying Favorites.
    • Added a new village: Ezra.
    • Added a new settlement: the mopango hideout.
    • Added three new factions: mopango, the villagers of Ezra, and the Daughters of Exile.
    • Added four new music tracks to the Tomb.


    [h3]NEW THINGS[/h3]

    • [mentioned above] Added many, many new NPCs, creatures, items, objects, and mechanics specifically tied to the Tomb of the Eaters. We aren't listing those here.
    • [mentioned above] Added three new quests: Tomb of the Eaters, the Buried Watchers, and Fraying Favorites.
    • [mentioned above] Added a new village: Ezra.
    • [mentioned above] Added three new factions: mopango, the villagers of Ezra, and the Daughters of Exile.
    • Added 16 new cybernetic implants:

      • equipment rack
      • bionic liver
      • pneumatic pistons
      • reactive cranial plating
      • high-fidelity matter recompositer
      • anomaly fumigator
      • phase harmonic modulater
      • penetrating radar
      • navigation system
      • reactive trauma plate
      • micromanipulator array
      • onboard recoiler
      • biodynamic power plant
      • fire suppression system
      • medassist module
      • anchor spikes

    • Added the following new items.

      • advanced toolkit
      • point-defense drone
      • syphon baton
      • molly netting
      • time dilation grenades
      • ninefold boots
      • displacer bracelet
      • spring-turret grenades
      • glitter grenades
      • several new recoilers

    • Added the following new item mods.

      • liquid-cooled
      • padded
      • gigantic
      • displacer
      • phase-harmonic
      • fitted with electromagnetic shielding
      • fitted with co-processer
      • refractive
      • morphogenetic
      • nulling
      • airfoil

    • Added a new liquid: brain brine.
    • Added a new gas: miasmatic ash.
    • Added two new cooking ingredients: crushed grave moss and compacted bone meal.
    • Added two new signature dishes.



    [h3]GAMEPLAY[/h3]

    • We changed how movespeed is calculated. Instead of approaching near-infinite movespeed as you near 200, your movespeed above or below 100 is treated as a percentage increase or decrease. Examples: 160 movespeed is 60% faster than 100. 50% movespeed is 100% slower than 100.
    • The Multiple Legs mutation now costs 4 points.
    • Motorized treads now gives more movespeed.
    • Occasionally, upon gaining a level, completing a quest, performing the water ritual, or defeating a legendary foe, you may now become inspired to name one of your items.
    • We made some changes to liquid and liquid pool behavior.

      • You now swim through pools of size 2000+ drams. Swimming is now a status effect that penalizes movespeed and prevents creatures from taking move-related actions that require footing. You're asked to confirm movement when you first move into a swim-depth pool. The swimming confirmation message is toggleable via the option in the Prompts menu.
      • Added a new status effect: wading. You now wade through pools of size 200-2000 drams. Wading gives -20 movespeed and interferes with some forms of movement, including sprinting.
      • We renormalized the volumes of all the puddles, pools, and rivers in the game. Swim-depth pools (over 2000 drams) are now much more rare.
      • Pools smaller than the wading threshold (200 drams) now use a different tile set.
      • Entering a swim-depth pool from land now displays a warning message and requires you to confirm movement.
      • Swim-depth pools now interrupt autowalk unless you are already swimming, flying, or out of phase with the pool.
      • Small puddles now evaporate over time.
      • Aquatic creatures now receive a -25 penalty to movespeed instead of the full -50. (The Swimming skill's +25 bonus offsets this penalty.)
      • Objects now become coated in liquid more easily, and they also lose their liquid coatings more easily.
      • Liquid-coated objects have a chance to stain.
      • You can now use water to clean your stained equipment via inventory actions on either your water containers or your stained equipment.
      • Some liquids now weigh more than others.
      • Creatures moving through pools of liquid now track the liquid around. Bigger pools are more likely to be tracked around.
      • Footwear now protects you from being affected by small pools of liquid.
      • Pathfinding now puts more weight toward pathing around large pools of liquids, even less deadly ones.
      • Bilge sphincters now provide a movespeed bonus in liquid pools of 200+ drams instead of 1000+.

    • The random-buy mutation choices should now be more stable for a given seed.
    • If you're out of 2+ point mutations to buy, you're now presented with 1-point mutations.
    • Spacetime vortices and rifts now deposit all objects that enter through them into a consistent destination zone (randomly determined per anomaly), rather than destroying non-player objects. Companions sucked into a vortex are unable to rejoin you until you find them.
    • We tweaked the temperature-related behavior of liquids.

      • You may find differences in how pouring liquids on you affects temperature.
      • Standing in a pool of lava is no longer safe once you've dealt with the initial temperature shock.
      • Your equipment and inventory now experience more temperature effects than before, particularly if you expose yourself to large amounts of lava.

    • We made some changes to sparking baetyl rewards.

      • Item rewards are now much better.
      • Item rewards now scale with both the baetyl's zone difficulty and the tier of the demanded item.
      • Reduced the maximum number of demanded items to six.

    • Baetyls asking for Templar phylacteries no longer ask for the phylacteries of specific people.
    • Baetyls no longer care about differently-colored display names in the items they request.
    • Baetyls no longer care about taking small amounts of damage, but they become... significantly irritated... by larger amounts.
    • Phinae Hoshaiah can no longer generate as hated by baetyls.
    • Trees are now stronger and tougher.
    • More NPC tinkers can now repair, recharge, and identify artifacts.
    • Fungal infections are now immune to heat, cold, electricity, and acid.
    • Any NPC with whom you can perform the water ritual can now give you directions.
    • Puffer fungi can now be hit by normal ranged weapons.
    • Lava and acid now spawn less often in containers that are unsafe to house them.
    • Companions now attempt to generally follow you even if they can't pathfind all the way to you (for example, because you have Force Bubble active).
    • Mirrorshades now give a very small chance to reflect light-based attacks.
    • Multiple applications of Hobble now renew the duration of the effect rather than stacking the movespeed penalty.
    • Carbide hand bones no longer modify hands added by Helping Hands, and they only affect the set of hands where the implant was implanted (in the event a True Kin has somehow acquired multiple sets of hands).
    • You can no longer open and close doors while frozen solid.
    • Magazine-loaded ranged weapons now account for the weight and value of the ammo loaded in them.
    • Fungal infections and motorized treads are now immune to damage.
    • Lunge now respects phase and flight.
    • Juke now interacts better with effects that restrict your mobility.
    • Wraith-knights can no longer be duplicated or cloned.
    • Robotic and otherwise inorganic creatures are no longer made thirsty by thirst thistle attacks.
    • Temporal fugue clones and various other forms of cloning no longer count toward the death and destruction toll of A Call to Arms.
    • Wraith-knights now despawn if their phylacteries are destroyed for any reason.
    • Temporary items are now worthless, can no longer be cooked with, can no longer be used as tinkering components, and can no longer have their bits harvested.
    • Temporal fugue clones now leave behind any items they had acquired after being conjured.
    • Eater's nectar injectors belonging to temporal fugue clones now affect only temporal fugue clones.
    • Having thirst inflicted on you by an attack no longer triggers tongue bleeding from glotrot.
    • The Amphibious trait no longer reduces thirst that's inflicted by attacks, and amphibious characters get the same log messages as do non-amphibious characters when an attack inflicts thirst.
    • We changed the way acid damage is calculated. Exposure to either dilute acid or small acid pools now deals less damage.
    • Metal items now take quarter damage from acid.
    • Salty water now generates half as much steam when vaporized. Brackish water generates 90% as much.
    • Lacquered items now note in their descriptions that they repel liquids (this is behavior they always had).
    • Steam now only damages organic objects.
    • You can now retrieve items from owned containers that you put in them without triggering hostility.
    • Stairs, pits, and similar objects that represent open space can no longer be sucked into space-time vortices.
    • You can now collect liquids into slotted liquid-fueled energy cells.
    • Small spheres of negative weight now add to your weight when they're broken or otherwise inoperative.
    • Psionic weapons with slotted cells now leave the cells behind when they evanesce.
    • Psionic weapons can no longer be modded with tinkering.
    • Miner bots no longer generate mines based on modded grenades.
    • NPCs are now less interested in using random items from their inventories as improvised weapons.
    • Girshlings you encounter outside of Red Rock no longer advance 'What's Eating the Watervine?'.
    • Force fields you can pass through no longer interrupt automove regardless of their source.
    • Destroying or teleporting a web now frees anything stuck in it.
    • When an object is phased multiple times, damage from being forced into phase by reality stabilization now occurs only when the last effect is terminated.
    • Items that affect the chance of salvaging multiple bits, like advanced toolkits, are no longer used on items that can only ever disassemble into one bit.
    • Dromad trader psychic thralls or domesticated slaves no longer generate map notes.
    • Geomagnetic discs can no longer spawn with elemental damage mods.
    • Made some improvements to geomagnetic disc pathing.
    • Mafeo now has a pickaxe for sale.
    • Excluded some more creatures from spawning as Mechanimist converts, including pulsed field magnets.
    • Powered exoskeletons can now have a variety of item mods.
    • When you're under the effect of the gamma moth Mutating effect, random mutations you might acquire are now reseeded at some point during its duration.
    • Sheba Hagadias no longer succumbs to natural behavior like going on a pilgrimage or urn dusting.
    • Things without brains can no longer be dazed or stunned.
    • Holograms can no longer be harvested or butchered.
    • Small stones and large stones are no longer flammable.
    • Goatfolk can now give directions in conversations.
    • Objects without bodies can no longer be knocked prone.
    • Exiting the world map now avoids placing you in cells where you would have to swim.
    • Pathfinding now strongly avoids tiles next to non-allied puffer fungi.
    • Moving within two squares of puffer fungi now interrupts automove regardless of your "ignore enemies" settings.[]
    • Eaters' nectar now re-randomizes your potential mutation buys.
    • Meditation no longer instantly cures bleeding. Instead, it now triples the rate of recovery from more negative status effects, including bleeding.
    • Giant beetle and beetlebum corpses can now be butchered for raw beetle meat, which can be preserved as beetle jerky.
    • Waterskins, canteens, and similar liquid containers are now repellent to certain types of liquids.
    • Quests no longer ask you to find forgotten ruins or use forgotten ruins as landmarks.
    • Boxes of crayons now let you choose which color to draw with and draw in tiles you're adjacent to. Also, drawing now has an action cost.
    • Bloated pearlfrogs no longer ignore phase when pulling creatures with their tongues.
    • Being frozen now interrupts sprinting and other movement or body-positioning effects.
    • The harvest action now has a higher default priority than the chat action when both are present.
    • Snail eggs and luminous motes are no longer used as quest items.
    • Albino ape pelts can no longer be eaten. As a result, you now control their autopickup status via the autopickup trade goods toggle instead of the autopickup food toggle.
    • You'll no longer encounter creatures standing in the same tile as a closed door.
    • The walk command no longer generates an error if used in on the edge of a zone.
    • Doors can no longer be closed on creatures or movement-blocking objects that occupy the same tile.
    • Village catchbasins are now owned by the village faction.
    • Attacking into a frozen zone now thaws it. This is most relevant when attacking up or down stairs.
    • Removing energy cells from owned items now angers their owners.
    • You can now pour into equipped liquid containers.
    • Fix-It spray foam and other applicators, when unidentified, no longer reveal themselves when you back out of an interaction.
    • Shank now respects phase and flight.
    • Sheba Hagadias will no longer lay mines if a miner or deploy turrets if a turret tinker.
    • Linear cannons can be tinkered now.
    • You can now path through locked doors when you're carrying the appropriate key card.
    • NPCs are now less avoidant of slime pools.
    • Changed the way heirlooms gifted during the Spindle negotiation are generated and made their types respect the text in Heirlooms of Qud.
    • Space-time vortices and rifts are no longer be pushed by forces like explosions.
    • The AV bestowed by the Quills mutation now returns to the max value when your quills regenerate.
    • Visiting the waterlogged tunnel no longer counts as visiting Red Rock.
    • Removed the small per turn time delay while asleep.
    • A given attack can now only have a block attempt performed with one shield. The limit on the number of attacks per turn that can be blocked is now per-shield; if you have multiple shields equipped, you will attempt to block a given attack using the best shield that you can presently use.
    • You can no longer shield block while frozen, paralyzed, burrowed, or otherwise unable to freely move your limbs.
    • Becoming famished now interrupts autoact.
    • Creatures that are fleeing no longer count as visible hostiles.
    • Creatures that try to keep their distance from the player now only count as visible hostiles at close range.
    • Grenades are no longer destroyed before hitting the ground when thrown into a tile with acid gas.
    • Flashbang grenades now affect a circular area instead of a square.
    • Glowmoths can now use their gaze attack at point blank range.
    • Only creatures who are able to engage in combat and can move their limbs now count for the purposes of preventing charge and causing missile weapons to fire wildly.
    • Creatures now go prone if they can when they fall asleep for any reason, not just when they voluntarily go to sleep on a bed.
    • Made most organic items leave behind ashes when they burn up.
    • Ashes no longer catch fire.
    • Village outskirts now properly have above and belowground features.
    • The Bleeding effect is now described differently for creatures that do not have blood.
    • Objects that are cloned while phased now properly assume their normal phase.
    • Relics and extradimensional missile weapons now occasionally generate as armor-negating.
    • Graftek-granted stat changes now count as permanent in all the usual ways.
    • Factory arms now respect phase and flight.
    • Item mods now include a native tier and will appear less frequently on items below that tier.
    • Overdosing on a blaze tonic no longer cools you down, and overdosing on hoarshrooms no longer warms you up.
    • Companions now heal while moving on the worldmap.
    • Chainguns are now heavy weapons.
    • Relics now have extra hit points.
    • The Barathrumites are now more forgiving of friendly fire during A Call to Arms.
    • Item-collecting arconauts and graverobbers no longer collect items when player-led or dominated.
    • Cultist without bodies are less likely to become cult leaders.
    • Your turrets now allow you to deactivate and reactivate them regardless of your security clearance.
    • Hitting or firing at something with your missile weapon no longer makes it your target if it isn't hostile to you or if you already have a target.
    • Fix-It spray foam can now be applied to nearby objects.
    • Fix-It spray form now restores hit points to inanimate and inorganic objects.
    • Charging Strike now adds 1 to the maximum AV penalty that can be inflicted by Cleave.
    • Campfires, corpses, boulders, and furniture now block doors from closing.
    • Conveyor belts can no longer move force fields.
    • Equipment that uses multiple slots now prefers to use slots that are near each other.
    • Reduced the extreme stickiness of asphalt, wax, honey, and sap.
    • Spinnerets no longer produce webs on the world map.
    • Only debuff effects now break domination.
    • Sleep gas no longer applies renewed Asleep effects to you while you are already asleep.
    • Confusion gas, sleep gas, and poison gas waste less time causing things they can't affect to make saves against them.
    • Shake It Off and Poison Tolerance now describe their effects more accurately.
    • Shake It Off's effect on poison damage is now properly implemented.
    • The Grit Gate communications panel is now more durable.
    • The following are now considered negative effects: choking on ash, phase spider venom, time-dilated, warming up, famished, and holographic bleeding.
    • Going to sleep no longer makes you cease being prone.
    • NPCs no longer normally want to equip Hand-E-Nukes.
    • Telepathy now allows Berate to be used at any range if telepathic contact can be made.
    • NPCs now display the same degree of hostility to things that live on walls that they would otherwise.


    [h3]UI[/h3]

    • We added a whole suite of vibrant combat animations. These can be disabled in the General options menu.
    • We added a whole new UI infrastructure to support future UI changes, and exposed a new, in-progress overlay UI for the main game screen. You can enable it from the options menu (Overlay UI > Prerelease: Use prerelease stage screen).
    • Changed the glyph and tile colors of non-mayor quest givers in villages from dark green to bright yellow. Accordingly, we also changed Mehmet's color to bright yellow.
    • We made some changes to auto-equip.

      • Auto-equip now gives you feedback on items that were unequipped as a result of your action.
      • Eliminated most repetitive auto-equip messaging.
      • Auto-equip now tries to unequip multiple items in order to equip an item that uses multiple equipment slots.
      • Confirmation is now requested before automatically unequipping an item that will be destroyed by being unequipped.

    • Added a new interaction menu command for companions, direct ability use, that allows you to forbid or permit your companions' use of their individual activated abilities.
    • Added a new command to autoattack your current target in melee: Ctrl-A by default. When autoattacking, you pathfind toward your target if necessary and attempt to melee attack them. All the conditions that interrupt automove also interrupt autoattack, with one exception: if your target is the only hostile in sight, their presence does not interrupt you.
    • Added a new command to attack the nearest hostile target in melee (Shift-A by default). If there are any hostiles adjacent to you, this command attacks the one that appears easiest to kill. Otherwise, it pathfinds one step toward the easiest-appearing visible hostile.
    • Added a new "Ignored Keys" keybind. Keys bound to this entry are completely ignored. (This is useful for reserving a push-to-talk or screenshot key, for example.)
    • The following actions performed while autoexploring now also operate on adjacent tiles: autoget, harvesting, butchering, trash rifling, opening a chest, and interacting with a bookshelf.
    • Electromagnetic sensors and the following mutations now interrupt autoexplore and automove when you identify a hostile creature: Heightened Hearing, Heightened Smell, and Sense Psychic.
    • More autoexplore activities now respect the autoexplore options for ignoring easy and distant enemies.
    • Autowalking on the worldmap now avoids the Rainbow Wood.
    • Autoexplore now passes through tiles that contain animated walls if those walls are in your party.
    • Autocollect can now be disabled on empty waterskins.
    • We changed the option "Maximum autoexplore squares/sec" to "Maximum automove squares/sec" and made it apply to all forms of automove.
    • The display format of some zone names has changed.
    • Projectiles coming from a distance and passing near the player now produce a message in the message log.
    • Objects embedded in walls can no longer be taken or interacted with via the interact nearby command (unless you are also in the same tile as the wall or can pass through the wall).
    • The overlay inventory screen now better handles having two heads or two faces.
    • Trader repair and recharge actions now more effectively handle plurality and stacking.
    • Smart use no longer pets Sheba Hagadias by default if Sheba is pettable.
    • Take-all no longer counts untakeable items when checking whether you're going over your weight limit.
    • Cybernetics credit wedges are now stackable.
    • Disassemble now requests confirmation before disassembling quest items and items you have equipped.
    • Disassemble now provides a "disassemble all" inventory action that disassembles a stack of items at once.
    • Disassemble now has an action cost.
    • A message now periodically appears in the message log when your companions are dehydrated. If they are visible when they become dehydrated, you get a popup.
    • The take-all command now skips the weight limit warning if you're already over your weight limit.
    • Lay Mine and Set Bomb now allow you to press escape from the explosive selection menu to abort the command.
    • When you're selecting an item to equip from the equipment menu, items listed within a given category are now sorted in descending order by a rough utility evaluation. This sort method was there previously, but code was since introduced that disrupted it.
    • Added new loading status indicator art.
    • Colored text now displays more reliably across multiple lines in the text UI sidebar.
    • Added a black outline to the overlay XP and HP readout numbers.
    • Made the container preference for liquid collection more consistent. The order is: containers designated for autocollection of the liquid, then devices that use the liquid, then containers that already contain pure liquid of that type, then empty containers.
    • Collecting a liquid now reports on which containers the liquid was collected into.
    • The collect liquid action now only collects into containers that are safe for the liquid.
    • The [redacted] in Joppa now shows up in the alt display.
    • We made some tweaks to the looting menu in the classic UI.

      • The weights of takeable items are now displayed alongside the items themselves.
      • The menu now has an adaptive width to avoid cutting off item names.
      • Page up and page down now work more reliably.

    • Encountering the following objects now interrupts autowalk: deep shafts, identified mines, aloes, spacetime rifts, and spacetime vortices.
    • Artifacts with proper names are no longer treated as having proper names while unidentified.
    • On the classic trade screen, we switched 'interact with the selected item' from the Tab key to the Space key. Tab now selects and deselects all items on the active column of the trade screen, as an analog to its take-all function in looting menus.
    • You can now use the Walk keybind from the Look menu to autowalk to the tile you're looking at.
    • Automove and rest are now interrupted by decarbonizer beams that are detectable to you by sight, sound, or smell.
    • When you're about to stop flying and you're at risk of taking fall damage (ie, at least one stratum above ground), you're now given an appropriate warning message.
    • Faction leaders now have their prowess more accurately judged and displayed in their look descriptions.
    • Autowalk, autoexplore, and rest are now interrupted when your companions engage in combat, take damage, or die, as long as they're visible or audible.
    • Changed the message when you try to remove an unremovable cybernetic implant.
    • The look and target picker "Locked" status toggle is now remembered across games and reloads.
    • In the classic UI, the cooking menu now returns to the selected option instead of the top of the list when you choose a recipe to cook then decide go Back.
    • "Press space" dialogs now close only when you press Escape, Enter, or Space.
    • The overburdened status effect is now updated more reliably when your carrying capacity changes.
    • The weight display in the trade UI is now more accurate.
    • You no longer receive messages about merchants restocking if you're not in the same zone as they are.
    • In the classic UI option screen, slider and selection options that don't fit well in one line now occupy two lines.
    • The weights of takeable items are now always shown in their short descriptions.
    • Autoexplore now seeks out and examines objects that contained unrevealed secrets in their descriptions.
    • Waiting for a specified number of turns now shows a countdown next to the loading status indicator.
    • In the trade screen, you can now use the keyboard (not numpad) number keys to specify a number of whatever is currently selected to trade.
    • PgUp and PgDn can now be used on the Reputation and Skills screens.
    • The Skills screen now reserves a consistent amount of screen space for skill descriptions rather than adjusting the space depending on the description length. Some descriptions have been edited to accommodate this.
    • When selecting a container to pour a liquid into, containers that already contain that liquid now appear at the top of the list.
    • Smart use on environmental liquid pools and liquid containers now opens the interaction menu rather than going directly into the pour-into-container action.
    • You now get a message when you try to swap places with a non-hostile creature but can't for some reason.
    • Losing sight of your target now interrupts automove.
    • Elevator and door switches can now be flipped via the interaction menu.
    • You can now properly access help from the main menu with '?'.
    • Numpad '/' now shows and hides the prerelease stage message log.
    • Reputation change messages now include your new reputation and inform you if the faction's overall attitude toward you has changed.
    • The reputation changes incurred by violating the water ritual are now displayed in a single message.
    • You can now add notes to items in your inventory and equipment. The notes appear in the item's short description.
    • The fill action on liquid containers can now be used on any container that is not full, not just empty containers.
    • You now prefer to autouse liquids that aren't stored in functional containers like liquid-cooled firearms.
    • Missile weapons that use spray fire ammo (shotguns, pumps, point-defense drones, and flamethrowers) now indicate in their short description that they aren't subject to firing wildly when multiple enemies are adjacent.
    • Bows now display their loaded arrows' penetration and damage value.
    • Made weapon class display, strength cap, and accuracy information the color of rules text.
    • When you run out of water while traveling, you now receive a message and a chance to stop rather than only getting notified when you become life-threateningly dehydrated.
    • The environmental item picker now refreshes when a taken action changes the list of items displayed, such as when an item is broken off a stack.
    • The visual effects for being frozen, slowed due to temperature, or on fire now have higher visual priority.
    • The Tinkering screen bit locker now displays the glyph for each bit type of bit next to its name.
    • The Spindle negotiation menu now uses alphabetic hotkeys rather than numeric in order to prevent numpad-based selection accidents.
    • Added damage and penetration displays to thrown weapons.
    • Ashes are now categorized as corpses.
    • Pulse field magnets ripping equipment off your body is now messaged via a popup.
    • The menu for entering a local map from the worldmap was reworked for clarity.
    • Hitting escape when you're asked for a character name during character creation now returns you to the character summary screen.
    • Automove now ignores the hostility of dreadroots, young ivory, and lurking beth.
    • The movement penalty from equipping heavy weapons now visibly alters your move speed and the weapon's description, rather than being an invisible modifier to action costs.
    • Some liquids pools now require you to confirm movement into them.
    • Some liquids now require you to confirm that you wish to drink them.
    • There is now an option that lets you turn off confirmation for both moving into and drinking dangerous liquids.
    • Activation and deactivation messages now mention if an item in your possession is what's giving you clearance to perform that action.
    • Lase now gives a failure message when you try to use it and it's exhausted.
    • The priority of the Read action on books now depends on whether you have already read them.
    • Status summary displays appended to the rules text of some items now appear in more places, too. Examples include "EMP", "unpowered", and "warming up".
    • Inventory actions are now (mostly) consistently alphabetized.
    • Made Lase message properly on failure to penetrate armor.
    • Heightened Hearing, Heightened Smell, Sense Psychic, and Electromagnetic Sensor now all use the same logic for interrupting automove.
    • NPCs can no longer change their equipment loadout when incapacitated.
    • Psionic weapons now show their status in their display name when given a proper name.


    [h3]SOUND[/h3]

    • We added a whole suite of new combat sounds. These can be disabled in the General options menu.
    • As mentioned above, we added four new music tracks for the Tomb of the Eaters.
    • Added sound effects for the following:

      • various creature deaths
      • Broken effect getting applied
      • Shattered Armor effect getting applied
      • using Clairvoyance
      • using Disintegration
      • using Sunder Mind
      • using Flaming Hands
      • using Freezing Hands
      • using Freeze Breath
      • decarbonizers targeting and firing
      • beep/ding/bloop artifact startup sequences
      • resonance, stasis, and time dilation grenades exploding
      • objects freezing
      • the firing of phase cannons, rondures of light, laser rifles, linear cannons, eigenrifles, chain lasers, freeze rays, nullray pistors, hypertractors, and normality gas pumps
      • light being refracted
      • teleportation

    • Added caves music to the trembling dunes underground.


    [ 2020-07-18 05:01:42 CET ] [ Original post ]

    Tomb of the Eaters Feature Friday - July 10, 2020 ('beta' branch)

    00.66

    Live and drink, friends. If all goes well, you can expect Tomb of the Eaters to launch on the main branch next Friday (July 17th)!

    Tomb-related notes:

  • Added two new cooking ingredients: crushed grave moss and compacted bone meal.
  • The mopango now have a signature dish.
  • You can now water ritual with Agyra.
  • Added cybernetic credit wedges to Omonporch and the Tomb.
  • Altered the behavior on the following item mods: colossal and padded.
  • Changed the names of the following item mods:

    • 'colossal' to 'gigantic'
    • 'hardened' to 'with electromagnetic shielding'
    • 'co-processor' to 'with co-processor'
    • 'normalizing' to 'nulling'

  • Changed the ANSI coloring and descriptions for several mods.
  • Added a distinctive tile to squares that are safe from the Bell of Rest.
  • Added particle text for when you acquire the tomb-tethered effect.
  • You may now find mopango pilgrms in the Stiltgrounds.
  • Gave Tam, Sixshrew, and Ezra a new sign tile.
  • The messaging for what industrial fans are blowing around is now less verbose.
  • Removed sultan sarcophagi and reliquaries from dynamic encounters.
  • Fixed a hagiographic typo.
  • Fixed several bugs around the [redacted] from [redacted].

    General notes:
  • Added a new interaction menu command for companions, direct ability use, that allows you to forbid or permit your companions' use of their individual activated abilities.
  • Made high tier item mods more likely to appear on lower tier items.
  • Automove now ignores the hostility of dreadroots, young ivory, and lurking beth.
  • Overdosing on a blaze tonic no longer cools you down, and overdosing on hoarshrooms no longer warms you up.
  • Companions now heal while moving on the worldmap.
  • Chainguns are now heavy weapons.
  • Relics now have extra hit points.
  • The Barathrumites are now more forgiving of friendly fire during A Call to Arms.
  • Item-collecting arconauts and graverobbers no longer collect items when player-led or dominated.
  • The movement penalty from equipping heavy weapons now visibly alters your move speed and the weapon's description, rather than being an invisible modifier to action costs.
  • Pathfinding is now more willing to cross harmless liquids of wading depth (specifically, it'll try to go only one square out of its way to avoid them).
  • Some liquids pools now require you to confirm movement into them.
  • Some liquids now require you to confirm that you wish to drink them.
  • There is now an option that lets you turn off confirmation for both moving into and drinking dangerous liquids.
  • Cultist without bodies are less likely to become cult leaders.
  • Your turrets now allow you to deactivate and reactivate them regardless of your security clearance.
  • Hitting or firing at something with your missile weapon no longer makes it your target if it isn't hostile to you or if you already have a target.
  • Fix-It spray foam can now be applied to nearby objects.
  • Fix-It spray form now restores hit points to inanimate and inorganic objects.
  • Charging Strike now adds 1 to the maximum AV penalty that can be inflicted by Cleave.
  • Campfires, corpses, boulders, and furniture now block doors from closing.
  • Activation and deactivation messages now mention if an item in your possession is what's giving you clearance to perform that action.
  • Lase now gives a failure message when you try to use it and it's exhausted.
  • The priority of the Read action on books now depends on whether you have already read them.
  • Conveyor belts can no longer move force fields.
  • Status summary displays appended to the rules text of some items now appear in more places, too. Examples include "EMP", "unpowered", and "warming up".
  • Inventory actions are now (mostly) consistently alphabetized.
  • Displacer bracelets now only produce visual effects on visible creatures.
  • Equipment that uses multiple slots now prefers to use slots that are near each other.
  • Fixed a bug that made hoarshrooms fail to provide cold resistance.
  • Fixed a bug that broke a mechanism for inventory action hotkey resolution. This fixes a number of issues with duplicate inventory action hotkeys.
  • Fixed a bug that made temporal fugue clones leave ammo behind.
  • Fixed a bug that disabled Proselytize's cooldown and sometimes caused the effect to occur multiple times when using it via a Skillsoft implant.
  • Fixed a bug that made the names of some relics bleed pink.
  • Fixed a bug that prevented breathers from breathing.
  • Fixed an issue that caused some double-slot equipment to use only one slot.
  • Fixed some minor issues in goatfolk hero generation.
  • Fixed a bug that made Fasting Way and Mind Over Body cause different thirst rate modifiers than what appears in their descriptions.
  • Fixed some issues in the messages generated by drinking mixed liquids.
  • Fixed some bugs with phasing.
  • Fixed some issues with doubled-up input on the stage screen when the prerelease input manager is enabled.
  • Fixed some intermittent thread-safety bugs with text processing.
  • [modding] Normalized the parameter name for number of penetrations to "Penetrations" across several combat messages.


  • [ 2020-07-11 07:00:07 CET ] [ Original post ]

    Tomb of the Eaters Feature Friday - July 3, 2020 ('beta' branch)

    00.65

    Tomb-related notes:


    • Polished and bugfixed [redacted], [redacted], and [redacted].
    • Changed the Bell of Rest timer from 200 to 300 rounds.
    • Gave the Life and Death Gates descriptions and much more HP.
    • Tweaked the crypt reliquary loot tables.
    • Reduced crypt ferret DV.
    • Added more hagiographs.


    General notes:

    • Added a new command to attack the nearest hostile target in melee (Shift-A by default). If there are any hostiles adjacent to you, this command attacks the one that appears easiest to kill. Otherwise, it pathfinds one step toward the easiest-appearing visible hostile.
    • Equipped items and items in your inventory no longer take on your temperature directly.
    • Ashes are now categorized as corpses.
    • Factory arms now respect phase and flight.
    • Pulse field magnets ripping equipment off your body is now messaged via a popup.
    • The menu for entering a local map from the worldmap was reworked for clarity.
    • Hitting escape when you're asked for a character name during character creation now returns you to the character summary screen.
    • Added caves music to trembling dunes underground.
    • Fixed a bug that made reloading multiple magazine-loaded firearms behave strangely.
    • Fixed a bug that set Face as goatfolk's primary attack limb.
    • Fixed some cases where you would attempt to enter an occupied tile when entering a local map from the world map.
    • Fixed music not playing properly after loading a game.
    • Fixed an error when generating linear cannon relics.
    • Fixed some (but not all) issues with world seeds.
    • Fixed the background color of the trash sprite.
    • [modding] Die rolls can now be specified as follows: "1d6[foo]", "2d4[bar]", etc, where 'foo' and 'bar' are arbitrary names of randomizer channels. The die roll will source its pseudorandomness from the channel specified; this produces a consistent series of results for a given channel name and world seed.
    • [modding] Conversation choices now support fields IfHavePart and IfNotHavePart that make the choice conditional on whether the specified part is present on the player.
    • [modding] The tag or string property ForceAnimatable now overrides an object animation's current walls-and-tables-only check.
    • [modding] Bodies.xml now supports a BodyType attribute on anatomy elements that allows override of the body part type to use for the central body (normally "Body").
    • [modding] Added an AfterGameLoaded event.
    • [modding] Added default behavior for when a modded quest doesn't specify a hagiograph.


    [ 2020-07-04 05:59:04 CET ] [ Original post ]

    Tomb of the Eaters Feature Friday - June 26, 2020 ('beta' branch)

    00.57

    Tomb notes:


    • Finished the bugfixing and polish work in the crypts.
    • Added a new liquid: brain brine.
    • [redacted]


    General notes:

    • Occasionally, upon gaining a level, completing a quest, performing the water ritual, or defeating a legendary foe, you may now become inspired to name one of your items.
    • The swimming confirmation message is now toggleable via the option in the Prompts menu.
    • Reputation change messages now include your new reputation and inform you if the faction's overall attitude toward you has changed.
    • The reputation changes incurred by violating the water ritual are now displayed in a single message.
    • You can now add notes to items in your inventory and equipment. The notes appear in the item's short description.
    • A given attack can now only have a block attempt performed with one shield. The limit on the number of attacks per turn that can be blocked is now per-shield; if you have multiple shields equipped, you will attempt to block a given attack using the best shield that you can presently use.
    • You can no longer shield block while frozen, paralyzed, burrowed, or otherwise unable to freely move your limbs.
    • Baetyls no longer care about differently-colored display names in the items they request.
    • The fill action on liquid containers can now be used on any container that is not full, not just empty containers.
    • You now prefer to autouse liquids that aren't stored in functional containers like liquid-cooled firearms.
    • Becoming famished now interrupts autoact.
    • Creatures that are fleeing no longer count as visible hostiles.
    • Creatures that try to keep their distance from the player now only count as visible hostiles at close range.
    • Grenades are no longer destroyed before hitting the ground when thrown into a tile with acid gas.
    • Flashbang grenades now affect a circular area instead of a square.
    • Glowmoths can now use their gaze attack at point blank range.
    • Baetyls no longer care about taking small amounts of damage, but they become... significantly irritated... by larger amounts.
    • Only creatures who are able to engage in combat and can move their limbs now count for the purposes of preventing charge and causing missile weapons to fire wildly.
    • Missile weapons that use spray fire ammo (shotguns, pumps, point-defense drones, and flamethrowers) now indicate in their short description that they aren't subject to firing wildly when multiple enemies are adjacent.
    • Bows now display their loaded arrows' penetration and damage value.
    • Made weapon class display, strength cap, and accuracy information the color of rules text.
    • Creatures now go prone if they can when they fall asleep for any reason, not just when they voluntarily go to sleep on a bed.
    • Equipped objects now match the temperature of the object they're equipped on.
    • Made most organic items leave behind ashes when they burn up.
    • Ashes no longer catch fire.
    • Village outskirts now properly have above and belowground features.
    • When you run out of water while traveling, you now receive a message and a chance to stop rather than only getting notified when you become life-threateningly dehydrated.
    • The Bleeding effect is now described differently for creatures that do not have blood.
    • The environmental item picker now refreshes when a taken action changes the list of items displayed, such as when an item is broken off a stack.
    • The visual effects for being frozen, slowed due to temperature, or on fire now have higher visual priority.
    • The Tinkering screen bit locker now displays the glyph for each bit type of bit next to its name.
    • The Spindle negotiation menu now uses alphabetic hotkeys rather than numeric in order to prevent numpad-based selection accidents.
    • Objects that are cloned while phased now properly assume their normal phase.
    • Relics and extradimensional missile weapons now occasionally generate as armor-negating.
    • Graftek-granted stat changes now count as permanent in all the usual ways.
    • Added damage and penetration displays to thrown weapons.
    • Fixed a bug that caused some non-blood-having creatures to bleed blood.
    • Fixed a bug that caused simply targeting a creature to make it hostile.
    • Fixed some bugs that caused several sensory effects to fail to detect walk-walking creatures.
    • Fixed linear cannon penetration display.
    • Fixed some issues that caused you to retain your marked target after using a special shot.
    • Fixed a bug where pouring into a container you are emptying took the current contents of the container into account even though they were being emptied.
    • Fixed a bug that caused missile weapons to display a damage message even when the damage was prevented.
    • Fixed a bug that caused autoexplore to fail to seek out the secret-bearing mural in the village of Ezra.
    • Fixed a bug with phase web animation.
    • Prevented some rare corner cases where objects were destroyed multiple times.
    • Fixed a bug that caused the 'show effects' menu to improperly linger beneath other windows when opened and closed.
    • [modding] Effects may now whitelist themselves for most deep copy operations by overriding allowCopyOnNoEffectDeepCopy and returning true.


    [ 2020-06-27 05:55:27 CET ] [ Original post ]

    Tomb of the Eaters Feature Friday - June 19, 2020 (beta branch)

    00.55

    Tomb-related notes:


    • Did some bugfixing, polish, and performance work on the crypt levels of the Tomb of the Eaters. More to come next week.


    General notes:

    • Added some new recoilers.
    • Added a new command to autoattack your current target in melee: Ctrl-A by default. When autoattacking, you pathfind toward your target if necessary and attempt to melee attack them. All the conditions that interrupt automove also interrupt autoattack, with one exception: if your target is the only hostile in sight, their presence does not interrupt you.
    • Added a new "Ignored Keys" keybind. Keys bound to this entry are completely ignored. (This is useful for reserving a push-to-talk or screenshot key, for example.)
    • Renamed human child to woodsprog.
    • Linear cannons can be tinkered now.
    • You can now path through locked doors when you're carrying the appropriate key card.
    • You now get a message when you try to swap places with a non-hostile creature but can't for some reason.
    • Losing sight of your target now interrupts automove.
    • NPCs are now less avoidant of slime pools.
    • Changed the way heirlooms gifted during the Spindle negotiation are generated and made their types respect the text in Heirlooms of Qud.
    • Elevator and door switches can now be flipped via the interaction menu.
    • Space-time vortices and rifts are no longer be pushed by forces like explosions.
    • The AV bestowed by the Quills mutation now returns to the max value when your quills regenerate.
    • You can now properly access help from the main menu with '?'.
    • Visiting the waterlogged tunnel no longer counts as visiting Red Rock.
    • If you are stuck and adjacent to a deep pool, you only receive the swimming confirmation message the first time you try to move into the pool.
    • Fixed a bad interaction when the snapjaw who wields Stopsvalinn generates as a villager.
    • Numpad '/' now shows and hides the prerelease stage message log.
    • Tables no longer change their tile when you remove and return the same object.
    • Removed the small per turn time delay while asleep.
    • Fixed several issues that caused gas-generating creatures to not be immune to their own gas.
    • Fixed some rare situations where the player didn't get a turn immediately following a game load.
    • Fixed a bug that caused illuminated books to not have their display names altered.
    • Fixed a bug in the way graffiti displayed on tombstones.
    • Fixed a bug that caused reloading a linear cannon to always reload the energy cell instead of its slugs.
    • Fixed a rare exception in the Multihorns mutation that prevented saved games from loading.
    • Fixed a typo in soul curd's description.
    • [modding] Enabled anonymous access to workshop content.
    • [modding] The starting location selector is no longer shown if a genotype or subtype has a defined starting location.


    [ 2020-06-20 06:20:44 CET ] [ Original post ]

    Tomb of the Eaters Feature Friday - June 13, 2020 ('beta' branch)

    00.52

    Tomb-related notes


    • We made several gameplay and polish enhancements to the cherubim.

      • Cherubim are now better protected against missile weapons and freezing attacks.
      • Revamped cherubim stats and natural weapons.
      • Learned cherubim now properly discharge clockwork beetles.
      • Added descriptions.
      • Added cherubim to dynamic encounters.
      • Gave cherubim appropriate ASCII glyphs.

    • Gave appropriate names and descriptions to carved stone and gilded marble from the various periods of the sultanate.
    • Added descriptions for mural endcaps and mural medians.


    General notes:

    • We made some changes to sparking baetyl rewards.

      • Item rewards are now much better.
      • Item rewards now scale with both the baetyl's zone difficulty and the tier of the demanded item.
      • Reduced the maximum number of demanded items to six.

    • Baetyls asking for Templar phylacteries no longer ask for the phylacteries of specific people.
    • Trees are now stronger and tougher.
    • Attacking into a frozen zone now thaws it. This is most relevant when attacking up or down stairs.
    • Removing energy cells from owned items now angers their owners.
    • You can now pour into equipped liquid containers.
    • When selecting a container to pour a liquid into, containers that already contain that liquid now appear at the top of the list.
    • Smart use on environmental liquid pools and liquid containers now opens the interaction menu rather than going directly into the pour-into-container action.
    • Cleaning yourself using liquid from an owned vessel now potentially angers its owners.
    • Gave the following objects better ASCII glyphs: sultan shrines, Asphodel, Asphodelytes, walkways, various vessels, and yawning gap.
    • Made some improvements to creature pathfinding.
    • Rebekah's tombstone no longer shows up in dynamic contexts.
    • Fix-It spray foam and other applicators, when unidentified, no longer reveal themselves when you back out of an interaction.
    • The water ritual can no longer be used to obtain unlimited cybernetics credit wedges.
    • Shank now respects phase and flight.
    • Sheba Hagadias will no longer lay mines if a miner or deploy turrets if a turret tinker.
    • Fixed a bug that caused some village tinkers to not be members of their village's faction.
    • Fixed a bug that caused companions to take steps in the wrong order when trying to follow their leader.
    • Fixed a bug that caused one-shotting a creature to fail to trigger hostility in the creature's nearby allies.
    • Fixed a bug that caused camel bladders to fail to negate the weight of the liquid in them when worn.
    • Fixed some bugs in water ritual option coloring.
    • Fixed a bug in tiling of liquid pools as they change size.
    • Fixed a bug that made snapjaw forts, starapple farms, and pig farms not generate properly in village outskirts.


    [ 2020-06-13 08:36:41 CET ] [ Original post ]

    Tomb of the Eaters Feature Friday - June 6, 2020 (beta branch)

    00.50


    • Autoexplore now seeks out and examines objects that contained unrevealed secrets in their descriptions.
    • Giant beetle and beetlebum corpses can now be butchered for raw beetle meat, which can be preserved as beetle jerky.
    • Items no longer weigh more when covered in liquid.
    • Waterskins, canteens, and similar liquid containers are now repellent to certain types of liquids.
    • Quests no longer ask you to find forgotten ruins or use forgotten ruins as landmarks.
    • Displacer bracelets now have power switches.
    • Waiting for a specified number of turns now shows a countdown next to the loading status indicator.
    • Boxes of crayons now let you choose which color to draw with and draw in tiles you're adjacent to. Also, drawing now has an action cost.
    • Graffitied text now appears in the color of the graffiti on the object glyph.
    • Bloated pearlfrogs no longer ignore phase when pulling creatures with their tongues.
    • Being frozen now interrupts sprinting and other movement or body-positioning effects.
    • The harvest action now has a higher default priority than the chat action when both are present.
    • Snail eggs and luminous motes are no longer used as quest items.
    • Albino ape pelts can no longer be eaten. As a result, you now control their autopickup status via the autopickup trade goods toggle instead of the autopickup food toggle.
    • In the trade screen, you can now use the keyboard (not numpad) number keys to specify a number of whatever is currently selected to trade.
    • PgUp and PgDn can now be used on the Reputation and Skills screens.
    • The Skills screen now reserves a consistent amount of screen space for skill descriptions rather than adjusting the space depending on the description length. Some descriptions have been edited to accommodate this.
    • You'll no longer encounter creatures standing in the same tile as a closed door.
    • The walk command no longer generates an error if used in on the edge of a zone.
    • Mutations picked at character creation now properly update their stat shifts when leveled.
    • Doors can no longer be closed on creatures or movement-blocking objects that occupy the same tile.
    • Village catchbasins are now owned by the village faction.
    • Made some large performance improvements to the prerelease stage view.
    • Fixed a bug that caused some activated abilities to remain on the ability menu after those abilities were lost.
    • Fixed a bug that caused the loss of some equipment benefits when using Temporal Fugue.
    • Fixed a bug that allowed holographic plants to be harvested.
    • Fixed a bug that indicated incorrect directions toward a detected hostile when automove was interrupted and that hostile was in an another zone.
    • Fixed a bug that caused the genome destabilization message from the Mutating effect to be displayed for you even when you weren't the one mutating.
    • Fixed a bug that broke a previous intervention to make wraith-knights summoned by extradimensional phylactery squires friendly to their squires.
    • Fixed a bug that caused weeped liquid and primordial ooze to fail to mix in the Rainbow Wood.
    • Fixed a bug that made the hidden PhasedWhileStuck effect visible.
    • Fixed a bug that caused certain pronouns to morph into "They" after games had been saved and reloaded.
    • Fixed the subtype text being too large during character creation.
    • Fixed a typo in items that affect move speed.
    • [modding] You can now undo the "fill" action in the map editor.
    • [patreon] Sheba Hagadias can no longer spawn as Either/Or. To install this change, you'll need to re-redeem Either/Or's pet code.


    [ 2020-06-06 08:03:48 CET ] [ Original post ]

    Tomb of the Eaters Feature Friday - May 29, 2020 (beta branch)

    00.43

    General notes:


    • Added a water wheel and millstone to Joppa.
    • Bone worm corpses can no longer be included as part of the cure for fungal infections.
    • Pathfinding now strongly avoids tiles next to non-allied puffer fungi.
    • Moving within two squares of puffer fungi now interrupts automove regardless of your "ignore enemies" settings.
    • Eaters' nectar now re-randomizes your potential mutation buys.
    • Meditation no longer instantly cures bleeding. Instead, it now triples the rate of recovery from more negative status effects, including bleeding.
    • To account for the recent liquid pool changes, bilge sphincters now provide a movespeed bonus in liquid pools of 200+ drams instead of 1000+.
    • The weights of takeable items are now always shown in their short descriptions.
    • Fixed a bug that sometimes caused evaporating liquids to leave behind liquid volumes with no component liquids.
    • Fixed a bug that caused resource exhaustion and error spam in the output log in some long-running games.
    • Fixed some bugs that caused the decarbonizer beam selection to sometimes error out or create an infinite loop.
    • Fixed a bug with Temporal Fugue and other cloning mechanisms that caused stat shifts to become permanent.
    • [debug] Added a wish, "clearstatshifts", to remove temporary stat shifts, even including shifts from items you have equipped or active status effects. To regain those stat shifts, you'll have to re-equip those items or re-up the effects.
    • [modding] We changed the implementation for how MinEvents are dispatched. Modders who are handling a MinEvent in one of their IParts (e.g. bool HandleEvent( EnteringCellEvent ev ) need to update each HandleEvent declaration to include 'public override' (e.g. public override bool HandleEvent( EnteringCellEvent ev )) in order for that event to be dispatched properly to the part.


    [ 2020-05-30 04:30:57 CET ] [ Original post ]

    Tomb of the Eaters Feature Friday - May 23, 2020 (beta branch)

    00.41

    [h3]Tomb-related notes[/h3]


    • The Tomb-dwelling pangoloids knows as the mopango have officially moved in.

      • Added or refined several types of mopango.
      • Added a new quest: The Buried Watchers. Talk to Zothom in Ezra.
      • Added a new quest: Fraying Favorites.
      • Strange entities now (officially) roam the Tomb.
      • Added a new legendary ooze, k-Goninon.
      • Added the repulsive device.
      • Added [redacted], [redacted], [redacted], and [redacted].

    • We made some UI improvements to the Tomb-teleportation mechanic.

      • Changed the ASCII floor glyph for teleportation-safe tiles.
      • Added a new effect, tomb-tethered, to better message when creatures are safe from the teleportation effect of the Bell of Rest. Creatures are tomb-tethered when they both bear the Mark of Death and are occupying a tile that's teleportation-safe.
      • Fixed a bug that caused you to be Tomb-teleported back to the beginning of the crematory from the supposedly safe Columbarium.

    • Fixed a bug that caused exit teleporters in Lower and Upper Crypts to send you all the way back to the catacombs.
    • Fixed a bug that caused issues at the recoming nook.


    [h3]General notes[/h3]

    • Added new loading status indicator art.
    • The new stair tiles now look better when the 'Always highlight stairs' option is enabled.
    • Added a new Modding option: 'Select enabled mods on new game'.
    • "Press space" dialogs now close only when you press Escape, Enter, or Space.
    • Goatfolk can now give directions in conversations.
    • The overburdened status effect is now updated more reliably when your carrying capacity changes.
    • The weight display in the trade UI is now more accurate.
    • You no longer receive messages about merchants restocking if you're not in the same zone as they are.
    • Objects without bodies can no longer be knocked prone.
    • Save files now remember which mods are enabled and prompt you to re-enable those mods before loading.
    • Fixed a bug that caused the onset of fungal infections to sometimes be 8-10 turns instead of 2-3 days.
    • Fixed a bug that caused symbiotic fireflies to destroy themselves, and turn into "Objects", when equipped.
    • In the classic UI option screen, slider and selection options that don't fit well in one line now occupy two lines.
    • Exiting the world map now avoids placing you in cells where you would have to swim.
    • [modding] Fixed a bug that caused GlobalConfig.json to be unmoddable.
    • [modding] An objects can now set the ReplacementObject member of an ObjectCreatedEvent to return a replacement object instead of itself during object creation.


    [ 2020-05-23 06:37:50 CET ] [ Original post ]

    Tomb of the Eaters Feature Friday - May 15th, 2020 (beta branch)

    00.40

    [h3]Tomb-related notes:[/h3]

    • Added new tiles for Eater statues, Eater holograms, and urn duster.
    • Crypt sitters and conservators no longer cause unintended trouble in dynamic encounters.

    [h3]General notes:[/h3]
    • New item mod: fitted with suspensors.
    • Mafeo now has a pickaxe for sale.
    • Excluded some more creatures from spawning as Mechanimist converts, including pulsed field magnets.
    • Added descriptions for the following objects: rubble, burnished azzurum (formerly aquamarine), banana rancher, hammock, brick, Warden 1-FF, Mayor Haddas, and Yla Haj.
    • Gave an ASCII makeover to the following objects: gravestones, unripe banana trees, Yla Haj, floor cushion, medium boulder, Zothom (also tweaked his tile colors), bookshelf, sign, power line, brick, woven basket, hammock, flux gauge, weathered wood, and sultan tomb murals.
    • Powered exoskeletons can now have a variety of item mods.
    • When you're under the effect of the gamma moth Mutating effect, random mutations you might acquire are now reseeded at some point during its duration.
    • Sheba Hagadias no longer succumbs to natural behavior like going on a pilgrimage or urn dusting.
    • Things without brains can no longer be dazed or stunned.
    • Holograms can no longer be harvested or butchered.
    • Small stones and large stones are no longer flammable.
    • Fixed a bug that caused the Golgotha chutes to generate disconnected.
    • Fixed a a bug that caused mouse movement to not work properly on the world map.
    • Fixed a bug that caused missile weapons to hit non-blocking inanimate objects in their paths.
    • Fixed a bug that caused merchants to spawn with double the inventory they're meant to.
    • Fixed a bug that immobilized aquatic creatures.
    • Fixed a bug that caused worn items effects to not go away when you removed the item.
    • Fixed a bug that sometimes caused Barathrum's study to generate with a down staircase.
    • [debug] Space no longer accepts the 'Would you like to die?' prompt.


    [ 2020-05-16 07:57:27 CET ] [ Original post ]

    Tomb of the Eaters Feature Friday ('beta' branch) - May 8, 2020

    00.35

    Tomb-related notes:


    • Expanded the Grand Vestibule to multiple maps.
    • Changed the Omonporch entry zone to a new map: Court of the Sultans.
    • Made various tweaks and enhancements to the Arcade to the Twin Gates.
    • Made various tweaks and enhancements to the Columbarium.
    • Made the Ezra and Arcade murals more authentic.
    • Added a bell tolling sound effect to the Bell of Rest.
    • Made Sixshrew a real merchant.
    • Gave dialog to Yla Haj and Warden 1-FF.
    • Tweaked Mayor Haddas's dialog.
    • Gave better equipment and wares to Yla Haj.
    • Gave several of the Tomb zones better names.
    • Gave sky maps more sensible names.
    • Added a cistern ruin to the east of the Arcade.
    • Added more graffiti to the robbers' cut.
    • Made some architectural changes to the Tomb outer walls and the Spindle chamber.
    • Added a new tile for rubble.
    • Added some more Eater statue and hologram tiles.


    General notes:

    • Faction leaders now have their prowess more accurately judged and displayed in their look descriptions.
    • Autowalk, autoexplore, and rest are now interrupted when your companions engage in combat, take damage, or die, as long as they're visible or audible.
    • We changed the option "Maximum autoexplore squares/sec" to "Maximum automove squares/sec" and made it apply to all forms of automove.
    • Metal items now retain less liquid, and fur items retain more.
    • Quartzfur hats now message themselves as being made of quartz rather than glass.
    • Autocollect can now be disabled on empty waterskins.
    • Spiders no longer attack allied creatures that are stuck.
    • Player-controlled spiders no longer autoattack stuck creatures.
    • Destroying or teleporting a web now frees anything stuck in it.
    • When an object is phased multiple times, damage from being forced into phase by reality stabilization now occurs only when the last effect is terminated.
    • Changed the message when you try to remove an unremovable cybernetic implant.
    • Items that affect the chance of salvaging multiple bits, like advanced toolkits, are no longer used on items that can only ever disassemble into one bit.
    • The random-buy mutation choices should now be more stable for a given seed.
    • If you're out of 2+ point mutations to buy, you're now presented with 1-point mutations.
    • The look and target picker "Locked" status toggle is now remembered across games and reloads.
    • In the classic UI, the cooking menu now reutrns to the selected option instead of the top of the list when you choose a recipe to cook then decide go Back.
    • Dromad trader psychic thralls or domesticated slaves no longer generate map notes.
    • Geomagnetic discs can no longer spawn with elemental damage mods.
    • Made some improvements to geomagnetic disc pathing.
    • Fixed an improper item ownership warning when you tried to examine or disassemble items in the inventories of certain creatures you were dominating.
    • Fixed a bug that caused Flurry to not work on inanimate objects, which in turn caused NPCs with flurry to stand there inert instead of attacking inanimate objects they were angry at.
    • Fixed some bugs with color rendering and formatting in books.
    • Fixed a bug with liquid-fueled power consumption, such as in gyrocopter backpacks.
    • Fixed some performance issues with normality gas and norm cores.
    • [debug] Made wish string matching more accurate.
    • [debug] The "Do you really want to die?" promp no longer accepts space or enter as input.
    • [modding] The map editor now supports Ctrl-C to copy a selected region, which turns your brush into a rectangle the size of that region. Ctrl-click pastes the copied region, and right-click deletes the region bounded by the selected rectangle.
    • [modding] The map editor now properly renders most walls, water tiles, and fences.
    • [modding] The map editor now has tile previews in the blueprint selector.





    [ 2020-05-09 05:43:41 CET ] [ Original post ]

    Tomb of the Eaters Feature Friday - May 2, 2020 ('beta' branch)

    00.29

    Tomb-related notes:


    • We added polish to the architecture of the Tomb.

      • Added a new exterior caryatid wall and extended it up and down through the Z-dimension as appropriate.
      • Added support pillars beneath the Tomb.
      • Added structural ribs.
      • Swapped the locations of the Life and Death Gates.
      • Redesigned the Grand Vestibule.
      • Added a lot more graffiti to the robbers' cut.
      • Cleaned up the maps around the Liminal Way.
      • Moved the up staircases in the Folk Catacombs.
      • Replaced the Lace Stairways to the crematory with access corridors.



    General notes:

    • The display format of some zone names has changed.
    • Inscribed funerary urns no longer report being empty.
    • You're no longer asked to drink from full urns as a quest step in dynamic quests.
    • Automove and rest are now interrupted by decarbonizer beams that are detectable to you by sight, sound, or smell.
    • When you're about to stop flying and you're at risk of taking fall damage (ie, at least one stratum above ground), you're now given an appropriate warning message.
    • Fixed a bug with acid gas that caused the game to hang.
    • Fixed a bug that caused items to retain more liquid than intended.
    • [modding] Added a new API, StatShifter, to Parts and Effects that helps track stat shifts. See https://cavesofqud.gamepedia.com/Modding:StatShifter.
    • [debug] Added a new debug option: "Show debug text for stat shifts".
    • [debug] Added a new wish, "showstatshifts", that displays a list of items and effects shifting your stats.
    • [modding] You can now select regions in the map editor by holding shift and dragging the select box over tiles. Ctrl-a selects the entire map.
    • [modding] Redesigned the "selected cells" region of the map editor. You can now delete, bulk replace, and set ownership on objects in the selected region.




    [ 2020-05-02 07:14:24 CET ] [ Original post ]

    Tomb of the Eaters Feature Friday - April 24, 2020 (beta branch)

    Tomb-related notes:


    • We added more polish to the crematory.
    • Redesigned the columbarium.
    • Added ASCII art to the look screen for urns.
    • Urn dusters now walk around dusting urns in the columbarium.
    • Fixed some bugs with the interaction of various crematory objects.
    • Added a visual effect for when objects are pushed by industrial fans.
    • Added descriptions for the following objects: conveyor drive unit, conveyor belt, rubber curtains, bones, ashes, industrial fan, miasmatic ash, machine wall, metal door, plastic tree, statue of Eater, full-spectrum bright sconce, elevator shaft, empty urn, marble walkway, sunflower, and scrapable deposit box.
    • Edited the ASCII glyphs for the entire crematory.
    • [Redacted]


    General notes:

    • You can now use water to clean your stained equipment via inventory actions on either your water containers or your stained equipment.
    • You can now use the Walk keybind from the Look menu to autowalk to the tile you're looking at.
    • Offhand attacks work again.
    • Changed the glyph and tile colors of non-mayor quest givers in villages from dark green to bright yellow. Accordingly, we also changed Mehmet's color to bright yellow.
    • Girshlings you encounter outside of Red Rock no longer advance 'What's Eating the Watervine?'.
    • The water ritual now consumes a dram of liquid only when you initiate it instead of consuming one for every action you take during it.
    • Force fields you can pass through no longer interrupt automove regardless of their source.
    • Psychic hunters are no longer incorrectly interdicted on maps without reality stabilization.
    • Cybernetic implants that occupy an equipment slot are no longer shown twice in the implantee's description.
    • Temporary items can no longer be used as tinkering components.
    • Improved the grammar in "you pass by" messages.
    • Fixed a bug that caused Rebuke Robot to fail way more often than it should.
    • Fixed a bug that caused take-all to not work in the classic UI looting menu when the cursor was on a category rather than an item.
    • Fixed a bug that caused the 'Tweet this character build' button to not work.
    • [debug]Added a new wish, "factionencounter:", that generates a special faction encounter in your current zone. For example, wishing for "factionencounter:Templar" generates a Templar faction encounter. You can override the tier and level values for the zone, both of which affect the creatures generated for the faction encounter, like so: "factionencounter::" and "factionencounter:::".
    • [modding] The ConversationScript part now supports a Color field that's used to specify a color or shader to be applied to the creature's conversation text.
    • [modding] Self-closing tags in the XML no longer skip the next mutation when they're loaded.
    • [modding] The new blueprints loader no longer crashes when given an with no Value (it assumes 0 instead).
    • [modding] Added Transform > Flip Vertical to the map editor.
    • [modding] Added File > Reload Blueprints to the map editor. This lets you reload ObjectBlueprints.xml without quitting and reopening the editor.


    [ 2020-04-25 05:28:09 CET ] [ Original post ]

    Tomb of the Eaters Feature Friday - April 17th, 2020 (beta branch)

    00.22

    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 200.21.

    Tomb-related notes


    • Added a new gas: miasmatic ash.
    • Grave moss now burns off into miasmatic ash.
    • We made changes and added some polish to the crematory.

      • Added industrial fans.
      • Funerary urns now have names and inscriptions.
      • Machine presses with only one piston now slam their target away instead of crushing it.
      • The support pillars in the catacombs now come up through the crematory.
      • Tweaked the layout of the conveyor belts and flame vents to be slightly more ordered.
      • Added new wall tiles and changed the colors of some existing tiles.
      • Replaced the existing machine room with a new one.
      • Fixed a bug with the ASCII rendering of machine press.




    General notes

    • Fixed a bunch of text coloring bugs introduced last patch. There'll likely be some more, though.
    • We made some tweaks to liquid and liquid pool behavior.

      • We renormalized the volumes of all the puddles, pools, and rivers in the game. Swim-depth pools (over 2000 drams) are now much more rare.
      • Added a new status effect: wading. You now wade through pools of size 200-2000 drams. Wading gives -20 movespeed and interferes with some forms of movement, including sprinting.
      • Entering a swim-depth pool from land now displays a warning message and requires you to confirm movement.
      • Swim-depth pools now interrupt autowalk unless you are already swimming, flying, or out of phase with the pool.
      • Some common liquid covering descriptions are now less verbose.
      • Salt now only stains items when encountered in its pure form.
      • Made the container preference for liquid collection more consistent. The order is: containers designated for autocollection of the liquid, then devices that use the liquid, then containers that already contain pure liquid of that type, then empty containers.
      • You can now collect liquids into slotted liquid-fueled energy cells.
      • Collecting a liquid now reports on which containers the liquid was collected into.

    • Small spheres of negative weight now add to your weight when they're broken or otherwise inoperative.
    • Psionic weapons with slotted cells now leave the cells behind when they evanesce.
    • Psionic weapons can no longer be modded with tinkering.
    • The [redacted] in Joppa now shows up in the alt display.
    • Wraith-knights now despawn if their phylacteries are destroyed for any reason.
    • Temporary items are now worthless, can no longer be cooked with, and can no longer have their bits harvested.
    • Temporal fugue clones now leave behind any items they had acquired after being conjured.
    • Eater's nectar injectors belonging to temporal fugue clones now affect only temporal fugue clones.
    • We made some tweaks to the looting menu in the classic UI.

      • The weights of takeable items are now displayed alongside the items themselves.
      • The menu now has an adaptive width to avoid cutting off item names.
      • Page up and page down now work more reliably.

    • Encountering the following objects now interrupts autowalk: deep shafts, identified mines, aloes, spacetime rifts, and spacetime vortices.
    • Artifacts with proper names are no longer treated as having proper names while unidentified.
    • On the classic trade screen, we switched 'interact with the selected item' from the Tab key to the Space key. Tab now selects and deselects all items on the active column of the trade screen, as an analog to its take-all function in looting menus.
    • Ice frogs no longer sit in immobile confusion until approached.
    • Miner bots no longer generate mines based on modded grenades.
    • NPCs are now less interested in using random items from their inventories as improvised weapons.
    • Animating an object with Spray-a-Brain no longer causes every object of that type to be recategorized as a Creature.
    • Items generated as quest items no longer cause every item of that type to be recategorized as a Quest Item.
    • Answering no to using an unpowered advanced toolkit while autoexploring now interrupts the autoexplore, preventing message loops.
    • Fixed some issues with Page Up and Page Down failing to scroll correctly on the classic inventory screen with very large inventories.
    • Fixed a bug that caused the 'most recently played character' to net initialize properly.
    • [debug] Added a new wish, "reveal settlements", that reveals all dynamically generated settlements on the world map.
    • [modding] Fixed a bug that caused modded versions of Options.xml to fail to be initialized.
    • [modding] Implemented Myopia as an AdjustVisibilityRadiusEvent, allowing equipment and parts to adjust the visibility radius.
    • [modding] Restructured the loading of ObjectBlueprints.xml, solving many inheritance problems, most notably with Load="Merge" from mods.
    • [modding] Deprecated the GameManager.Instance.ViewData interface.
    • [modding] UI Views are now defined with the [XRL.UI.UIView] attribute on a class.
    • [modding] Increased the warning level output for the mod compiler, allowing modders to see previously hidden compiler warnings.
    • [modding] Updated the Modding Utilities link to the modding wiki: https://cavesofqud.gamepedia.com/Modding:Overview.
    • [modding] The Blueprint Browser now shows all properties on blueprints, in XML.
    • [modding] You can now select and copy in the Blueprint Browser.
    • [modding] Exposed a method to add a Wish handler. See https://cavesofqud.gamepedia.com/Modding:Wishes.
    • [modding] We made some enhancements to the map editor.

      • The map editor now loads with an empty map rather than looking like you're editing the main menu.
      • Added x-y coordinates for the mouse position and selected cell.
      • Holding Ctrl while hovering over an item in the blueprints list now displays a portion of the blueprint XML.
      • Added a checkbox on the blueprint filter to only show blueprints in use on the map.
      • Made the sidebar opaque.
      • Alt-clicking on a tile now properly set the brush even when you have no brush selected.


    [ 2020-04-18 06:16:38 CET ] [ Original post ]

    Tomb of the Eaters Feature Friday - April 3rd, 2020 (beta branch)

    00.21

    Tomb-related notes

  • We added some polish to the [redacted] sequence that starts in Resheph's burial chamber.

    • Added some sound and visual effects.
    • Smoothed out some issues with engraving tomb murals.
    • Added ASCII versions of the tomb murals and other objects in the burial chamber.
    • Refreshed Herododicus's dialog.
    • Added descriptions for Herododicus, imperial sarcophagus, imperial reliquary, gilded marble from the sultanate of Resheph, mural median, and mural endcaps.
    • [very redacted]



    General notes
  • We made some changes to liquid and liquid pool behavior.

    • Objects now become coated in liquid more easily, and they also lose their liquid coatings more easily.
    • Liquid coating now bestows additional weight onto items.
    • Some liquids now weigh more than others.
    • Creatures moving through big pools of liquid now track the liquid around.
    • Footwear now protects you from being affected by small pools of liquid.
    • Swimming is now a status effect that penalizes movespeed and prevents creatures from taking move-related actions that require footing.
    • Pools smaller than the swimming threshold (1,000 drams) now use a different tile set.
    • Small puddles now evaporate over time.
    • Aquatic creatures now receive a -25 penalty to movespeed instead of the full -50. (The Swimming skill's +25 bonus offsets this penalty.)
    • Pathfinding now puts more weight toward pathing around large pools of liquids, even less deadly ones.

  • More autoexplore activities now respect the autoexplore options for ignoring easy and distant enemies.
  • Electromagnetic sensors and the following mutations now interrupt autoexplore and automove when you identify a hostile creature: Heightened Hearing, Heightened Smell, and Sense Psychic.
  • Autowalking on the worldmap now avoids the Rainbow Wood.
  • Autoexplore now passes through tiles that contain animated walls if those walls are in your party.
  • We changed the way acid damage is calculated. Exposure to either dilute acid or small acid pools now deals less damage.
  • Metal items now take quarter damage from acid.
  • Salty water now generates half as much steam when vaporized. Brackish water generates 90% as much.
  • Lacquered items now note in their descriptions that they repel liquids (this is behavior they always had).
  • Steam now only damages organic objects.
  • You can now retrieve items from owned containers that you put in them without triggering hostility.
  • The take-all command now skips the weight limit warning if you're already over your weight limit.
  • Lay Mine and Set Bomb now allow you to press escape from the explosive selection menu to abort the command.
  • Stairs, pits, and similar objects that represent open space can no longer be sucked into space-time vortices.
  • When you're selecting an item to equip from the equipment menu, items listed within a given category are now sorted in descending order by a rough utility evaluation. This sort method was there previously, but code was since introduced that disrupted it.
  • Colored text now displays more reliably across multiple lines in the text UI sidebar.
  • Added a black outline to the overlay XP and HP readout numbers.
  • Fixed a bug that sometimes prevented the penalties from the Engulfed status effect from being removed when the effect wore off.
  • [modding] We added a markup layer to our text coloring system. Example: {{red|this text will be red}}. This lets us treat color specification as a stack, so that text's color can be reset to the previously specified color at the end of a block. (Previously, we would try to emulate this behavior by resetting color to default grey [&y], but grey wasn't always the last specified color.) The markup layer also supports shaders that apply color patterns to text blocks. Color names and shaders are defined in a new moddable file, Colors.xml.
  • [modding] Added a "beguile" wish that forces the target into your party.
  • [modding] Med names may now be extended by applying the [MedNamesExtension] attribute and implementing the IMedNamesExtension { int Priority(); void OnInitializeMedNames( List medNames ); } interface.

  • [modding] Fixed a bug that caused the JoppaWorldBuilderExtension and WorldBuilderExtension attributes to be ignored.




  • [ 2020-04-04 05:44:45 CET ] [ Original post ]

    Tomb of the Eaters Feature Friday - March 6th, 2020 (beta branch)

    00.20: We've posted an update on the beta branch.

    A note on updates: our cadence has slowed a bit while our small team deals with some impactful life events. We'll be ramping back up soon. Live and drink, friends.


    • Added a new cybernetic implant: medassist module.
    • Added a new item: syphon baton.
    • The co-processor mod now provides compute power that select equipment can consume.
    • Added new descriptions for the following creatures, items, and objects: graverobber, exit teleporter, ornately carved marble, rotating machine arm, locking machine arm, strip fly, urn porter, urn, sarcophagus, machine press, reliquary, sultan reliquary, ornate chair, ornate bench, ornate table, plant in ornate pot, grave goods, Eater hologram, crypt sitter, and ghost perch.
    • Added a new tile for the sign to village Ezra.
    • Added flipped tiles for Eater holograms.
    • Added some new tomb propaganda.
    • Fungal infections and motorized treads are now immune to damage.
    • More NPC tinkers can now repair, recharge, and identify artifacts.
    • Piston presses now respect phase.
    • Lunge now respects phase and flight.
    • Juke now interacts better with effects that restrict your mobility.
    • Removed the old tattoo gun.
    • Cybernetics credit wedges are now stackable.
    • Wraith-knights can no longer be duplicated or cloned.
    • Robotic and otherwise inorganic creatures are no longer made thirsty by thirst thistle attacks.
    • Disassemble now requests confirmation before disassembling quest items and items you have equipped.
    • Disassemble now provides a "disassemble all" inventory action that disassembles a stack of items at once.
    • Disassemble now has an action cost.
    • Temporal fugue clones and various other forms of cloning no longer count toward the death and destruction toll of A Call to Arms.
    • Sturdy spectacles and mirrorshades no longer incorrectly report that they have broken in melee.
    • Having thirst inflicted on you by an attack no longer triggers tongue bleeding from glotrot.
    • The Amphibious trait no longer reduces thirst that's inflicted by attacks, and amphibious characters get the same log messages as do non-amphibious characters when an attack inflicts thirst.
    • A message now periodically appears in the message log when your companions are dehydrated. If they are visible when they become dehydrated, you get a popup.
    • Fixed some issues with companions re-joining the player after traveling on the worldmap.
    • Fixed a bug that caused an item type's repair cost to permanently depend on whether the first item of that type you repaired was rusted.
    • Fixed some bugs that caused modifiers to secondary statistics like AV, DV, and movespeed to be double-applied when they came from mutations and cybernetic implants selected during character creation.
    • [modding] The ability of NPCs to repair, recharge, and identify artifacts in the trade screen is no longer controlled by the CanRepair, CanRecharge, and CanIdentify properties. Instead, it's determined by the relevant tinkering skills. (Repair enables the repair action, Tinker I enables recharge, and Gadget Inspector enables identify, with Tinker II, Tinker III, Intelligence modifier, and any relevant equipment contributing to identification performance.)


    [ 2020-03-06 20:08:22 CET ] [ Original post ]

    Caves of Qud Soundtrack released!

    We've released the OST for Caves of Qud!

    Included are 14 original tracks by Craig Hamilton, totaling an hour of music, with more to come.

    Live and drink.

    https://store.steampowered.com/app/1247760/Caves_of_Qud_Soundtrack/


    [ 2020-02-14 22:30:56 CET ] [ Original post ]

    Tomb of the Eaters Feature Friday - January 31, 2020 (beta branch)

    00.17

    We've posted an update to the Tomb of the Eaters beta on the beta branch.

    [h3]Tomb-related notes[/h3]

  • We made some structural changes to the layout of the Tomb.

    • We shifted the whole dungeon up several Z levels. The crematory is now one level above the surface.
    • Removed the Lake of the Damned.

  • We included some more signposts toward finding the Mark of Death and entering the Tomb through the Death Gate.

    • Implemented a partial redesign of the Arcades to the Twin Gates that includes a path and sign pointing to Ezra.
    • Immediately upon finding the Mark of Death, you now learn the Mark of Death secret, and the 'Recover the Mark of Death' quest step now completes.
    • Immediately upon inscribing the Mark of Death, the 'Inscribe the Mark" quest step now completes.

  • It should now be clearer that a certain post-Brightsheol body alteration is intentional.
  • Once you return from Brightsheol, you cannot go back via the same method. (<- worded intentionally vaguely to avoid spoilers)
  • Added two new cybernetic implants: fire suppression system and anchor spikes.
  • Added a new item: advanced toolkit.
  • Crypt ferrets are now better at hiding.
  • Made Vivira, the sentient turret, magenta in order to stand out more.
  • Added descriptions for the following objects: fulcrete, ebon fulcrete, wide bottle, crypt door, compacted bone, and grave moss.
  • Added some more tomb propaganda.
  • Renamed recarcassing nook to recoming nook.


    [h3]General notes[/h3]
  • We made some changes to auto-equip.

    • Auto-equip now gives you feedback on items that were unequipped as a result of your action.
    • Eliminated most repetitive auto-equip messaging.
    • Auto-equip now tries to unequip multiple items in order to equip an item that uses multiple equipment slots.
    • Confirmation is now requested before automatically unequipping an item that will be destroyed by being unequipped.

  • We tweaked the temperature-related behavior of liquids.

    • You may find differences in how pouring liquids on you affects temperature.
    • Standing in a pool of lava is no longer safe once you've dealt with the initial temperature shock.
    • Your equipment and inventory now experience more temperature effects than before, particularly if you expose yourself to large amounts of lava.

  • Fungal infections are now immune to heat, cold, electricity, and acid.
  • Projectiles coming from a distance and passing near the player now produce a message in the message log.
  • More combat sound effects are now properly controlled by the General > Combat Sounds option.
  • Any NPC with whom you can perform the water ritual can now give you directions.
  • The following actions performed while autoexploring now also operate on adjacent tiles: autoget, harvesting, butchering, trash rifling, opening a chest, and interacting with a bookshelf.
  • Puffer fungi can now be hit by normal ranged weapons.
  • Lava and acid now spawn less often in containers that are unsafe to house them.
  • Companions now attempt to generally follow you even if they can't pathfind all the way to you (for example, because you have Force Bubble active).
  • Mirrorshades now give a very small chance to reflect light-based attacks.
  • Objects embedded in walls can no longer be taken or interacted with via the interact nearby command (unless you are also in the same tile as the wall).
  • Items embedded in walls are now partially visible with penetrating radar.
  • The overlay inventory screen now better handles having two heads or two faces.
  • Multiple applications of Hobble now renew the duration of the effect rather than stacking the movespeed penalty.
  • Carbide hand bones no longer modify hands added by Helping Hands, and they only affect the set of hands where the implant was implanted (in the event a True Kin has somehow acquired multiple sets of hands).
  • Trader repair and recharge actions now more effectively handle plurality and stacking.
  • Tattooing a companion no longer tattoos you instead of them.
  • Smart use no longer pets Sheba Hagadias by default if Sheba is pettable.
  • You can no longer open and close doors while frozen solid.
  • Magazine-loaded ranged weapons now account for the weight and value of the ammo loaded in them.
  • Solar and radio-powered cells now receive their charge more reliably on the world map and should cause less lag.
  • Take-all no longer counts untakeable items when checking whether you're going over your weight limit.
  • Added a new tile for the basic toolkit.
  • Fixed some item duping exploits with evil twins and prism clones.
  • Temporal fugue clones no longer lose their items before they expire.
  • Fixed an issue with legendary breathers' and miners' names not showing up properly.
  • Fixed a bug that made Berate 10x as likely to take effect if you had an Ego modifier of exactly zero.
  • Fixed some bugs with explosions, other types of forced movement, and the generation of maps with ruined buildings.
  • Fixed a bug that made DV and MA penalties from confusion become permanent if the game was saved and loaded.
  • Fixed an issue with portable walls.
  • Fixed an issue with nano-neuro animators.
  • Fixed a typo in village monument descriptions.
  • [modding] In character generation, whether a genotype is considered a mutant is now controlled explicitly by the new attribute IsMutant="true" in the genotype entry rather than by whether its name contains the substring "True". Mods affecting genotypes may need to add this attribute.


  • [ 2020-02-01 04:09:05 CET ] [ Original post ]

    Tomb Beta #2 Hotfix 1 (200.9)


  • Tomb cherubim now attack back if provoked.
  • Tomb cherubim now properly defend one another and give chase across zones.
  • Grave moss is no longer considered aggressive by the looker.
  • You can now properly save and load once you return from Brightsheol.
  • The message log now works per normal when you return from Brightsheol.
  • Exit teleporters in the crypts no longer send you back to the catacombs.
  • The sarcophagus in Resheph's burial chamber no properly responds to the yes/no dialog.
  • Added descriptions for the following objects.

    • conservator
    • gorged growth
    • flowers
    • bouquet of flowers
    • low wall

  • Added a new item: point-defense drone.
  • Added a new cybernetic implant: biodynamic power plant.
  • Added sound effects for the following:

    • various creature deaths
    • Broken effect getting applied
    • Shattered Armor effect getting applied
    • using Clairvoyance
    • using Disintegration
    • using Sunder Mind
    • using Flaming Hands
    • using Freezing Hands
    • using Freeze Breath
    • decarbonizers targeting and firing
    • beep/ding/bloop artifact startup sequences
    • resonance, stasis, and time dilation grenades exploding
    • objects freezing
    • the firing of phase cannons, rondures of light, laser rifles, linear cannons, eigenrifles, chain lasers, freeze rays, nullray pistors, hypertractors, and normality gas pumps
    • light being refracted
    • teleportation

  • Getting reduced to 0 movespeed no longer causes you to become infinitely fast.
  • Spacetime vortices and rifts now deposit all objects that enter through them into a consistent destination zone (randomly determined per anomaly), rather than destroying non-player objects. Companions sucked into a vortex are unable to rejoin you until you find them.




  • [ 2020-01-04 06:14:41 CET ] [ Original post ]

    Tomb of the Eaters #2

    Welcome to the second Tomb of the Eaters beta! This patch takes you through the back half of the Tomb of the Eaters dungeon and through the rest of the quest. The full feature arc should be ready in January.

    If you're interested, come help us test! Our focus right now is on broad scale testing: big bugs, big balance issues, and big UX challenges. See this thread for details.

    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'll post the comprehensive patch notes with the full feature arc. For now, here's a summary.

    • Added the upper half of the Tomb of the Eaters dungeon.
    • The Tomb of the Eaters quest is now completable.
    • Added a slew of new content in support of the quest: new creatures, new items, new NPCs, new locations, etc.
    • Added [extremely redacted].
    • Made some balance changes to several of the Beta #1 creatures, particularly conservators, crypt sitters, and crypt ferrets.
    • Made some balance changes to accommodate the new movespeed calculation.
      • The Multiple Legs mutation now costs 4 points.
      • Motorized treads now gives more movespeed.



    [ 2019-12-21 08:41:11 CET ] [ Original post ]

    Tomb of the Eaters Beta #1

    Welcome to the first Tomb of the Eaters beta! This is an unpolished and incomplete build of the Tomb of the Eaters feature arc. The beta takes you through the first half of the Tomb of the Eaters dungeon; we'll be making the rest of the dungeon available in the coming weeks. The full feature arc should be ready in early January.

    If you're interested, come help us test! Our focus right now is on broad scale testing: big bugs, big balance issues, and big UX challenges. See this thread for details.

    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'll post the comprehensive patch notes with the full feature arc. For now, here's a summary.


    • Added the Tomb of the Eaters complex surrounding the Spindle at Omonporch.
    • Added the village of Ezra.
    • Added a new leg of the main quest: The Tomb of the Eaters.
    • Added a whole slew of combat animations and sounds. These can be disabled in the General options menu.
    • Added several new items.
    • Added several new item mods.
    • Added several new cybernetic implants.
    • Added three new factions: mopango, the villagers of Ezra, and the Daughters of Exile.
    • Added several new NPCs.
    • Added a new music track.
    • [modding] Made several improvements to the map editor.
    • [modding] Added support for the ZoneFactory property on a world node, which contains the name of a class deriving from IZoneFactory in the XRL.World.ZoneFactories namespace.
    • [modding] Added support for the ZoneFactoryRegex property on a world node, which optionally contains a regex that describes all worlds for which this world's zone factory should handle fabrication. Used when one world node handles several worlds.
    • [modding] Added WorldFactory::addAdditionalWorld, which allows the addition of new worlds at runtime.


    [ 2019-11-26 08:07:05 CET ] [ Original post ]

    No patch Friday, first 'Tomb of the Eaters' beta early next week

    Hey all,
    There'll be no patch this Friday. Instead, we're posting an early version of the Tomb of the Eaters feature arcthe first of the final few legs of the main queston the beta branch early next week. In December, we'll be focusing on refining the Tomb arc, and then we'll resume weeklies in January.

    Thanks, friends. Live and drink.


    [ 2019-11-21 22:34:20 CET ] [ Original post ]

    Feature Friday - November 16, 2019

    99.0

  • There are now sound effects for slotting and unslotting energy cells and recharging energy cells and capacitors.
  • You will now be prompted when attempting to beguile or proselytize a target that is already your follower.
  • Gas masks will now apply a bonus to gas-based saving throws.
  • Non-overlay string entry popups now allow you paste from the clipboard with ctrl+v
  • Fixed a bug that caused proselytize to go on cooldown when it's activation was cancelled before use.
  • Fixed a bug that unintentionally prevented you from escaping out of the "I have a secret to share with you." dialog
  • Fixed a bug that unintentionally prevented you from escaping out of the "Choose some gossip to share." dialog
  • [modding] ModifyDefendingSave events will now be passed to equipped objects.


  • [ 2019-11-16 07:15:05 CET ] [ Original post ]

    Feature Friday - November 9, 2019

    98.0


    • Added more grass variety.
    • Sealed liquid containers are no longer used as random cooking ingredients.
    • Liquids poured on the world map tiles are now lost.
    • Nests and nest-like beings can no longer be villagers.
    • You now stop automoving when you revert a vision induced by sphynx salt or Precognition.
    • Injecting multiple sphynx salt injectors now extends your vision duration rather than creating overlapping saves.
    • Fixed a bug that caused sphynx salt injectors not to be consumed if you reverted at the end of your vision.
    • Fixed a bug that caused your electrical charge to deplete when your clones discharged their Electrical Generation charge.
    • Fixed a bug that unintentionally prevented you from escaping out of several menus without making a selection.
    • Made Slam and Shank select the weapon they use more sensibly, and made Slam stop using armor.
    • [modding] PlayWorldSound now works on objects that are equipped or inside containers.


    [ 2019-11-09 07:14:27 CET ] [ Original post ]

    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.


    [ 2019-11-02 04:28:59 CET ] [ Original post ]

    Feature Friday - October 25, 2019

    96.0

  • 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.


  • [ 2019-10-26 05:41:24 CET ] [ Original post ]

    Feature Friday - October 11th, 2019

    95.0

  • 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.


  • [ 2019-10-12 02:38:14 CET ] [ Original post ]

    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.


    [ 2019-10-03 00:50:42 CET ] [ Original post ]

    Feature Friday - September 27, 2019

    94.0

    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 )
    {
    }
    }


  • [ 2019-09-28 04:14:49 CET ] [ Original post ]

    Feature Friday - September 21, 2019

    93.0


    • 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


    [ 2019-09-21 07:51:48 CET ] [ Original post ]

    Feature Friday - September 13, 2019

    92.0

  • 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
    }
    }


  • [ 2019-09-14 05:03:24 CET ] [ Original post ]

    Feature Friday - September 6, 2019

    91.0


    • 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.


    [ 2019-09-07 05:16:40 CET ] [ Original post ]

    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.


    [ 2019-08-28 23:42:09 CET ] [ Original post ]

    Feature Friday - August 23, 2019

    90.0

  • 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.


  • [ 2019-08-24 05:59:02 CET ] [ Original post ]

    Feature Friday - August 16, 2019

  • Reclassified various mushroom-based consumables as fungi rather than plants.
  • Reduced the Ego requirement of Menacing Stare (and thus the Persuasion skill) to 17.
  • Feral lah now get XP for kills made by their pods, unless the pods have found a new party leader.
  • You no longer get a popup message when one of your burgeoned plants dies.
  • If you [redacted] while wielding the amaranthine prism, [redacted].
  • Did some more adjustment of creatures roles, fixing several cases of creatures having reduced or inflated stats.
  • Lase now tells you when your laser beam fails to penetrate your target's armor.
  • Items covered in liquid now correctly have their display names modified (e.g., "sticky Mehmet").
  • Effect text that referred to regaining hit points as "regeneration" now instead uses "natural healing rate" to avoid confusion with the Regeneration mutation and clarify that limbs aren't regenerated naturally.
  • Fixed a bug that prevented Beguile from working when used via a cooking effect.
  • Beguiling a creature via a cooking effect now uses the correct Beguile level (the one that's listed in the effect description).
  • Made the target picker more descriptive when beguiling via a cooking effect.
  • Changed the wording in the effect description of resonance grenades from "inorganic matter" to "structural objects" to clarify that they don't do bonus damage to robots.
  • Replaced number words with their easier-to-parse numerals in a few contexts.
  • Removed duplicate brain parts from arconauts and great saltbacks.
  • Standardized the spelling of the various tenses and forms of the word 'worshipping'.
  • Fixed some subject-verb agreement issues with unidentified artifacts.
  • Fixed a typo in the dawnglider tail description.


  • [ 2019-08-17 04:09:38 CET ] [ Original post ]

    Feature Friday - August 10, 2019

    88.0

    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 2.0.187.x'.

  • Added a new Tactics power: Deft Throwing.
  • We changed how the Backswing power works.

    • Removed the Axe version of the power.
    • New Cudgel version: whenever you make a cudgel attack with your primary hand, there's a 25% chance you make an additional free attack with the same hand.

  • Added a new cooking ingredient: congealed love.
  • Glowpad corpses are now considered plant-based instead of meat-based.
  • Made Beguiling's description more descriptive and removed the inaccurate reference to a level cap.
  • Gave the torch sconces in the Six Day Stilt cathedral working tiles.
  • Fixed a rare exception caused by ganglionic teleprojector.
  • Fixed a rare exception during village zone generation.
  • Rare exceptions during the generation of greater voider lairs no longer cause the zone to fail to build.
  • Fixed a color formatting issue in the manual.
  • Fixed a typo in the description of linear cannon.
  • Fixed a grammar bug in Slog's description.
  • Changed the detail color of congealed blaze's tile.
  • Beguiled and proselytized creatures now have beguiled and proselytized status effects, respectively.
  • Fixed some memory leaks with Burgeoning.


  • [ 2019-08-10 07:23:22 CET ] [ Original post ]

    Feature Friday - August 2, 2019

  • Added a chance for generated villages to have their own village tinker. Starting villages always have a village tinker.
  • Tinkers now sometimes immigrate to villages during village history generation.
  • Clairvoyance now grants visibility through vantabloom and vantabud's blackout effect.
  • Unpreserved mushrooms are now correctly considered mushrooms.
  • Long blade powers now appear under the Skill category on the Abilities screen, like all other skill powers.
  • Removed some incorrectly assigned creature roles that were causing some creatures to have reduced stats and XP awarded.
  • Added a message when you reach the current end of the main questline.
  • The Mechanimist faction name is now correctly formatted with the definite article in certain contexts.
  • Ogre ape corpse now has the correct display name.
  • Changed Mouldering Corpse object name to Moldering Corpse.
  • Added informative descriptions to gentling mask and gentling cone.
  • Gave gentling cone the same tile as gentling mask.
  • Fixed a bug that prevented some followers from gaining XP.
  • Fixed a bug that caused NPCs with slime glands to refuse to spit slime.
  • Fixed an object blueprint typo that caused all trinkets to be ineligible for dynamic encounters.
  • Fixed a typo in urberry's eat message.
  • Fixed a grammar issue that appeared in the follower death message when the follower was of pseudo-plural gender.
  • Fixed a grammar issue that appeared in the wild-eyed watervine merchant's description when they were of pseudo-plural gender.
  • Fixed a bug that caused the description for the Slime Glands mutation to be truncated.
  • Fixed a typo in the take-all weight limit message.
  • Reduced lag while on the world map.
  • [modding] Added a new tag, HeroLevelMultiplier, that can be put on creatures and hero templates. It lets you specify the level multiplier applied when a creature is uplifted to a unique. The default unspecified value is 1.5.


  • [ 2019-08-03 04:00:33 CET ] [ Original post ]

    Feature Friday - July 27, 2019

    .0.186

  • You now get a popup message when one of your followers dies, with some exceptions for temporary or swarming followers.
  • Added some conditional dialog to Yurl.
  • Added the framework for certain dialog options to reveal secrets in the Gossip and Lore tab of your journal.
  • Increased the specific heat of all objects.
  • Extremely hot objects now cool off a small percentage of their heat instead of a low, flat amount per round.
  • Phase cannon and swarm rack turrets now start with much less ammo.
  • Excluded some offensive words from generated text results.


  • [ 2019-07-27 06:13:01 CET ] [ Original post ]

    Feature Friday - July 19, 2019

  • Added a new music track to historic sites.
  • Villages can now undergo historic events that cause them to become abandoned. You'll now occasionally come across abandoned villages in your travels.
  • Sheba Hagadias now accepts village history books for trade-in.
  • Added new conditional dialog for Jacobo.
  • Forcefields no longer push other forcefields or holograms.
  • You now get dialog confirmation when using the 'Take all' command if it would put you over your weight limit.
  • Fixed a few typos in the Barathrumites' dialog.
  • Fixed a bug that caused some saved games from the previous game version to fail to restore.
  • Removed a duplicate part on mirror shard.
  • Fixed a typo referring to Shakesprig.
  • Fixed some issues with ANSI coloring in book text.
  • Fixed a rare exception when installing a skillsoft implant.
  • [modding] Scrap buffer generation is now thread-safe.


  • [ 2019-07-20 07:15:58 CET ] [ Original post ]

    Feature Friday - July 12, 2019

    .0.184.0

  • We did some work on Grit Gate.

    • Gave new dialog, description, skills, and equipment to Mafeo, Jacobo, Sparafucile, Dardi, Aloysius, Hortensa, Iseppa, Neek, and Shem -1.
    • Gave Ereshkigal new dialog.
    • Added a new piece of jewelry: silver rondure.
    • Added a new item: umber frock.
    • Made the completion of The Earl of Omonporch quest more robust.
    • Removed a duplicate dialog option that appeared in conversations with Barathrum after you completed 'Pax Klanq, I Presume?'.

  • Gave Tam new dialog.
  • Spacetime vortices now work again.
  • Vomiting on the world map no longer covers a square parasang in putrescence.
  • Sheba Hagadias no longer has the chance to spawn as a creature with no inventory and thus no ability to receive books.
  • You no longer get spurious warning messages when you manipulate an object you don't own but you've already stolen.
  • You no longer get spurious popup messages when other creatures mutate due to a gamma moth gaze.
  • Fixed a bug that caused the chance of falling while flying to be 1% lower than it should have been.
  • Fixed conversations bugging out when there were too many dialog options.
  • Fixed some Oboroqoru typos.
  • Fixed the spelling of the 'statpenalty' wish.


  • [ 2019-07-13 04:38:05 CET ] [ Original post ]

    No Patch This Week, Weeklies Resume Next Week

    Hello all,
    Due to a short week (July 4th holiday) and behind-the-scenes feature arc work, we're going to skip the weekly patch this week. Updates will resume with next Friday's patch.

    Live and drink!


    [ 2019-07-04 21:35:38 CET ] [ Original post ]

    Feature Friday - June 28, 2019

    Small patch this week as we work on some bigger feature arcs behind the scenes.

  • Added two new rare items: programmable recoiler and reprogrammable recoiler.
  • Abilities that require a particular weapon type to be equipped are now smarter about which weapon they choose if there are multiple options.
  • Added new descriptions for the following creatures and items: qudzu, irritable tortoise, jilted lover, rustacean, salthopper chip, phase spider, and scrap-clad hermit.
  • Renamed safety bracelet to life loop and rewrote the description.
  • Added a message for when a life loop dematerializes its wearer.
  • Butchery's visual effect and bloodsplatter are working again.
  • Fresh corpses may now bleed when struck.
  • Bumped up the bloated leech corpse chance to 100%.
  • Chromelings, plated chromelings, and waydroids in sleep mode no longer appear in dynamic encounters.
  • Otho now waits for you to actually give him the signal disk before leaving his study to discuss the signal with Barathrum.
  • Fixed a bug that caused Otho to not return to his study and discussing the signal.
  • Added some fallthrough dialog for Otho.
  • Made the completion of The Earl of Omonporch a bit more robust.
  • Copies of the sheaf of bloodstained goatskin parchment no longer appear in the world with the title "Illuminated".


  • [ 2019-06-29 03:11:10 CET ] [ Original post ]

    Feature Friday - June 22, 2019 (Redux)

    I accidentally deleted the original Feature Friday post while working to fix a critical save issue. The save issue has been resolved and a fix for corrupt saves has been posted as 182.1. Sorry for the trouble!

    182.1

  • Updated the dialog and changed the quest turn-in sequence for Decoding the Signal to make more sense narratively.
  • Added new descriptions to one of the arc sconces, glass, tinted glass, urshiib, newfather, chromeling, chain laser, forcefield, and force barrier.
  • Fixed a bug with Time Dilation that caused it to speed up creatures rather than slow them down.
  • Added more information to the Time Dilation mutation description.
  • Folks now refer to each other with a more intimate appellation after they've performed the water ritual together.
  • You can no longer lay mines or set bombs on the world map.
  • Force bracelets and Stopsvalinn no longer continue operating when you move to the world map.
  • Charge no longer goes on cooldown when aborted.
  • You can no longer take objects while frozen.
  • Limbs severed from plant and fungal creatures are no longer considered meat suitable for carnivores.
  • The overlay inventory screen can now handle it when you have hands but no arms.
  • The menu actions for "learn" and "build" on data disks now have their activation keys highlighted.
  • When tinkering recipes produce more than one of an item, it's now apparent on the tinkering screen and in data disks' descriptions.
  • Forcefields of all kinds no longer fall through holes in the ground.
  • The entire word "blow" is no longer highlighted in the interaction menu for grandfather horns. Now only the 'b' is highlighted.
  • Asphodelytes and faction delegates no longer to spawn inside the building at Omonporch.
  • Fixed some issues with force bracelets and Stopsvalinn along zone boundaries.
  • Fixed a bug that caused the frenzied status effect to become permanent.
  • Fixed a typo in hatter dialogue.
  • Fixed a bug that caused some objects to be classified in the Unknown category in inventory lists after a save and reload.
  • Fixed a bug that caused some text to be cropped in the Abandon Character dialog.
  • Fixed a bug that occasionally caused liquid containers to generate without liquid in contexts where they should have had liquid.


  • [ 2019-06-23 04:35:53 CET ] [ Original post ]

    Bad break, rolling default back to 181.x for now

    As noted, there was a bad break in serialization. Loading games is failing in 182.x. Working on a fix now.\

    update 8:27est: I've found the problem, working on a fix now.

    update 8:45est: Ok 182.1 is being uploaded which should resolve the issue. Thanks to everyone that sent in a saved game!

    update 10:34est: 182.1 is now live


    [ 2019-06-23 02:05:29 CET ] [ Original post ]

    Feature Friday - June 22, 2019

    .0.182.0

  • Updated the dialog and changed the quest turn-in sequence for Decoding the Signal to make more sense narratively.
  • Added new descriptions to one of the arc sconces, glass, tinted glass, urshiib, newfather, chromeling, chain laser, forcefield, and force barrier.
  • Fixed a bug with Time Dilation that caused it to speed up creatures rather than slow them down.
  • Added more information to the Time Dilation mutation description.
  • Folks now refer to each other with a more intimate appellation after they've performed the water ritual together.
  • You can no longer lay mines or set bombs on the world map.
  • Force bracelets and Stopsvalinn no longer continue operating when you move to the world map.
  • Charge no longer goes on cooldown when aborted.
  • You can no longer take objects while frozen.
  • Limbs severed from plant and fungal creatures are no longer considered meat suitable for carnivores.
  • The overlay inventory screen can now handle it when you have hands but no arms.
  • The menu actions for "learn" and "build" on data disks now have their activation keys highlighted.
  • When tinkering recipes produce more than one of an item, it's now apparent on the tinkering screen and in data disks' descriptions.
  • Forcefields of all kinds no longer fall through holes in the ground.
  • The entire word "blow" is no longer highlighted in the interaction menu for grandfather horns. Now only the 'b' is highlighted.
  • Asphodelytes and faction delegates no longer to spawn inside the building at Omonporch.
  • Fixed some issues with force bracelets and Stopsvalinn along zone boundaries.
  • Fixed a bug that caused the frenzied status effect to become permanent.
  • Fixed a typo in hatter dialogue.
  • Fixed a bug that caused some objects to be classified in the Unknown category in inventory lists after a save and reload.
  • Fixed a bug that caused some text to be cropped in the Abandon Character dialog.
  • Fixed a bug that occasionally caused liquid containers to generate without liquid in contexts where they should have had liquid.


  • [ 2019-06-22 07:45:15 CET ] [ Original post ]

    Feature Friday - June 14th, 2019

  • Added new dialog for ichor merchants, shoemakers, gunsmiths, grenadiers, armorer, and haberdashers.
  • You can no longer use spiral borers on the world map.
  • Changed the stats of leather apron and gave it a new description.
  • Gave a DV penalty to spiked gauntlets but increased their bleed damage and save target.
  • Updated the description for telescopic monocle. It now includes information on its artifact examination bonus.
  • Added information about grassy yurtmat's camouflage properties to its description.
  • Gave vine-weave tunic camouflage properties and updated its description.
  • Carapaces, quills, and wings no longer show up in armor racks.
  • Latch-on weapons and Hook and Drag now disengage once you're no longer hostile to the target.
  • Added a message to the message log for when you swim through a tile (you swim when you move through a pool of water that's at least 1,000 drams).
  • Clones of your evil twin are now appropriately described as evil in their short descriptions (appropriate for your perspective, that is).
  • Holograms and force bubbles created by fugue clones no longer become permanent when the clones disappear.
  • Time dilation speed penalties no longer permanently affect clones of someone who was time dilated.
  • When a creature occupies the same tile as a wall, projectiles no longer pass through the wall when they miss or pass through the creature.
  • Projectiles can now damage walls and other non-creature solid objects they strike.
  • Fixed a bug that occasionally caused the wrong sacred liquid to be displayed in the water ritual dialog choice.
  • Fixed a bug with generating certain zones.
  • [modding] Mod build errors are now logged to a separate file: build_log.txt.


  • [ 2019-06-15 01:48:37 CET ] [ Original post ]

    Feature Friday - June 7, 2019

    .0.180.0

  • The 'cook a recipe' popup now displays the effect of the meal, sorts favorites to the top and hides uncookable recipies by default.
  • The console version of the 'cook a recipe' popup got a make-over.
  • The ingredients list in the cooking menu is now sorted alphabetically.
  • You will no longer automatically rifle through trash if that trash is a quest item.
  • Heat resistant NPCs will now avoid hot areas less, acid resistant NPCs will avoid acid less and NPCs immune to slipping on slimy liquids will not avoid slimy liquids.
  • All 'pick a choice' popups accept scroll wheel to move up and down now.
  • Desalination pellets no longer consume an entire stack of pellets when used.
  • Companions will now join the player at more sensible locations when moving via the world map or recoiling.
  • Air current microsensors and night vision implants' toggleability will no longer stop working after a save and restore.
  • Thistle Pitchers will no longer appear in dynamically generated populations
  • Hook and Drag has been moved to the the proper "Skill" section in the ability list
  • Electrobow bolts are now immune to damage
  • Dueling stance Swipe's save target was much higher than described, causing it to never fail. The save target has been adjusted to it's proper, lower, value.
  • Hypertractors now function properly.
  • While on the world map you can no longer fire missile weapons, throw things, drop things, activate summoning curios, burrow, or pour liquid other than between containers.
  • You can now use the natural ranged weapons of slugsnouts, two-headed slugsnouts, agolflies, glowmoths, and gamma moths while dominating them, and they will show up in the sidebar.
  • Wounding Fire now performs the proper effect rather than duplicating the effect of Suppressive Fire.
  • Equipped blast cannon, arc cannon, mortar tubes, and swarm racks are no longer duplicated by cloning draught.
  • Clonelings produce somewhat less faithful clones than cloning draught again, as was previously the case.
  • Being in the same cell with slippery liquids no longer causes chairs, beds, iron maidens, and psionic sarcophagi to malfunction.
  • Fixed a bug causing some mutation granting effects to show extra messages
  • Fixed a bug that made gas masks' and vinewood sap masks' behavior with regard to status effects persist after removing them.
  • Fixed a bug that made hologram bracelets and compass bracelets malfunction if worn across a save and restore.
  • Fixed a bug that made some emergency teleportation effects stop working across a save and restore.
  • [modding] The DesalinationPellet part can now be modded to remove or convert different liquids; see the Desalination Pellet blueprint for its configuration attributes.


  • [ 2019-06-08 04:17:34 CET ] [ Original post ]

    Feature Friday - May 31, 2019

    .0.179.0

  • Added new autoexplore options to ignore enemies based on their distance and your evaluation of their difficulty.
  • Autoexplore will no longer run into immobile friendlies and stop.
  • Autoexplore and pathfinding will now merely avoid campfires, torches, and sconces rather than considering them absolute no-go areas.
  • When you stop autoexploring or autowalking because you see a hostile creature, the message will now indicate in what direction you saw them.
  • You must now type ABANDON in a prompt to quit without saving
  • Ovens now appear on the alt display.
  • Charge's animation will now display the charging creature's tile rather than its text character, if it has a tile.
  • NPCs no longer waste time trying to charge through solid objects or hesitating when they mean to charge.
  • Defoliant gas now works properly on the plant matter created by seedsprout worms and sprouting orbs.
  • Being dismembered will now interrupt the player.
  • Blue jells now bleed convalessence, not slime.
  • Pouring from a vessel owned by somebody else into one of your own containers no longer confirms twice.
  • Examining or disassembling an artifact that is inside a container owned by somebody else now confirms before proceeding (disassembly previously proceeded without confirming and angered owners; examining in this circumstance didn't anger owners but now does if you break the artifact).
  • Grit Gate medical furniture is now properly considered owned by the Barathrumites.
  • Hologram bracelets now have a 'deactivate' command rather than using 'activate' again to deactivate them.
  • Jotun is back where he's supposed to be.
  • Fixed an issue causing multiple hostiles to spawn in a single cell (most noticeable with turrets)
  • Fixed a bug that prevented renaming of companions after you had already renamed them once.
  • The conversation UI now allows scrolling
  • [modding] Conversation UI has some new overridable methods on ConversationNode and ConversationChoice sub-classes.
  • [modding] Many conversation hooks have events now, see https://cavesofqud.gamepedia.com/Modding:_Conversation for more information


  • [ 2019-06-01 07:55:34 CET ] [ Original post ]

    Feature Friday - May 25, 2019

    .0.178.0

  • Target pickers will no longer snap to the mouse location until the pointer moves.
  • Clicking the window to regain focus with mouse input enabled will no longer walk to the clicked location.
  • Various tasks requiring physical movement which did not previously respect being frozen now do.
  • NPCs who are on fire but cannot actually do anything about it will no longer stop moving or acting because of this.
  • When Sheba Hagadias is a seedsprout worm, she will no longer burrow just because she's bored.
  • When Sheba Hagadias is a panhumor, she will no longer immediately die from her own acid pool.
  • Having a scrapped waydroid repaired by an NPC tinker now applies all the effects of repairing it in any other way.
  • Autoexplore and pathfinding will now avoid spider webs, asphalt, honey, sap, and wax more and cider, cloning draught, convalessence, primordial soup, putrescence, salt, and wine less, and will not treat lava and acid that has been mixed with blood as safe to walk on.
  • Autoexplore and pathfinding will now do more avoiding things you might not want to walk on in general, but also be more willing to walk into potentially troublesome but not actively harmful places in order to reach a destination.
  • There is now an option to control the maximum speed of autoexplore, defaulting to 10 squares per second.
  • The inhabitants of Grit Gate will now be more reliably forgiving of friendly fire incidents during the quest A Call to Arms.
  • Cloning draught now only clones creatures (and continues to not clone anything inorganic).
  • Clones will no longer spawn on the world map.
  • The character generation info for castes and callings has been partially reworked. It is no longer possible for most elements of it to disagree with the actual implementation. As a result, some information is new, such as Wardens having the Pistol skill. Another difference is that powers automatically included with a skill are no longer listed if the type has the skill.
  • On the status screen, the mutation list will now scroll if you have more than 12 mutations.
  • Liquid auto-collection now respects the "auto-pickup if hostiles are nearby" option.
  • Liquid auto-collection now takes a turn.
  • Liquid auto-collection no longer takes adjacent water containers.
  • Items you mod while equipping them will now get reequipped after you're finished modding them.
  • Heat resistance and cold resistance no longer apply against temperature changes that would appear to be helping you because they'd be warming you up from being cold or cooling you down from being hot, respectively.
  • Fixed a bug that made NPC tinkers unable to repair items the player did not understand.
  • Fixed a couple of bugs causing flight from items to behave poorly around the items being unequipped, especially but not exclusively after a save and restore while flying.
  • Fixed a bug that made short bow turrets non-functional and immortal.
  • Fixed a bug that made waydroids neutral to the player.
  • Fixed a bug that made the Consortium of Phyta inappropriately hostile.
  • Fixed a typo in cloning draught's name.
  • Fixed a bug that made liquid auto-collection sometimes destroy liquids without collecting them.
  • Fixed a bug where modding an item you were equipping could result in the item to mod stacking with similar items in your inventory and being lost.
  • Fixed a bug that made some village denizens noncommunicative.
  • Freshly obtained village recoilers no longer put you inside walls.
  • Fixed a bug causing Stopsvalinn to prompt for a direction on only the first activation.
  • Fixed a bug that allowed esper hunters to be generated as waydroids who could be forced to friendliness by a droid scrambler.
  • [modding] Genotypes and subtypes have been reworked to be more moddable.

    • Skills are no longer designated via a comma-separated attribute called Skills; now there is a element that can contain elements, as well as elements.
    • Reputations are no longer designated via a comma-and-colon-separated attribute called Reputation; now there is a element that can contain elements.
    • Save modifiers are no longer designated via the SaveModifierVs and SaveModifierAmount attributes; now there is a element that can contain elements.
    • The old Skills, Reputation, SaveModifierVs, and SaveModifierAmount attributes are still supported for compatibility, but a warning will be issued in the game output log when they're loaded, and mods should be ported to the new mechanism.
    • Genotypes.xml and Subtypes.xml now support self-closing XML tags, like .
    • The element on subtypes is no longer used. Most subtype chargen information is automatically generated. Arbitrary text that should be added can be placed in Some text to show. elements. elements can also be used to remove extra info items. ( is still used on genotypes.)


  • [ 2019-05-25 06:21:40 CET ] [ Original post ]

    Feature Friday - May 17, 2019

  • The inventory screen now allows filtering (Ctrl+F or ,). Filtering from the overlay UI isn't supported yet.
  • Baetyl locations are now recorded in the journal.
  • Beguiling is now put on cooldown when you attempt to beguile and fail.
  • Tractor beams no longer move stairs.
  • Liquid containers now let you toggle whether you want to autocollect the liquids they contain, if they contain pure liquids.
  • Creatures with whom you've performed the water ritual now have positive personal feelings toward you separate from their faction-derived feelings.
  • The outskirts of generated villages and Bey Lah now have appropriate map names.
  • Sewage eels now respect phase and flight.
  • Telepathy no longer works on creatures without minds or creatures with sufficiently unfamiliar minds.
  • Desalination pellets now remove the salt from a liquid mixture rather than converting it to the other liquids.
  • Objects with onboard fusion reactors now explode with less force when they're destroyed.
  • Your character tile and the tiles of your companions are no longer recolored to white when the option to color tiles according to HP status is disabled.
  • The overlay inventory UI now remembers the open and closed states of its foldouts.
  • You can now delete game summaries from the high scores menu when using the original text UI. Deletion from the overlay UI isn't supported yet.
  • Data disk blueprints for item modifications now include a description for the modification and the skill required to build it.
  • Made some improvements to choice dialogs, including cleaner wrapping and scrolling.
  • Fixed several issues with recoiler quest rewards.
  • [modding] Factions are now moddable. Check out Factions.xml.
  • [modding] You can now add the part VariableReplacementInDisplayName to objects in order to use the =pronouns.x= style referent variables in the object's display names. (These variables are used extensively in object descriptions.)
  • [modding] In-game text references to the player as 'human' have been replaced with referent variables, so mods that introduce new player character species aren't contradicted.
  • [modding] Added category names for the arcologies to Subtypes.xml so new castes can be added to them.
  • [modding] Added scrolling functionality to the Subtypes selection screens ('Choose Calling' and 'Choose Arcology & Caste').


  • [ 2019-05-18 04:49:43 CET ] [ Original post ]

    Feature Friday - May 10, 2019

    .0.176

  • When you're looking at something with the Look command, you can now hit space to bring up an interaction menu for the object you're looking at. From there you can target the object, untarget it, or bring up its list of visible status effects.
  • Special follower interactions (rename, give items, attack target) are now accessed through the look interaction menu. Some of them work at a distance but only if your companion is able to hear you or you have telepathy.
  • Renaming and giving items to a companion now takes a turn.
  • Directing companions now has an action cost of 100, or 10 if you are able to communicate telepathically.
  • Companions who unfollow you because you beguiled or proselytized a new companion no longer continue following the last order you gave them.
  • Added an option to enable music while the application is in the background.
  • Halved the default horizontal size of the overlay message log and made it reposition itself depending on where you are on the map.
  • Fixed long messages from being improperly truncated in the overlay message log.
  • Added overlay icons for dragging and resizing the message log.
  • Added gentling cones, which function like gentling masks but occupy the head slot.
  • The wild-eyed watervine merchant now sells legitimate severed body parts instead of mockups.
  • Sparking baetyls no longer request mockup severed body parts.
  • Metal folding chairs can now be repaired.
  • Attacks against sleeping creatures now have a +4 penetration bonus.
  • 'Energy cost' is now referred to as 'action cost'.
  • The game manual (F1) now includes a section on action cost.
  • NPCs who can't melee attack their target because of a phase or flight mismatch now look for another reasonable target to attack, or they temporarily flee.
  • Electrical discharges now respect phase and are visually distinguishable by their phase.
  • Cave spider hired guards no longer attack anyone who gets stuck in their webs.
  • The NPC-only Heightened Smell mutation is now more fully implemented.
  • The force barrier that protects Grit Gate's front entrance now works more reliably.
  • Chromelings no longer open the tinted glass doors in front of Grit Gate when they're bored.
  • Jab now correctly doesn't work with robotic hands, as described in its description.
  • Made the Swimming power description more descriptive.
  • Floating yell-text now only shows up if you're in earshot of the yeller (ex: zealots and preachers).
  • Severed limbs and equipment lost due to dismemberment now more reliably drop into empty adjacent tiles if the creature whose limb is being severed occupies a square with a solid object.
  • Temporal fugue clones that use Force Bubble no longer leave ghost bubbles behind.
  • Oboroquru's lair no longer gives an incomplete message when you find it.
  • Fixed a bug that may have caused a game lockup when completing Kith & Kin with illness motivations.
  • Fixed a typo in the clan names of certain legendary goatfolk.
  • [modding] Added support for binary serialization of types from mods.


  • [ 2019-05-11 04:22:09 CET ] [ Original post ]

    Feature Friday - May 3, 2019

    .0.175

  • Added a new book: The Artless Beauty.
  • Added a new energy cell mod: radio-powered.
  • Added reasons for why satellite-sourced radio-power might be occluded: orbital debris, glass storms, flocks of birds, acid rain, drift film, or unidentified anomalies.
  • Added new dialog for hatters, glovers, and chefs.
  • You can now name unnamed locations in your journal (Locations tab > hit 'N').
  • All villagers can now give you directions, regardless of their species.
  • You can no longer jump while prone.
  • Robots in sleep mode no longer snore.
  • When a creature with a carapace is knocked prone, there's a chance they become stuck in that position until they make an Agility save. This applies to players with the Carapace mutation.
  • When the Barathrumites teach you to craft thermoelectric cells via the water ritual, they no longer pour lava on you. Same with lead-acid cells and acid.
  • Amnesia no longer causes autoexplore to cycle endlessly.
  • Recoilers are no longer auto-identified, except for the ones you receive as quest rewards.
  • Feral lah no longer produce pods while frozen.
  • Dazed now applies the correct move speed penalty.
  • Dart and booster turrets deployed by dynamic turret tinkers now use only empty injectors as ammo.
  • Large-scale reality stabilization effects are less laggy.
  • Remove the errant dais tiles from the top of the Six Day Stilt cathedral map.
  • Fixed a bug that sometimes caused you not to receive the recoiler reward from non-Joppa starting village quests.
  • Fixed a bug that caused Heightened Hearing and Sense Psychic to continue detecting creatures once they moved outside your range of detection.
  • Fixed a bug that caused historic relic retrieval quests to fail to register as completed.
  • Fixed a bug that prevented rocket turret tinkers from properly setting up their turrets.
  • Fixed a bug that caused juice saps to obliterate stacked energy cells.
  • Fixed a bug that caused unequip messages to appear when a creature died.
  • Fixed Sparafucile's maker's mark.
  • Fixed some grammar issues when traversing historic sites on the world map.
  • Fixed typos in Barathrum's dialogue and Issachari dialogue.
  • [modding] Added a new tag, TurretStockExclusive. Among the ammo blueprints that are candidates for a turret's stock ammunition (via MagazineAmmoLoader), if at least one has this tag, then all the blueprints that don't have this tag are excluded from consideration.
  • [modding] Added a new tag, TurretStockWeight, that can be used to specify a blueprint's relative frequency in turret ammo stocks. Specify the weight in the value; the default is 1.


  • [ 2019-05-04 03:40:35 CET ] [ Original post ]

    Feature Friday - Grit Gate, Remodeled

    .0.174.5

  • We remodeled Grit Gate.

    • The whole layout is new. Explore!
    • Added a new music track to Grit Gate.
    • Added a functional power grid to Grit Gate. Power is generated at power stations, conducted through power lines (or, in rarer cases, wirelessly), and consumed by various kinds of artifacts in place of battery power.
    • Added new objects in support of the power grid infrastructure: fusion power station, broadcast power station, wired fulcrete, wired door, power line, and heavy power line.
    • Added a functional hydraulic power system to Grit Gate. Power is generated at pumping stations, conducted via liquids through pipes, and consumed by various kinds of artifacts in place of battery power.
    • Added new objects in support of the hydraulic infrastructure: fusion pumping station, glass hydraulic pipe, metal hydraulic pipe, fulcrete with piping, and hydraulic irrigator.
    • Added three new Barathrumites: Hortensa, Iseppa, and Neek. They'll be getting personalized descriptions soon.
    • Urshiib now correctly have the Quills and Triple-Jointed mutations.
    • Gave several of the Barathrumites new tiles.
    • Gave several of the Barathrumites relevant tinker skills.
    • Gave several of the Barathumites guns.
    • Barathrumites now repair broken contraptions if they're nearby.
    • Barathrumites now flee from danger if their HP gets low.
    • Wounded Barathrumites now seek out healing installations.
    • Added several new gadgets: unicomputer, liquid-cooled unicomputer, powered telescope, loudspeaker, gas burner, hydraulic brass foaminator, and chromeling signal relay.
    • Added two new types of workbenches.
    • Added some powered defensive structures to the grid: chain laser emplacements and force projectors.
    • Added a new forcefield variant: force barrier. Force barriers block all projectiles and block movement for creatures who don't have proper clearance.
    • Replaced the force field entrance to Grit Gate with a force barrier.
    • Added a mainframe computer to Grit Gate. She calls herself Ereshkigal.
    • Added mainframe supporting objects: monitor, control panel, status panel, and vacuum column tape drive.
    • Added an intercom to the mainframe room.
    • Added two new sculptures: chrome bust of Mehmet I and chrome bust of K4K5.
    • Added a new type of arc sconce.
    • Made some architectural adjustments to Barathrum's Study.
    • Refreshed Rodanis Y's stats and abilities. They now default to an unpowered state but can be powered -- via the grid -- by interfacing with Ereshkigal, assuming you have the appropriate security clearance.
    • Refreshed chromeling and plated chromeling's stats and abilities.
    • Added a new chromeling status effect: overclocked.
    • Gave certain NPCs a new item: safety bracelet.
    • Grit Gate quests now correctly award Barathrumite reputation again.
    • We fully refreshed the quest 'A Call to Arms'.

      • Added two new subquests: Grave Thoughts and The Assessment.
      • Tweaked the stats of several existing Putus Templar.
      • Added a new item: gentling mask.
      • Added a new member to the Putus Templar ranks: newfather. Newfathers spawn with force-domesticated creatures (via gentling masks) who are eager to win their affection.
      • Tweaked dialog all across the entire Grit Gate questline.

    • Made several other small tweaks in support of the remodel.

  • Added a new heavy weapon: chain laser.
  • Added power buttons to some grid-powered contraptions. You can power them off and on if you have the proper security clearance.
  • Added support for grid power to several gadgets.
  • You can no longer beguile, proselytize, or otherwise woo wraith-knights.
  • Wraith-knights are now excluded from dynamic encounters.
  • Added new tiles for glass walls and doors.
  • Added new tiles for tetraxenonoglass walls.
  • Added tinted glass walls and doors.
  • Added a new vase tile.
  • Added a new tile for taco suprema.
  • Added color and tile variety for tables with objects on them.
  • Banner of the Holy Rhombus now only bestows its status effect if its being wielded or on the ground in the 'raised' position.
  • Furniture is now excluded from autoget.
  • Force walls and portable walls may no longer be built on diagonals.
  • Portable walls must now start adjacent to their deployer.
  • Creatures with the Quills mutation are now immune to other creatures' quills.
  • Creatures with the Force Wall mutation can no longer walk through the forcefields they create with it.
  • Smart use on unidentified artifacts now brings up their interaction menu.
  • Reasonably intelligent NPCs are now somewhat more tolerant to friendly fire.
  • You are no longer considered to have violated the covenant of the water ritual if the NPC who died was responsible for their own demise or if they were non-hostile to you and the damage that killed them appears to be accidental.
  • Creatures who like to occasionally wander now occasionally teleport if they have the ability to.
  • When you're on fire, beating at the flames now requires you to have hands. The alternative of rolling on the ground is available to you as a fallback, if you are on the ground and capable of interacting with it.
  • Creatures who are on fire now try to put out the fire with the methods available to them, depending on their intelligence and willpower.
  • Creatures and objects that are on fire now have a "fight fire" interaction menu option that you can use to try to beat out the flames with your hands.
  • Weapons that stun or electrify on hit are now rated more highly by creature AI.
  • NPCs can now use Jump.
  • You can no longer jump without feet.
  • Hindren, ice frogs, and bloated pearlfrogs now have Jump.
  • When you kill one of your companions, they are no longer awarded XP for their own death.
  • Gathering liquids with the 'collect' command now carries the same dangers as pouring those liquids.
  • Force bubbles no longer generate fresh force fields every time their emitter moves.
  • Technological force emitters now have a chance per turn to regenerate destroyed fields.
  • Activating and deactivating force bracelets now costs a turn.
  • Forcefield activation and movement no longer pushes objects that are out of phase with the forcefield or creatures that have a forcefield nullifier implant.
  • Solar arrays that are nonfunctional due to not being in the sun now display that status if you have access to telemetry.
  • The prone status effect now gives -6 Agility, -5 DV, and -80 move speed.
  • There are now some creatures who cannot be knocked prone and others who cannot stand back up if knocked prone.
  • Fixed an AI pathing issue.
  • Fixed a formatting issue with the Ruin of House Isner story.
  • [modding] The tag ExcludeFromTurretStock will now prevent an ammo blueprint for being considered for the stocks of turrets that use MagazineAmmoLoader weapons. This can be used to avoid the situation that has been arising where mods that add new kinds of ammo cause turrets to show up with small amounts of each of the different varieties.


  • [ 2019-04-27 06:19:33 CET ] [ Original post ]

    Feature Saturday - 'Grit Gate Remodeled' Beta

    Hey all,
    No mainline patch this week. Instead, we've posted a beta of the 'Grit Gate, Remodeled' patch. If you'd like to help us test it, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. Post your bugs in this thread.

    Specifically, we're looking for folks to run through the Grit Gate quest line, especially the new 'A Call to Arms' sequence. You can fast-forward directly to the start of that sequence by wishing for 'stage5'. (Note: the encounter relies on some UI elements that are currently only available if you have tiles enabled.)

    Live and drink!

  • We remodeled Grit Gate. Here's a short summary of the changes. We'll post the full patch notes when the patch goes live on the main branch.

    • The whole layout is new. Explore!
    • Added many new items.
    • Added new creatures, including new Putus Templar and Barathrumites.
    • Added a functional power grid, fusion power station, and water pumping station to Grit Gate.
    • Added new interactions to grid-powered artifacts.
    • Updated many existing items and creatures.
    • Entirely refactored the 'A Call to Arms' quest.


  • [ 2019-04-21 03:53:37 CET ] [ Original post ]

    Feature Friday Will Be Feature Saturday This Week!

    Hey all,
    We're planning to post the 'Grit Gate, Remodeled' patch to the beta branch, but we're not quite ready yet, so Feature Friday will be Feature Saturday this week!

    See you tomorrow.


    [ 2019-04-20 07:49:28 CET ] [ Original post ]

    Feature Friday - April 12, 2019

    Reminder: per our announcement here, there are 6 DAYS LEFT before the price of Caves of Qud bumps up to $14.99!

    2.0.173

  • The Barathrumites are still remodeling. Continue staying tuned.
  • Added new item: blood-gradient hand vacuum.
  • We refreshed how turrets work.

    • Turrets now require ammo to fire. You can supply a friendly turret with ammo when you deploy it, via its interaction menu, or via smart use.
    • Turrets must now reload their weapons.
    • Turrets now have power switches. You can only access them if you have sufficient security clearance.
    • You can now find dynamic turrets -- turrets created from arbitrary missile weapons -- in the wild.
    • Added the following new creatures: low-light laser turret tinker, eigenturret tinker, blast cannon tinker, phase cannon tinker, and dynamic turret tinker.
    • Added two new supporting items: storage tank and gourd.
    • Added a new item mod, jacked, which allows gear to be powered by robots (particularly turrets) who wield it via their onboard systems or from grid power they have access to.
    • Traipsing mortars now use ammo and can scavenge to fabricate it.
    • Seed-spitting vines, thirst thistles, slugsnouts, and agolflies now generate ammo through biological mechanisms rather than not use ammo.

  • Slugsnouts now have tusks.
  • Agolflies now have mandibles.
  • Added a new tile for troll foals.
  • Base troll creatures no longer appear outside of Bethesda Susa.
  • In most cases smart use now prefers to pet creatures, if possible, rather than talk to them.
  • Dart guns and booster guns now use the Pistol skill rather than Heavy Weapons.
  • Grenade launchers now have the correct weight of 15 pounds.
  • Fleeing creatures now prefer to flee into tiles that have fewer adjacent enemies, unless they are panic-fleeing due to a fear effect.
  • Aquatic creatures no longer pathfind or flee into tiles containing liquid containers or puddles too small to swim in. This also applies to player auto-movement while dominating an aquatic creature.
  • Leering stalkers, chrome pyramids, traipsing mortars, and boosterbots no longer drop their ranged weapons upon death (once again).
  • Repairing items via the trade screen now correctly charges the listed water cost.
  • Norm cores now have a power switch that can be accessed if you have sufficient security clearance. They occasionally start in the off state.
  • Liquids that fizz away when using the pour command now exhibit the same behavior when using the collect command.
  • HP restored by life drain is now treated as healing and includes messaging and floating text.
  • Fixed a bug that broke night-vision implants when they were reimplanted after the game had been saved and restored.
  • Fixed a bug that caused phase-conjugate grenades to not shift phase after the game had been saved and restored.
  • Fixed a bug that caused dismembered limbs and equipment to not appear on the ground if the dismembering attack killed the target.
  • Fixed a bug that allowed the player to accumulate multiple beguiled or proselytized companions by leaving them in far-away zones and later returning to them.
  • Fixed a number of bugs involving stat modifiers from effects becoming permanent on your clones.


  • [ 2019-04-13 02:30:08 CET ] [ Original post ]

    Caves of Qud price is going up to $14.99 in 10 DAYS (April 18th)

    Hey all,
    The story of Caves of Qud's development is a long one. Twelve years ago we began work on the project. Four years ago we put it on Steam in Early Access. Since then, we've taken an already substantial game and added art, UI, music, sound effects, deeper systems, and a richer world. For a while we've been saying that we'll be bumping up the price sometime before our 1.0 release. Now, as we arc nearer to that goal, the time has come.

    In TEN DAYS, on April 18th, we're raising the price of Caves of Qud to $14.99 on all platforms. To everyone who's supported the game thus far, thank you! And if you have friends who are interested in the game, now -- before the 18th -- is the perfect time to give them a nudge.

    Live and drink, friends.


    [ 2019-04-09 00:40:16 CET ] [ Original post ]

    Feature Friday - April 5, 2019

  • The Barathrumites are remodeling. Stay tuned.
  • Tumbling pods are now considered hostile at distances greater than 1.
  • Warden Indrix and Mamon Souldrinker can now use grandfather horns, while goat herders can no longer use them.
  • Effects and items that cause astral burdening and tethering, especially norm cores, now have less of a performance impact on the game.
  • If you inject an NPC with a love tonic, then beguile, proselytize, or recruit them to your party, their loyalty no longer suddenly ends when the love tonic wears off.
  • The Ruin of House Isner's critical bonus now works as described. Preivously non-seventh-shot criticals were only getting half their penetration bonus.
  • Bey Lah is no longer referred to as "some Bey Lah" when you pass it on the world map.
  • Loading an energy cell into a socket now correctly uses a turn when the socket did not previously contain an energy cell.
  • Weaponless turrets no longer appear inside historic sites and lairs.
  • Stun rods and prayer rods no longer need to penetrate armor in order to apply their stun effect.
  • Fixed a bug that occasionally caused the Ruin of House Isner's ego bonus to become permanent.
  • Fixed an issue that caused too much XP to be awarded upon completion of Spread Klanq.
  • Fixed some bugs that prevented grandfather horns from working properly and prevented goatfolk from equipping them.
  • Fixed a bug that caused some stun effects to be trivial to save against.


  • [ 2019-04-06 02:50:23 CET ] [ Original post ]

    Feature Friday - March 29, 2019

    .0.171.0

  • Added a new grenade mod, phase-conjugate, that causes grenades to shift phase right before they explode.
  • Added new dialog for scribes, vintners, shoemakers, and Issachari tribesfolk.
  • Increased feral lah HP and gave them a flabby leaf natural weapon.
  • Increased tumbling pod explosion damage.
  • We fixed some bugs with the Spread Klanq quest.

    • Fixed a bug that caused the Puff Spores ability to fail to work after a save/load cycle.
    • Fixed a bug that prevented many of the dynamic objectives of Spread Klanq to fail to complete.
    • The Puff Spores ability is now removed upon completing the quest.

  • Ice frog corpses are now butcherable for frog meat.
  • Puffer fungi raised as domesticated crops by villages no longer puff at those villagers.
  • The amanranthine prism can no longer be damaged by beating on it, nor can it be unequipped by spraying it with acid.
  • Tinkers now properly repair your items when you select repair from the tab submenu of the trade screen.
  • Canned mystery meat now occasionally shows up in the world outside of arconaut starting gear.
  • NPCs that are susceptible to acid now attempt to get out of acid pools.
  • The messaging around placing objects in containers is now more sensible.
  • The 'collect' liquid interaction command now acknowledges container ownership.
  • Fixed a bug that prevented those with photosynthetic skin from cooking with their starch and lignin.
  • Fixed some bugs that occasionally caused the DV penalty from paralysis to stick around after the effect wore off or that caused an additional phantom DV penalty.
  • Fixed a bug that caused items to improperly remain stacked when an energy cell was inserted into one of them.
  • Fixed a formatting issue on the Quests UI when displaying completed quest steps.
  • Fixed an autoexplore loop bug with water pickup.
  • [modding] Added a "stage6" wish, which jumps to the Pax Klanq quest sequence.


  • [ 2019-03-30 01:47:17 CET ] [ Original post ]

    No Patch This Week, Weeklies Resume Next Week

    Hi all,
    We're at the Game Developers Conference (GDC) all week, so we won't be posting a patch this Friday. Our weekly patch schedule will resume the following Friday (3/30).

    Until then, live and drink.


    [ 2019-03-20 20:36:00 CET ] [ Original post ]

    Feature Friday - March 15, 2019

    .0.170.0

  • Added new dialog for snapjaws, cannibals, arconauts, apple farmers, pig farmers, apothecaries, beekeepers, bookbinders, kippers, and some other merchants.
  • Hypertractors and phase cannons are once again affected by astral tethering and burdening.
  • The following abilities, items and effects now respect phase: stunning force, blast cannon, disintegration, resonance grenades, electromagnetic pulses, thermal and freeze grenades, gas effects, gas seeping, gas mixing, stasis fields, and various kinds of explosions. Flashbang grenades affect creatures through phase but at a lesser severity than in-phase creatures.
  • Phased-out explosions, disintegration effects, and electromagnetic pulses are now visually distinguishable from their in-phase counterparts.
  • Thrown weapon autoequip now works while phased.
  • Liquids now have a 'collect' interaction command that uses whatever appropriate liquid container space you have available to store as much of the liquid as possible.
  • Items that consume or produce liquids are no longer treated as storage containers in the context of trader payouts, freshwater autopickup, or the 'collect' command if the liquid being collected is different than the one they consume or produce. For example, trading no longer fills up your flamethrowers and lead-acid cells with water.
  • Autopickup fresh water no longer picks up containers of fresh water that weigh more than 1 lb.
  • You can no longer make camp or cook in situations where your mobility is severely restricted (ex: while inside of a regeneration tank or engulfed by a gelatinous creature).
  • Immobile creatures now qualify as hostile for the purposes of stopping certain actions if you're adjacent to them.
  • Norm cores now produce less lag.
  • The existence of astrally tethered or burdened objects in a zone no longer prevents random-destination teleporting across the entire zone.
  • Re-added the splash sound effect for when creatures walk or swim through large pools of liquid.
  • Re-added the splash visual effect for when invisible creatures walk or swim through large pools of liquid.
  • Reduced the incidence of things spawning on top of each other (in particular: young ivory and lurking beth).
  • Fixed a bug that caused poison's healing debuff to not apply to some healing effects.
  • Fixed a bug that made non-dromad village merchants not have wares to sell.
  • Fixed a bug that made village immigrants always animals rather than a wide variety of creatures.
  • Merchants who carry multiple kinds of wares will now restock all of them instead of just one kind depending on the technical order of the types' addition (in the case of dynamic village merchants meaning they would restock the least desirable type among their wares).


  • [ 2019-03-16 04:57:52 CET ] [ Original post ]

    Feature Friday - March 9, 2019

    .0.169.0

  • Added new tiles for yuckwheat and yuckwheat stem.
  • The fate of Bey Lah now more closely matches the outcomes described upon completing the quest Kith and Kin.
  • Nests no longer attack you with fists.
  • Creatures and most furniture are no longer converted into item stacks.
  • Sphinx salt injectors no longer use two injectors every time you apply them.
  • Fixed a bug that prevented true kin NPCs from successfully using precognition to avoid death.
  • NPC use of precognition (via both mutation and sphinx salt) is now more consistent with PC use and interacts more smoothly with Domination.
  • Fixed a bug that reduced thrown weapon accuracy when thrown along diagonal trajectories.
  • Fixed a bug that occurred when dominating creatures with Heightened Hearing.
  • Fixed a bug that caused companions to forget about you if you left their zone in a dominated body.
  • Fixed a bug that caused liquids poured into empty containers to have phantom impurities.
  • Fixed a rare inventory exception.
  • Becoming nooks and the Sacred Well now have menu actions appropriate to their uses.


  • [ 2019-03-09 07:34:37 CET ] [ Original post ]

    Feature Friday - March 1, 2019

    .0.168.0

  • Tinkering messages are now cleared about which bits you need and which you have, and the list of bits you have is now presented in a consistent order.
  • The game version is now displayed in relevant UI messages such as when a game fails to load.
  • You can now order allies to stay put or follow you (via the Look UI). Staying put only stops them from following you around; they still move to defend you, themselves, or other allies.
  • You can now order companions to move to a location (via the Look UI). They prioritize this command over combat.
  • You can now give orders (via the Look UI) to your companions' companions.
  • You must now be adjacent to companions to give them items via the Look UI.
  • NPCs are now more willing to engage adjacent targets when they can't find a way to move toward their preferred target. They will attempt to hack their way back toward the preferred target if possible.
  • You can now exchange water containers with your companions.
  • Leather whips now latch onto opponents when they hit.
  • Madpoles now use a different mechanism for latching onto their opponents.
  • Thirsty NPCs now sip water if they have it.
  • Autodrink now treats equipped water containers the same as containers in your inventory.
  • Autodrink now shows you the source of the water you are drinking and its remaining volume.
  • Autodrinking with glotrot can once again contaminate water containers.
  • Tinkering messages are now clearer about which bits you need and which you already have, and the list of bits you have is now presented in a consistent order.
  • Slugsnouts are now willing to attack at point-blank range.
  • Fixed a bug that caused legendary companions to sometimes not attack after you commanded them to.
  • Fixed an issue that occasionally prevented valid saved games from loading.
  • Fixed some typos in the Templar squire description.
  • Scrap no longer rusts an entire stack at a time.
  • In most cases, like items with status effects like bloody or rusted now stack with each other.
  • Being frozen or stuck in a web no longer interferes with your equipment becoming unequipped due to effects like rusting or the contraction of a fungal infection.
  • [modding] GamestateSingletons used in mods are now properly called.


  • [ 2019-03-02 04:48:00 CET ] [ Original post ]

    Feature Friday - February 22, 2019

  • We refreshed the Putus Templar.

    • Tweaked the stats and gear of Knights Templar. Among other changes, this included lowering their level and HP but giving them fullerite armor and weapons.
    • New creature: Gunner-Knight Templar
    • New creature: Banner-Knight Templar
    • New creature: Knight Commander of the Holy Temple
    • New creature: Wraith-Knight Templar of the Binary Honorum
    • New creature: Templar squire
    • New creature: phylactery squire
    • New creature: infiltrator
    • New item: banner of the Holy Rhombus
    • New item: Templar phylactery
    • New status effect: war trance
    • Added a templar scout to Grit Gate.
    • Tweaked the logic for party selection in Templar faction encounters.

  • You can no longer throw things while burrowed.
  • You once again reap the rewards and suffer the consequences of kills made by your Burgeoned plants.
  • Multiple lurking beth can no longer populate the same tile.
  • Spinnerets now properly grant resistance to forced movement.
  • The Spinnerets description now includes the fact that the bearer can walk on webs.
  • Fixed a bug that caused Slam not to work on walls and doors.
  • There should be fewer game-breaking problems when you dominate a creature and a spacetime vortex consumes your dormant body.
  • Fixed a bug that caused only baetyls to climb through spacetime vortices and rifts instead of all kinds of creatures.


  • [ 2019-02-23 05:49:26 CET ] [ Original post ]

    Feature Friday - February 15, 2019

    .0.166.0

  • We refreshed the banana grove.

    • Changed the stats, behaviors, and descriptions of the following creatures and plants: cyclopean gibbon, red death dacca, gelatinous palms (now called irritable palms), and fruit flies (now called adiyys).
    • Added new tiles for banana trees and bananas.
    • Added a new plant to the banana grove: dicalyptus tree.
    • Added a new disease: ???
    • Added instructions for the new disease's cure to the Corpus Choliys.
    • Added a new cooking ingredient: sun-dried bananas.
    • Bananas can now be preserved into sun-dried bananas.
    • There are now occasionally villages in the banana grove.

  • Many liquid containers can now be sealed and unsealed.
  • You now get the appropriate reputation bonuses and penalties when your companions kill a reputation-awarding creature.
  • Except for in the starting village, you can no longer perform the water ritual with the wardens of dynamic villages.
  • Pathfinding and autoexplore now avoid aloes.
  • Dynamic item retrieval quests now properly complete if the item is in your inventory when you receive the quest.
  • Wardens are less likely to be hostile to the villagers they protect, and vice versa.
  • Plants summoned by Burgeoning are now friendly to the caster's party leader (and their leader, all the way up the chain). This means your companions can use Burgeoning without causing havoc in the party.
  • The descriptions of reputation-awarding creatures now more accurately reports the correct factions those creatures are loved by.
  • Dominating creatures with Heightened Hearing or Sense Psychic no longer continues to give you hypersensory information after the domination ends or the mutation is removed.
  • Baetyls now take only the number of objects they requested, not the entire stack.
  • When you empty a container to fill it with another liquid, the emptied liquid now appears in your tile rather than disappearing.
  • Carrying a ceremonial vibrokhopesh in a container no longer prevents you from moving to the world map.
  • Fidget cells no longer slow the game down as drastically when you're moving on the world map.
  • Unreal objects are no longer auto picked up.
  • Fixed a bug with engulfing creatures.
  • Prone creatures will now have to stand up before they attack or otherwise act, not after.
  • Companions will no longer join you in new zones while asleep, stunned, or immobilized.
  • Fixed a bug that made paralysis not work.
  • Paralysis now sets DV to 0 if over 0, like stun.
  • [modding] The GivesRep part now acknowledges the properties or tags NoHateFactions and NoFriendFactions, where you can specify comma-separated lists of factions that the NPC is never disliked by or admired by, respectively. If a relationship to a faction specified in NoHateFactions is generated, it defaults to a friendly relationship. Likewise, if a friendly relationship to a faction specified in NoFriendFactions is generated, it defaults to a dislike relationship. If a faction is specified in both lists, the final relationship is dislike.
  • [modding] The LiquidVolume part now has the fields Sealed (a boolean which, if true, makes the liquid inaccessible), ManualSeal (a boolean that enables seal and unseal inventory actions on the item), and LiquidVisibleWHenSealed (a boolean which, when true, means the liquid can be seen while the volume is sealed; if false it cannot).


  • [ 2019-02-16 01:25:12 CET ] [ Original post ]

    Feature Friday - February 8, 2019

    .0.165.0

  • Most static quests now award reputation when completed.
  • The maps "behind" the Spindle are no longer empty.
  • Slam now costs a turn and goes on cooldown when used on inanimate objects.
  • Quests with level-based rewards, like More Than a Willing Spirit, now indicate that their rewards are level-based in the quest accept dialog and on the quest screen.
  • The asphodelytes now get along a *little* better with the other inhabitants of Omonporch.
  • Red death dacca are now trees.
  • Changed the tile for banana tree.
  • Added new worldmap tiles for the banana grove.
  • The attack indicators of lithofex and decarbonizer are now visible even if you can't see the creatures, and they now indicate the full path of the attack.
  • Astral tethering now inhibits the cloning effects of gelatinous prisms and antiprisms. Cloning can still occur but it's less likely.
  • Ontological anchors now have their effectiveness reduced in proportion to their wearer's psychic glimmer (even if it's below 20).
  • Gave the Putus Templar long blade expertise.
  • Tweaked the Putus Templar tiles.
  • Player melee hits now display their penetration numbers again.
  • Clonelings no longer clone your original body while you're dominating another creature.
  • During liquid pouring, containers are no longer emptied until you confirm the number of drams you want to pour into them.
  • Fixed some issues with item stacks and auto-disassemble where scrap occasionally stuck around even after it was disassembled for bits.
  • Fixed a rare bug that occurred when the phased effect ended.
  • Fixed a crash caused by interdictor effect rendering.
  • Fixed a bug that occasionally broke the recoiler UI on use.
    [Modding] Added support for a new zone template tag, , that places the contents of the tag in a single random region on the map.
    [Modding] Added a new part, Uplift, that uplifts the parent creature object to a named unique.
    [Modding] Added a new part, Followers, that generates followers for the parent creature object. It has one field: Table (a population table that specifies the followers to generate).
    [Modding] Added a new quest field, BonusAtLevel, where you can specify if the quest has bonus rewards if completed by certain levels. If you do, those quests indicate that their rewards are level-based on the appropriate screens.

    Below are some additional patch notes from last week that were left out.

  • Preserving an exotic food now only takes you back one menu step if you have other exotic foods to preserve.
  • Added a UI option to change the take all binding to F1.
  • Added F2 as an additional store items bind.
  • Fixed some lockups caused by attempting to gain another mutation when you already have all the available mutation.
  • Added a UI option that lets you map shift + direction to pagination keys (defaults to no, currently doesn't work for numpad direction input).
  • [Modding] Having a player body without a Stomach no longer causes the game to crash.
  • [Modding] Added new fields to the XML quest specification, Factions and Reputation, that allow quests to grant reputation rewards (ex: Factions="Joppa,Farmers" Reputation="100").


  • [ 2019-02-09 03:58:57 CET ] [ Original post ]

    Feature Friday - February 1, 2019

    .0.164.0

  • Added a new book: Council at Gamma Rock.
  • Sapient plants are now considered to have minds and can be interacted with in all the ways mental interaction is supported (e.g., domination, beguiling, etc).
  • You can now throw things through your own force fields.
  • Haggabah can now be detected by Heightened Hearing and Sense Psychic.
  • Feral lah pods now inherit the attitudes of their parent feral lah plant.
  • Lurking beth clusters spawned by Burgeoning are now friendly to the spawner.
  • Visiting a town of NPCs with amnesia no longer causes you to get amnesia.
  • Waydroids are once again hostile by default.
  • Dominating creatures now causes less sudden hostility to develop between your companions and nearby creatures.
  • Brightshrooms no longer get locked onto in autolook mode.
  • Urchin belchers now belch urchins less continuously.
  • Engulfing attacks now respect phase and flight.
  • Thrown weapons now respect phase.
  • Various abilities that respected phase at some point but then regressed now do so again.
  • Sturdy items are now properly protected from becoming cracked.
  • Life and stat saps properly drain stats again.
  • Resistance bonuses gained from cooking with the gland paste of various bearded lizards are no longer permanent.
  • Turrets set up by turret tinkers now have the correct appearance.
  • Turret tinkers and miners no longer hijack control of their input when you dominate them.
  • Girshlings, scorpiocks, and agolzvuvs equip their natural weapons again.
  • Clones spawned by clonelings now spawn with their natural equipment.
  • Thrown weapons are now stopped by physical solidity instead of visual occlusion.
  • Thrown weapons can now pass through force fields that you can fire missile weapons through.
  • Tweaked the stats of a bunch of plants.
  • Fixed a couple of bugs that caused magnetic attraction to destroy the attracted objects.
  • Fixed a bunch of errors that occurred when nest-type objects spawned as Mechanimist converts or the Stilt librarian.
  • Fixed an issue that caused corrosive gas breathed from a mouth to not survive save/load cycles.
  • Fixed an occasional error in randomized character generation.
  • Fixed a bug that caused spurious mutations to sometimes appear on the character review screen for true kin when no cybernetic implant was chosen.
  • [modding] Fixed an issue that caused worlds.xml to not properly hotload when a scripting mod that included it was approved. Previously, you had to restart the game to load the changes.


  • [ 2019-02-02 03:40:19 CET ] [ Original post ]

    Feature Friday - January 25, 2019

  • Added a new music track to Bethesda Susa.
  • Added tiles for red death dacca, gelatinous palm, arcwyk, skittering sentry, Rodanis Y, the Alchemist, and Saad Amus.
  • Updated Burgeoning to choose from a much more diverse selection of plants that scales in power with the level of the mutation.
  • Reworked Burgeoning so that each time you cast it, a primary plant is chosen from among the viable plants of the appropriate tier. About half the plants you summon will be the primary plant and the other half are chosen randomly from among the other plants of that tier.
  • Added some glowing mushrooms to subterranean caves. More variety to come.
  • Added the new high-tier armor to some additional armor tables.
  • Re-classified all saps as winged mammals.
  • Changed the corpse-drop chance for the various bearded lizards.
  • Juke can no longer be used on the world map.
  • Creatures that spawn from nests now inherit the attitudes of those nests. This means village-dwelling nests no longer produce feral offspring.
  • Village-dwelling snailmothers no longer spawn feral ickslugs.
  • There's now a maximum number of ickslugs that can spawn on a given map.
  • Objects being moved by magnetic attraction no longer ignore intervening obstacles.
  • Slumberlings are no longer woken up by nearby combat or theft.
  • Cooking with the gland paste of various bearded lizards no longer forcibly removes your beak if you have one.
  • Fixed a bug that prevented mazebeards from dropping corpses.
  • Fixed a few text bugs with stasis grenades and mines.
  • Fixed a bug with freshwater autoget.


  • [ 2019-01-26 03:49:01 CET ] [ Original post ]

    Feature Friday - January 18, 2019 - Stratification

    .0.162.0

  • We refreshed the underground cave systems, adding new geological strata and several new creatures.

    • Added over 70 new creatures.
    • Added several new related harvestable and butcherable items: equipment, consumables, cooking ingredients, etc.
    • Added several new rock types.
    • Redesigned the geological strata of natural cave systems by adding new rock types, creatures, plants, and terrain appropriate for the region and depth.
    • Redesigned the last three tiers of metals and added over a dozen new pieces of late-game armor.

  • We added a whole host of other changes, some in support of the underground redesign.

    • Recolored some cragmensch tiles.
    • Renamed gelatinous frustum and gelatinous ovoid to humor and gyrohumor, respectively.
    • Added a new tile for molting basilisk.
    • Added a new tile for broken snail egg.
    • Gave drowsing urchin a new color and description.
    • Changed the default wall type for the hills region.
    • Reigned in the very far out-of-depth creatures encountered during certain faction encounters.
    • Cragmensch now leave behind large boulders when they die.
    • Urshiib now leave behind urshiib corpses when they die.
    • Swoop attacks now take two turns to execute.
    • Item modifications are more precise now, which means fewer irrelevant modifications such as lacquered leather armor.
    • Cleave, both from the cleave skill and from critical hits with axes, now properly affects the player (previously a bug caused the cleave effect to disappear after a single turn). The repair skill can be used to fix the cracked equipment.
    • Unskilled axe cleaves from critical hits now have a maximum imposable AV penalty of 1. A creature with the Cleave skill making a critical hit has their Cleave-imposed AV penalty maximum increased by 1.
    • Campfires can no longer catch fire and burn away, and campfire remains now become campfires rather than catching fire.
    • Long Blades skill descriptions now note the cases where they apply to attacks with short blades as well.
    • Companions of the player now get colored according to their HP statuses if the option "Color player's @ based on HP level" is enabled.
    • Dominated creatures are no longer permanently recolored bright white.
    • Attempting to pour temporary liquid puddles can no longer be used to destroy certain types of traps.
    • Equimax kicks are now described as kicks, not bites.
    • Rimewyks are now proficient in the skill their bite uses instead of a different skill.
    • Rimewyk freeze breath now properly extends for the 30-square range that its targeting mechanics always thought it had.
    • Reputation-modifying mods now work properly on shields.
    • Fixed a bug that made it impossible to pick up cybernetics butchered from limbs dismembered from your own body, unless you equipped and unequipped them first.
    • Fixed a bug that prevented people from shooting through their own force walls.
    • Attempting theft or murder in front of sleeping creatures who would object to the crime now wakes them up but doesn't make them hostile.
    • Fixed various bugs involving liquid containers (notably liquid-fueled energy cells) being invisibly "contaminated" by liquids they formerly held and spuriously winding up with mixed liquids as a result.
    • Fixed a bug in autopickup water where you would up cycling between water puddle locations if you had a liquid container with mixed liquids in it.
    • [modding] Eligibility for deciding to sleep on beds as an idle behavior now runs on the tag or property SleepOnBed rather than inheritance of the NPC blueprint (and is still disabled by the NoSleep tag or property).
    • [modding] In IActivePart, WorksOnWearer, and WorksOnEquipper now handle shield equippage in the same way as armor equippage.
    • It's a big patch, so several other changes got in, too. Let us know if you see something unexpected.


  • [ 2019-01-19 04:31:07 CET ] [ Original post ]

    New Stratification Beta Patch

    Hey folks,

    We posted a new update to the stratification beta that's closer to the final version (fewer bugs, monsters are more fleshed out, geological strata are more refined). If you'd like to help us test, switch to the beta branch, go explore some underground caves, and post your issues here.

    Stay tuned next week for the full patch release, which will include patch notes. Until then, live and drink.


    [ 2019-01-12 03:38:17 CET ] [ Original post ]

    Feature Friday and Stratification Patch Update

    Hey all,
    Today we posted a small weekly patch and an early beta for our Underground Stratification patch, which adds 50+ new monsters and geological strata to the underground cave systems. It's an early beta meant to ferret out technical issues, so the content is fragmentary. The full patch will go live in a week or two, and in the meantime we'll be posting more fleshed out beta updates to the 'beta' branch. If you'd like to help us test, switch to the beta branch and post your technical issues here.

    Below are the weekly patch notes. Live and drink, friends.

  • Mines and bombs have some new interaction options.
  • Clones no longer get permanent copies of temporary limbs.
  • You can no longer pour negative drams of liquids.
  • Taking damage from a fire started by an unknown or dead culprit no longer breaks the resulting message text.
  • Fixed some bugs that caused schematics drafters to lose their sale inventory and various merchants to restock gear not meant for sale.
  • [modding] The Capacitor, Circuitry, Clockwork, EnergyCell, and Flywheel parts' TechScanChargeDisplayStyle field has been replaced with AltChargeDisplayStyle, and the string field AltChargeDisplayProperty has been added. This field specifies the intproperty that, if greater than zore on the player, causes the AltChargeDisplayStyle to be used. AltChargeDisplayProperty defaults to "TechScannerEquipped" except for Clockwork, which defaults to "StructureScannerEnabled".
  • [modding] There is a new charge display style, "bio" (for use in fields like ChargeDisplayStyle and AltChargeDisplayStyle).
  • [modding] Added a new part, Biocapacitor. This is a subclass of Capacitor and identical except for different defaults: ChargeRate - 3, MaxCharge - 5000, MinimumChargeToExplode - 2500, Description - "biocapacitor", ChargeDisplayStyle - "bio", AltChargeDisplayProperty - "BioScannerEnabled", and ChargeLossDisable - false.
  • [modding] Added a new field to charge-storing parts, ConsiderLive. It's a bool that controls whether the part is considered to contain "live" charge that can be manipulated by effects restricted to live charge. It's set to false by default for LiquidFueledEnergyCell, LiquidFueledPowerPlant, Clockwork, and Flywheel, and true by default for Capacitor, Circuitry, and EnergyCell.
  • [modding] The object specification syntax used in various contexts, most notably the default value of EnergyCellSocket.SlottedType, now uses @ to designate a population table specification instead of :. This change was made for consistency with other contexts.
  • [modding] The ModifyAttackingSave and ModifyDefendingSave events now have a new int parameter, Actual, that's set to 1 if a save is actually being carried out and 0 if the system is prospectively retrieving save modifiers to estimate a save's chances. In the latter case, Roll and NaturalRoll both start at 0, though they may be modified by event handlers.
  • [modding] The GenericInventoryRestocker part now restocks based on the population table in the tag GenericInventoryRestockerPopulationTable, not InventoryPopulationTable.


  • [ 2019-01-05 02:18:22 CET ] [ Original post ]

    No Patch This Week, Big Patch Soon

    Folks,

    We're skipping this week's update to work on a big content patch with an ETA of a couple weeks (around New Year's). Until then, enjoy the holidays and, as always, live and drink.


    [ 2018-12-20 01:13:51 CET ] [ Original post ]

    Feature Friday - December 15, 2018


    Another small update this week as we work on a big upcoming content patch.

    2.0.160.0

  • Added two new music tracks for Bey Lah and Barathrum's study.
  • Village music now plays in the outskirts of villages.
  • Quest items preservables are now considered exotic foods.
  • Creatures no longer sell their natural equipment.
  • Reduced Slog's base move speed to balance against their buffed move speed while moving through liquid.
  • Various modded items that didn't stack now stack.
  • Walls render properly again when stacked in a single tile.
  • Added a visual effect for when force fields are stacked in the same tile with other objects.
  • NPCs no longer attempt melee attacks against adjacent opponents who cannot be attacked due to flight.
  • Fixed a bug that caused creatures to become angry at and try to fight themselves.
  • Fixed a bug that made NPCs get stuck behaviorally when a target died while they were using Adrenal Control.
  • Fixed some things making dawngliders and other flyers not behave reasonably.
  • Flying creatures can now perform a swoop attack.
  • Crashing while flying now causes you to go prone.
  • [modding] Fixed an issue that caused some mod file operations to work on lowercase filenames, causing issues on Linux.
  • [modding] ModMasterwork now messages properly if you specify Bonus values other than the default 1.


  • [ 2018-12-15 10:09:30 CET ] [ Original post ]

    Feature Friday - December 7, 2018

    Small update this week as we work on a big upcoming content patch.

  • Added the Cloaca Surprise and a chronology entry for eating it.
  • Made some balance adjustments to Slog, including a move speed buff while moving through liquid.
  • Gave slugs feelers instead of antennae.
  • Photosynths now bleed a mixture of blood and sap.
  • Telemetric data now appears in the descriptions of certain artifacts when you have a techscanning device, such as VISAGE or telemetric visor, equipped.
  • Fixed some more issues causing zone build failures in Bethesda Susa.
  • Fixed zone rebuilds causing excess memory use in Bethesda Susa.


  • [ 2018-12-08 04:17:21 CET ] [ Original post ]

    Feature Friday - November 30, 2018

  • You can now cook with green goo, brown sludge, and black ooze. 'Can' doesn't mean 'should'.
  • Web-spinning creatures are now smart enough to spins webs in combat.
  • Made yondercane much rarer.
  • Reduced the amount of fermented yondercane yielded from preserving yondercane.
  • Reduced the drop chance of voider corpses.
  • Increased the price of urberries.
  • Increased the drop chance of electric snail and snailmother corpses to 100%.
  • Signs now display their messages in their short descriptions.
  • Electrobows now have a firing sound effect.
  • You now heal at the normal rate while sleeping in beds.
  • Quill Fling is no longer usable when frozen, though quills can still be involuntarily discharged.
  • Quills no longer damage creatures who don't share a phase with the quill flinger.
  • Stinger attacks no longer proc when attacking walls.
  • Glowspheres are no longer equippable as body armor.
  • Mimic grab now respects flight and phase status.
  • Inventory weight now properly recalculates when the liquid volumes of your carried liquid containers change.
  • Renamed 'prehensile trunk' to the more appropriate 'bilge sphincter' and updated Slog's description accordingly.
  • Fixed a bug that caused NPCs to sometimes stop taking actions when attempting to use Adrenal Control.
  • Fixed a bug that made it impossible to disassemble carcass kneaders.
  • Fixed some weird behavior with limbs dismembered from the player when they had cybernetic implants installed on them.
  • Fixed an issue that caused some maps to fail to build.
  • [modding] Added a new part, FugueOnStep, that temporally fugues creatures that enter its parent object's cell. It's an IActivePart and has that part's fields with default WorksOnCellContents = true.
  • [modding] The FabricateFromSelf part has new fields: FabricateVerb (the string verb used for the action taken in messaging, defaults to "fabricate") and AIUseForThrowing (bool, if enabled, AIs with no thrown weapon attempt to use fabrication to generate a thrown weapon, defaults to false).
  • [modding] LiquidAmmoLoader and LiquidFueledPowerPlant now use string Liquid fields (e.g. "water", "oil") instead of integer LiquidID fields to specify what they run on.


  • [ 2018-12-01 01:50:37 CET ] [ Original post ]

    No Patch This Week, Weeklies Resume Next Week

    Hey all,
    We have just a brief update on the November patch schedule. We're skipping this week's patch for the holiday. The standard weekly schedule will resume with next week's patch.

    Until then, live and drink.


    [ 2018-11-19 23:48:50 CET ] [ Original post ]

    Feature Friday - November 16, 2018

  • We added furniture to Joppa and Kyakukya.
  • We made Tam, dromad merchant, better able to defend himself.
  • You can now cook with salt, asphalt, and cloning draught.
  • Liquids bought from the alchemist can now be cooked with.
  • Meals cooked from village ovens no longer ever bestow a permanent +1 AV.
  • Cooking recipe names are now more varied (there'll be less names like "Baklava with Smoked Baklava on top of Baklava").
  • Adjusted the way fish and farmers feel about each other.
  • Data disk descriptions now indicate if you already know their blueprint.
  • Once open, the double doors in Grit Gate no longer permanently re-lock if you close them.
  • NPCs now don't want to trade their natural weapons as often.
  • NPCs are now smarter about what equipment they use.
  • NPCs no longer compulsively remove old gear before equipping new gear.
  • Fixed a bug that caused companion NPCs not to consider whether they should equip new gear after you trade with them through via the chat menu.
  • If you recruit Indrix after completing his quest, he no longer immediately equips the amaranthine prism.
  • Wardens Esther now equips her shield.
  • NPCs no longer attempt to fire missile weapons at targets further away than their weapons' maximum range.
  • NPCs are now willing to fire missile weapons and throw thrown weapons at targets that are occluded by other hostile creatures.
  • Fixed a bug that caused NPCs to not fire heavy missile weapons at targets protected by force fields.
  • Recycling suits, portable beehives, and other liquid-generating equipment no longer generate liquid when unequipped or equipped improperly.
  • Pathfinding now prefers not to walk over ironshrooms.
  • Wearing multiple compass bracelets no longer cumulatively reduces your chance of getting lost.
  • Burrowers now more pointedly prefer moving through open space to burrowing. This means villages of burrowers won't demolish their dwellings quite so quickly.
  • The default action when interacting with trash is now (usually) 'rifle' if you have access to it.
  • When you have multiple flight effects active, the reduction to your chance of getting lost is now based on the flight effect that gives you the most beneficial result.
  • Uninstalling the giant hands implant now unequips any two-handed items you're wielding.
  • Two-handed items that prevent themselves from being unequipped are no longer one-hand equippable with the giant hands implant.
  • Fixed a bug in weapon penetration display that caused your strength modifier to be double counted.
  • Added a new debug option: 'Show debug text for chance of getting lost'. When enabled, your chance of getting lost is displayed as you move across the world map.
  • Puffer fungi now only puff if there is something nearby that they are not friendly to.
  • Force fields that overlap with normal walls no longer produce a broken tile image.
  • There is now an interaction menu option to gently wake up a sleeping NPC.
  • [modding] Removed most of the extraneous XPvalue stats on creature blueprints.
  • [modding] The NavigationBonus part is now an IPoweredPart with that class's fields and WorksOnEquipper = true. Its Amount field is now a string PercentBonus die roll that defaults to "10". It has the following new fields:

    • SingleApplicationKey -- a string that, if provided, is used as the name of an event parameter that the part sets on events it is applied to. It won't modify events that already have the event parameter, so that navigation bonuses can be made non-cumulative.
    • TravelClass -- a string used to specify a skill name, like the TravelClass attribute on terrain objects, so that the part only applies to travel in that skill's specified terrain.
    • ShowInShortDescription -- a boolean for whether the part appends its behavior to the item's short description, defaults to true.


  • [ 2018-11-17 01:43:27 CET ] [ Original post ]

    Feature "Friday" - October 31, 2018

  • Added some furniture to Grit Gate and Bethesda Susa.
  • You can now properly equip ape fur gear bought from Svenlainard.
  • The Trip power now more properly respects the anatomy of its target.
  • The following powers and items no longer work when you're out-of-phase or have a different flying status than your targets: Kickback, Shield Slam, and geomagnetic disc.
  • Select Target and Draw a Bead are now smarter about the target they select if there are multiple potential targets in a tile.
  • Equip and autoequip no longer bypass ownership checks. This means you can no longer equip chests from the ground right in front of their owners, haul them someplace out of sight, and then open them safely.
  • NPCs are no longer immune to the exhaustion caused by Adrenal Control, and they now use Adrenal Control more tactically.
  • Drinking medicinal liquids now affects the onset of ironshank as intended.
  • Fixed a bug that prevented glowmoths and agolflies from using their range attacks.
  • Fixed a bug that caused slippery liquids to occasionally cause twice the slippage they were meant to.
  • Fixed a typo in telescopic monocle's partially identified name.
  • Added a new debug option: "Show saving throw debug text". When enabled, the details of saving throw rolls are displayed in the message log.
  • [modding] In ObjectBlueprints.xml, elements can now have a CellChance attribute that sets the ChanceSlotted field on the EnergyCellSocket part of generated objects, if they have the part.
  • [modding] There's now a general architecture for altering the results of saving throws. The object making the save has the ModifyDefendingSave fired on it, and if applicable, the attacking object causing the save to take place has ModifyAttackingSave fired on it. The attacker's event is fired first. Each has the following parameters:

    • Defender -- the object making the save
    • Attacker -- an entity intentionally causing the save to take place, if any
    • Stat -- the string name of the statistic whose modifier provides the defender with a bonus to their save. Specify a comma-separated list and the highest value is used.
    • AttackerStat -- like Stat but checked on the attacker and increasing the save's difficulty
    • Vs -- a string characterizing the save. Examples include "Stun", "Stinger Injected Paralysis Poison", "Glotrot Disease Onset". Typically this field is used with .Contains() to scope save modifiers to their desired context.
    • NaturalRoll -- an int, the defender's original 1d20 roll for the save
    • Roll -- an int, the roll after modifications. Changes to this parameter by either event are taken into account by the saving throw check.
    • BaseDifficulty -- an int, the original difficulty of the save
    • Difficulty -- an int, the difficulty after modifications. Changes to this parameter by either event are taken into account by the saving throw check.

  • [modding] Added a new part, SaveModifier, that modifies the defending saving throws of its parent item's equipper. It's an IPoweredPart and has that class's fields, with the following defaults: ChargeUse = 0, IsEMPSensitive = false, and WorksOnEquipper = true. (If WorksOnSelf = true, this part properly modifies the saves of its parent item. Other WorksOn field behaviors may or may not work.) Its own fields are:

    • Vs -- a string with a comma-separated list of strings. If a saving throw's 'Vs' value contains any of them, this part's Amount modifier applies to the saving throw. If null or empty, this part applies to all saves. When one of the list items contains spaces, each space-separated item is matched separately, and all of them must match. Example: If SaveModifier.Vs = "Injected Poison", it will match against a ModifyDefendingSave.Vs of "Stinger Injected Confusion Poison" but not "Contact Damaging Poison".
    • Amount -- an int, the amount the part modifies saves by


  • [ 2018-11-01 01:38:40 CET ] [ Original post ]

    November Patch Schedule

    Hello,
    We'll be traveling some during November, so there'll be some fluctuation in the weekly updates. Here's the anticipated patch schedule for November:

    Week of Nov 2 (this week): Early patch on Wed, Oct 31. No patch on Friday.
    Week of Nov 9: No patch.
    Week of Nov 16: Standard Friday patch.
    Week of Nov 23 (Thanksgiving holiday in US): Either an early patch on Wed, Nov 21 or no patch. TBD.
    Week of Nov 30: Standard Friday patch.

    Thanks, all. Live and drink.


    [ 2018-10-30 21:35:51 CET ] [ Original post ]

    Feature Friday - October 26, 2018


  • Added a new item: rocket skates.
  • Added a new music track to generated villages.
  • You may now freely access Argyve's chests once you become his apprentice.
  • NPC companions can now become overburdened.
  • Overburdened is now a visible effect.
  • Bioscanning, techscanning, and structural scanning no longer show incorrect DV values.
  • You can only sell unidentified artifacts for a fraction of their value.
  • Containers now take into account the value of their contents when you trade them.
  • Conveyor belts no longer move holograms, flying creatures, or out-of-phase objects.
  • Conveyor belts are no longer prevented from moving you when you're overburdened, frozen, or paralyzed.
  • You can now disassemble an energy cell from the change cell dialog.
  • You can no longer use Flurry or the Dismember activated ability on out-of-phase creatures or flying creatures (unless you're also flying).
  • Enabling 'open bookshelves while auto-exploring' now works regardless of whether other auto-explore options are enabled.
  • Security doors are now treated as ordinary doors during auto-explore if you have Psychometry or a security interlock.
  • Auto-explore now only seeks out trash if you have Trash Divining or Scavenger and you've enabled 'Pick up items flagged for auto-get while auto-exploring'.
  • Auto-explore now seeks out butcherable meat if you have Butchery toggled on and you've enabled 'Pick up items flagged for auto-get while auto-exploring'.
  • Auto-explore now seeks out harvestable plants if you have Harvestry toggled on and you've enabled 'Pick up items flagged for auto-get while auto-exploring'.
  • NPCs, including your companions after trading, are now smarter about which weapons to equip.
  • Broken or rusted injectors are no longer usable.
  • NPCs applying tonics out of your line of sight no longer identifies the tonic for you.
  • Removed the option to trade from talkable objects with no inventories (like the Grit Gate intercom).
  • Dawnglider tails severed via dismemberment are now identical to tails butchered from dawnglider corpses for the purposes of cooking.
  • When you gain an activitad ability, you no longer get the instructional message to access the abilities screen once you've either visited the abilities screen three times or remapped the key to access it.
  • When you have multiple phasing effects active, you now only change phase once all of them expire.
  • Fork-horned gnu now correctly have their hooves equipped again.
  • Arconaut's are now correctly listed as having Swift Reflexes in character creation.
  • Fixed a bug in text generation that caused numbers above 100 to appear as the letter 'y'.
  • Fixed a typo in the effect description of fear-based meals when choosing an effect for recipe invention.
  • Fixed various typos in dynamic text generated while interacting with walls.
  • [modding] You can now specify the tag or property PlayerWontSell on objects to excludes them from the player's side of trade.
  • [modding] WontSell is now supported as both a property and a tag.
  • [modding] Auto-explore object-seeking for cases dependent on the player's build (like trash being sought out if you have Scavenger or Trash Divining) is now run through a generic event AutoexploreObject. This event is fired on the player and has the parameter "Object". You can have a part return false from AutoexploreObject to indicate that the object in that parameter should be sought.
  • [modding] The Corpse part now has properties CorpseRequiresBodyPart, BurntCorpseRequiresBodyPart, and VaporizedCorpseRequiresBodyPart. If provided, these designate body part types which must exist, undismembered, on the creature at death for the respective corpse type to be generated.
  • [modding] Conversation choices can now have the attribute ClearOwner. When the conversation choice is processed, any objects in the player's current zone which have the value of the ClearOwner attribute as a property or tag will have their Physics parts' Owner fields set to null.
  • [modding] EncounterTables.xml now supports tag XML elements.
  • [modding] Encounter tables can now have nodes that generate content from the specified population table. Unlike using @ with , this tag enables multiple objects to be processed from a single roll on a population table if the table is set up to produce such a result.


  • [ 2018-10-27 01:58:16 CET ] [ Original post ]

    Feature Friday - October 19, 2018

  • Hotkey favorites now use the most recent re-binding for commands.
  • Leering stalkers now use their pneumatic pistons again.
  • Hypertractors can no longer move holes in the ground or areas of open air.
  • Closed a loophole with reputation modifying items where the rep bonus gained from dominating a creature and equipping them with a rep-boosting item stuck around after the domination ended.
  • When you dominate a creature, reputation modifying items they already have equipped now properly alter your reputation.
  • During character creation, arconauts are now correctly listed as having the power Spry rather than Dodge.
  • Activated abilities disabled due to astral tethering are now greyed out in the abilities menu.
  • Animated objects no longer obstruct autoexplore and autowalk.
  • Made the Sacred Well less destructible.
  • Improved the text generation for pet plants.
  • Items with long names no longer overflow the frame in the tinker modding UI.
  • Fixed a bug that generated inaccurate "you heal to full" messages too often while metabolizing a healing-based meal.
  • Fixed a bug that caused the stat modifications from Kindrish to rarely become permanent.
  • Fixed some bugs that caused levels in Bethesda Susa to frequently fail to build.
  • [modding] Added a new part, LowStatBooster, for equipment that increases the lowest base value stat out of a list of stats. It's an IPoweredPart and has that class's properties, with defaults ChargeUse = 0 and WorksOnEquipper = true. Its own properties are: AffectedStats (a comma-separated string list of the stats considered; defaults to "Strength,Agility,Toughness,Intelligence,Willpower,Ego") and Amount (the amount the lowest stat is modified by, defaults to 3).
  • [modding] KindrishProperties is now a subclass of LowStatBooster.
  • [modding] IntPropertyChanger, MultiIntPropertyChanger, and TemperatureAdjuster now have the property BehaviorDescription, a string that, if provided, is appended to the item behavior section of the item's short description. Defaults to null.


  • [ 2018-10-20 03:17:19 CET ] [ Original post ]

    Feature Friday - October 12, 2018

  • We changed the way we calculate AV and DV from equipment across similar body parts.

    • Previously, creatures always received AV and DV modifiers from equipment equipped on any body part that was part of their original body plan. Body parts added later (e.g., via mutations such as Multiple Legs) were treated differently; equipment equipped on these parts didn't have their AV and DV modifiers factored into the creature's final AV and DV calculations. This approach generally worked well until a recent patch where we added more realistic body plans for several creature types. The old system gave creatures with several natural body parts (e.g., spiders and crabs) an unintended advantage; they could stack AV or DV simply by equipping a bunch of armor to their limbs. For example, a spider could stack AV by equipping four sets of steel boots. We changed the calculation to be more simulative. Now, AV and DV modifiers are averaged across all similar body parts. The example spider now has the AV and DV modifiers from its Feet equipment averaged over all four sets of feet.
    • Rounding is done once for each of the total AV and DV tallies. We round away from zero. For example, if you have two Feet slots and you wear a pair of +3AV/-3DV boots on one of them, assuming no other armor modifications, you'll get +2 AV and -2 DV.
    • If the AV/DV calc results in a piece of equipment contributing more or less AV or DV than its stats imply, the display color of that stat is changed (red for 'contributing less' and green for 'contributing more'). An explanation is also appended to the item's description.
    • We removed the UI elements that explained which slots don't contribute to AV or DV as they're no longer relevant.
    • We changed snakeskin armlet to +2 DV and tread guards to +2 AV. This change replicates their balance in the old system since -- generally speaking -- you have two arms and, with the motorized treads implant, two treads.
    • Equipment bonuses and penalties other than AV and DV are still contributed individually per body part.

  • We generalized the effects of normality gas and made them variable instead of binary.

    • To support this change, we added two new status effects: astrally burdened and astrally tethered. Burdened creatures have difficulty performing actions that morph spacetime. Tethered creatures can't perform those actions at all.
    • The density of normality gas now determines whether it bestows the burdened or tethered effect on things it shares a tile with.
    • Astral effects now interdict Clairvoyance and Precognition.
    • Added normality fields.
    • Added a new piece of rare furniture: norm core.
    • Added a new item: ontological anchor.

  • Historic relics found outside of historic sites now have much better generated names.
  • If you have motorized treads, you can no longer use the interaction menu equip and autoequip commands to inappropriately equip footgear on your lower body.
  • Puddles on the ground are now displayed under the Liquids category.
  • The following items no longer modify your reputation if equipped inappropriately (i.e. held or put in the thrown weapon slot): croccasins, blood-stained neck-ring, goggles, mirrorshades, Issachari banner, Issachari sun veil, mechanical wings, gyrocopter backpack, portable beehive, leafy helm, leafy vest, symbiotic firefly, puma chitin vest, ape fur cloak, ape fur gloves, ape fur hat, electric snail shell, fork-horned helmet, fungal infections, the Ruin of House Isner, engraved items, painted items, jewel-encrusted items, figurines, and reputation-altering relics.
  • Scavenging through trash now yields items based on the depth the trash was found in, not the depth it was rifled through.
  • Fixed a bug that allowed you to gain arbitrary amounts of reputation while dominating a creature by removing and re-equipping gear on your original body.
  • Fixed a bug with cooking in the Rainbow Wood.
  • Fixed a bug that caused swarm racks not to fire.
  • Fixed a bug that broke flamethrowers.
  • [modding] The IActivePart part base has a new boolean property, WorksOnEquipper, to specify that the item only works if the item is properly equipped (in an armor slot if it has the Armor part, and held otherwise). AddsRep and EquipStatBoost have this property set to true by default, and the WorksHeld argument has been removed from EquipStatBoost.AppendBoostOnEquip().
  • [modding] AddsRep is now an IActivePart, inheriting its properties and supported functionality.
  • [modding] DeploymentGrenade's UsabilityEvent is now sent to the grenade object instead of the cell it lands in.
  • [modding] Added an item property, RealityStabilization, that generates astral burdening and tethering effects. It has the following properties: Visibility (number 0-3, 0 = effect produced is invisible, 1 = effect shows up in look, 2 = effect shows up in look + has a render effect, 3 = shows up in look + has more dramatic render effect; defaults to 2), SelfVisibility (the visibility to use on the effect the object applies to itself, if any; defaults to 0), UseCharge (if > 0, the part runs on energy cell charge and the strength of the effect produced depends on the remaining charge in the cell. Anything over 2500 charge use Strength = 100), FromGas (the Strength of the effect produced is equal to the density of the Gas part of the item), Strength (if specified, explicitly sets the effect's base strength, overriding UseCharge and FromGas), VariableStrength (die roll; if specified, the higher of the result and the value set for Strength will be used), HitpointsAffectPerformance (whether the strength of the effect produced is reduced in proportion to damage to the item, defaults to false), CellEffect (whether the item puts its effects on things in the same cell as it, defaults to true), AffectsSelf (whether the item puts its effect on itself, defaults to true), WorksOnEquip (whether the item puts its effect on someone equipping it regardless of how it's equipped, defaults to false), WorksOnEquipAsArmor (whether the item puts its effect on someone equipping it if they're equipping it in the proper slot according to its Armor part), and Projective (whether the effect produced can potentially affect tiles the subject of the effect is trying to move to; defaults to false). Devices whose effects might be interdicted by astral tethering can have an intproperty, called RealityStabilizationPenetration, which will be subtracted from the effective strength of tethering effects the devices are contesting.
  • [modding] Added a RealityDistortionBased flag to several mutations. Use it to control whether a mutation's effects are interdicted by astral tethering. Mutations affected: Clairvoyance, Precognition, Psychometry, Sense Psychic, Telepathy, Domination, Sunder Mind, Syphon Vim, and Beguiling. The flag is on by default for Clairvoyance, Precognition, and Psychometry.
  • [modding]Added a new part, DeploymentMaintainer, for items. It is an IPoweredPart and has the inherited properties. Its own properties include: Blueprint (the blueprint of the objects it creates), Duration (how long the objects last, die roll, defaults to null i.e. permanent), Radius (integer radius it fills with objects, or -1 for every tile in the zone), Chance (the percentage chance a given tile will receive an object, defaults to 100), AtLeast (a minimum number of objects to try to deploy when Chance is in use, defaults to 0), MaintenanceInterval (the number of turns that must pass between attempts at maintaining the deployment, defaults to 10), UsabilityEvent (an event that must be successfully fired on the tile the item is in in order for the item to work, defaults to null i.e. none), AccessibilityEvent (an event that must be successfully fired on a given tile in its radius in order to deploy an object there, defaults to null i.e. none), ActiveMaintenance (whether objects deployed are actively maintained by the item and disappear if it is nonfunctional, defaults to true), RealRadius (whether to deploy in a circular radius rather than the usual engine "square radius"), BlockedBySolid (whether solid tiles block deployment, defaults to true), BlockedByNonEmpty (whether tiles must be "empty" for deployment, defaults to true), Seeping (whether BlockedBySolid use "seeping" logic where objects like stakes don't block), DustPuffEach (whether each deployed object generates a dust puff, defaults to false), NoXPValue (whether objects with XP value get it cleared out, defaults to true), and LinkRealityStabilization (whether to configure the deployment maintainer, which should have a RealityStabilization part, as an effect strength source on any RealityStabilization parts on deployed objects).



  • [ 2018-10-13 02:51:29 CET ] [ Original post ]

    Feature "Friday" - October 4, 2018

  • New item: anti-gravity boots.
  • Your clones no longer pass on their inspirations for meal ideas to you.
  • Evil twins no longer spawn during game initialization, resulting in half-formed twins.
  • Villagers who give dynamic quests no longer confusingly wander around their villages.
  • Rehabilitated some jumbled outcomes for the Kith and Kin quest.
  • Corrected the rhyme scheme of the procedural love poem.
  • Dawngliders and fruit flies now correctly have wings.
  • Ceremonial vibrokhopeshes now have a boot sequence and power source, though it's a power source you don't have to worry about getting disabled under most circumstances. *Most* circumstances.
  • Animated walls and doors no longer continue rendering in their updated position when out of your sight.
  • Grit Gate now shows up highlighted in the alt display.
  • Made the appearance and behavior of the interaction menu 'look' command more consistent with regular look.
  • Changed the tinkering bits on ruin recoilers.
  • Ruin recoilers now have their name displayed as "random-point recoiler" on their tinkering recipe instead of using a specific recoiler location.
  • Auto-explore no longer attempts to open empty chests and bookshelves.
  • Fixed a bug that was preventing all desert canyon encounters from generating. These included apple farms, pig farms, snapjaw forts, and Stopsvalinn.
  • Fixed a bug that caused the salt dunes alternate start to not correctly grant reputation with the unshelled reptiles faction.
  • Fixed a bug that allowed you to choose campfire options even when they were greyed out because you didn't have the appropriate skills.
  • Fixed a bug that caused the feathered and scaled mods to sometimes inappropriately modify the player's reputation when equipped and unequipped by non-player creatures.
  • Fixed a bug that caused the splash sound effect to be played when you stepped into a tile with a closed liquid container (such as a canteen).
  • Fixed Freezing Hands and Flaming Hands having incorrect damage listed in their level-up preview dialogs.
  • Fixed a bug that caused twinning lampreys to spawn too many twins.
  • [modding] Added some new properties to the MechanicalWings part.

    • Type: a string like "AntigravityBoots" used to differentiate the events used by different MechanicalWings parts. This facilitates having multiple sources of equipment-based flight.
    • FlightSourceDescription: a string added to the display text of the Fly and Land abilities. Use it to differentiate between different types of equipment-based flight.


  • [ 2018-10-05 03:25:14 CET ] [ Original post ]

    Feature Friday - September 28, 2018

  • We made a bunch of enhancements to the body part system.

    • Made dynamic body part growth and loss much smarter. Example: if a creature loses all their hand-like parts, they also lose the ability to wield missile weapons unless their body plan specifies otherwise.
    • Configured most body parts of the same type in a lateral arrangement and made newly grown body parts respect laterality. This means some body parts have been dynamically renamed (ex: "upper left arm").
    • Limb regeneration smartly respects laterality.
    • Losing mobility-granting limbs now bestows a move speed penalty in proportion to the number of mobility-granting limbs you have left. For instance, losing one set of legs as a spider is less impactful than losing your feet as a humanoid.
    • Creature descriptions are now dynamically modified with descriptions of the creatures' missing body parts.
    • We added new body plans for the following creature types: birds, snakes, worms, snails, slugs, insects, spiders, humanoid robots, bipedal robots, quadrupedal robots, hexapedal robots, treaded robots, hovering robots, bushes, fungi, cacti, flowers, vines, trees, various kinds of animated walls, various kinds of animated doors, various kinds of animated chairs, various kinds of animated beds, animated pillows, and animated vaned and railed mechanisms.
    • Updated several existing body plans.
    • Added some new unarmed attack types for various body plans.
    • Different types of robot limbs now potentially disassemble into different types of bits.
    • Designated severed robot limbs as scrap.
    • Helping Hands now additionally adds a "Robo-Hands" slot.
    • Ulnar stimulators now use charge, have a boot sequence, and only work on biological hands.
    • Jab's bonus now gets more consistently applied when you have the Multiple Arms mutation or robo-limbs.
    • The gun rack cybernetic implant now adds a pair of hardpoints (missile weapon slots that dismember into scrap).
    • The motorized treads cybernetic implant now converts your Feet body part to a Lower Body and adds a pair of Tread limbs attached to it.
    • Motorized treads now add to your stability rolls, like magnetized boots do.
    • Added tread guard items that can be mounted on treads.
    • Adds dynamic messaging around losing and regenerating limbs.
    • Fixed various bugs with dismemberment, limb regeneration, and the process of acquiring a fungal infection on a limb.

  • Hyrkhounds' acid-dripping fangs now do acid damage rather than fire damage.
  • You no longer lose your proper noun status while you are dominating a creature.
  • The following actions can no longer be taken while frozen: Lunge, Swipe, Shield Slam, Shield Wall, Rebuke Robot, Empty the Clips, Draw a Bead, Charge, Juke, Sprint, Deploy Turret, Lay Mine, Recharge Cell, tinkering, and changing stances.
  • Berate and Proselytize can no longer be performed while frozen, except by telepaths.
  • Fixed a bug that caused Menacing Stare to use a much larger Ego-based modifier than was intended.
  • You can now maintain a mark on a target (via Draw a Bead) through force fields you can fire through.
  • You can now Jump into or through a force field that you can pass through.
  • NPC activation of Shield Wall no longer mistakenly displays a message as if they had activated Sprint.


  • [ 2018-09-29 03:30:38 CET ] [ Original post ]

    Feature Friday - September 21, 2018 [Hindren Patch]


    • Qud's augurs have read the petals on the wind and agree: the deerfolk who call themselves 'hindren' are real, and their hidden village exists. The hindren patch is now live!

      • Added a new village: Bey Lah, hidden in the flowerfields.
      • Added a new faction: hindren of Bey Lah.
      • Added several new hindren NPCs.
      • Added a chain of quests: Petals on the Wind, Find Eskhind, and Kith and Kin.
      • Added a new signature dish: mah lah soup.
      • Added a new denizen to the Stiltgrounds.
      • Added Kindrish, the ancestral bracelet heirloom of the hindren.
      • Added a few other legendary hindren items.
      • Added some procedural love poetry.

    • We made a bunch of enhancements to the prerelease input manager.

      • Updated to the latest version of Rewired.
      • Cancel now properly escapes out of most menus.
      • Improved the styling of the control mapping screen.
      • Alt (in the key mappings) + Use now uses the menu-based interaction mode.
      • Changed "get nearby" to "interact nearby", allowing a button to be mapped to menu-based interaction.
      • Fixed an issue that caused navigation of the control mapping screen to freeze.
      • Fixed an issue that caused the prerelease trade screen to not function properly when used via gamepad.
      • Fixed an issue that prevented the trade screen mappings from functioning properly on the classic trade screen.

    • Vibro weapon penetration is now visible in weapon stat display.
    • The following actions can no longer be taken while frozen: Slam, Conk, Dismember, Hook and Drag, Hamstring, Hobble, Shank, Flurry, Jump, Heal, Staunch Wounds, Set Limb, Sweep, Butcher, Harvest, and trash rifling.
    • Shank no longer double counts some negative status effects.
    • Conk now takes its target's anatomy into account.
    • Hook and Drag now properly requires an axe in the primary hand.
    • Added a tile for Grit Gate's intercom.
    • Fixed a bug that stopped vibro weapons from consuming charge.


    Below are the hindren changes from last week's beta patch.

    • Added Kindrish, the ancestral bracelet heirloom of the hindren.
    • Tweaked the Bey Lah map.
    • Added some more chronology entries.
    • Fixed some clue tagging and quest outcome issues.
    • Tweaked Kith and Kin rewards.
    • Changed some aspects of how Kith and Kin's completion affects Bey Lah's fate.
    • Gave Eskhind's hideout a minimum distance from Bey Lah.
    • Added reputation rewards for completing Kith and Kin.
    • Made clue items appear around Bey Lah more sensibly.
    • Moved Eskhind to the Hindriarch's hut when appropriate.
    • Added conditional dialog options with appropriate hindren for when you recover Kindrish.
    • Added a procedurally generated sonnet.
    • Changed Lulihart's water ritual rewards.
    • Added some additional tiles.
    • Changed some quest dialog.
    • Added a choice signature to the Kith and Kin reward dialog.


    [ 2018-09-21 23:36:31 CET ] [ Original post ]

    Feature Friday - September 14, 2018


    • Brainless things no longer fall asleep.
    • Hindren clues should now be more successfully excluded from gossip.
    • Pressing left on an object in the inventory screen now collapses the whole category.
    • Pouring liquid on the ground now results in a salt-diluted puddle of the same volume you poured, not twice that volume.
    • You can no longer avoid attacks by certain sludges on the basis of the attacks overquenching your thirst.
    • Generated names from the arcology of Ekuemekiyye no longer occasionally contain a trailing space.
    • Psychic hunters no longer get vestigial legendary titles.
    • Fixed a bug that caused on-damage cooking effect trigger's percentage to drop to 0 after saving and loading.
    • Fixed some plurality issues with generated text when preserving ingredients.
    • Fixed a bug that prevented run-down carcass kneaders from being wound up.
    • [modding] The RandomColors part has a new property, BackgroundColor, for specifying random background colors.
    • [modding] The IPoweredPart base class has been refactored to IActivePart, which is identical to IPoweredPart except for some of its new default property values: ChargeUse = 0, IsBootSensitive = false, and IsEMPSensitive = false. IPoweredPart is now a subclass of IActivePart with these defaults: ChargeUse = 1, IsBootSensitive = true, and IsEMPSensitive = true.


    Additionally, we made a bunch of changes to the hindren patch on the beta branch.

    • Refined the various quest endings and made Neelahind much more willing to explain them.
    • Made Bey Lah a legitimate map location.
    • Changed the quest XP rewards.
    • Tweaked the Bey Lah map.
    • You now correctly get credit for finding all the clues.
    • Clues only get inscribed in your journal if you have the Kith and Kin quest.
    • Changed some quest item rewards.
    • Fixed some issues with the quest item rewards.
    • Fixed some issues that caused certain quest clues to not be discoverable.
    • Hindren villagers can now share rumors.
    • Eskhind now properly comes to Bey Lah after you complete Find Eskhind.
    • Added chronology entries for finding Bey Lah and completing the quest chain.


    [ 2018-09-15 04:04:09 CET ] [ Original post ]

    Hindren Village Beta

    Hey all,
    We've posted the hindren patch—including a new species of deerfolk, new village, and new quest chain—to the beta branch. If you'd like to help us test it, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. Post your bugs in this thread. The hindren patch notes are below.

    Live and drink, friends.

  • Added a new village: Bey Lah, hidden in the flowerfields.
  • Added a new faction: hindren of Bey Lah.
  • Added several new hindren NPCs.
  • Added a chain of quests: Petals on the Wind, Find Eskhind, and Kith and Kin.
  • Added a new signature dish: mah lah soup.
  • Added a new denizen to the Stiltgrounds.
  • Added a few legendary hindren items.


  • [ 2018-09-08 03:22:48 CET ] [ Original post ]

    No Patch This Week, Hindren Beta Next Week

    Hey all,
    Due to some travel and concentration on an upcoming beta patch (see below) we're skipping the weekly patch this week.

    Next week, we're aiming to post a new village and short quest chain to the beta branch. Keep your eyes peeled for skittish deerfolk!

    Live and drink, friends.


    [ 2018-08-29 23:58:22 CET ] [ Original post ]

    Feature Friday - August 25, 2018


  • Added new, animated tiles for forcefields.
  • Added a new faction: pariahs.
  • Pariahs now sometimes appear on the Stiltgrounds.
  • You may encounter bands of roving pariahs.
  • Blaze injectors can now be preserved into congealed blaze.
  • Salve injectors can now be preserved into congealed salve.
  • Carbide and fullerite fist implants now count as unarmed attacks.
  • Laser beam and falling rock damage messages now have their penetration indicators colorized according to the usual convention.
  • Spiked gauntlets now correctly add bleeding damage to unarmed attacks again.
  • Breeder creatures now more reliably pass on their faction allegiances to their spawn.
  • Holograms no longer fall down elevator shafts.
  • Hologram bracelets that blink out of existence no longer leave permanent holograms.
  • Force bracelets that blink out of existence no longer leave permanent forcefields.
  • Limbs dismembered from temporal fugue clones or extradimensional creatures now usually blink out of existence when their former owners do.
  • Night-vision goggles no longer provide night vision when equipped as a weapon or when disabled by EMP.
  • Learning to make lead-acid cells no longer causes acid to spontaneously erupt on your character.
  • Bronze ingots now weigh less and are worth more.
  • When a village teaches the free power that unlocks when purchasing a skill, they now also teach the skill itself.
  • Fixed an issue that sometimes prevented destroyed liquid containers from depositing their liquids as puddles on the ground.
  • Fixed an issue that caused the penetration bonus from gaslight weapons to remain even if they were unpowered.
  • Fixed some issues with the shale walls surrounding Red Rock and the Rust Wells.
  • [modding] The Gaslight part has been rewritten. Its properties are now ChargedName (base display name when it has usa[ble charge), UnchargedName (base display name when it doesn't have usable charge), ChargedPenetrationBonus (penetration bonus when charged), UnchargedPenetrationBonus (same, uncharged), ChargedDamage (base damage roll when charged), UnchargedDamage (same, uncharged), ChargedSkill (proficiency skill when charged), and UnchargedSkill (same, uncharged). It's also now an IPoweredPart and has all of that part's properties. Its defaults that differ from IPoweredPart base are ChargeUse = 10 and WorksOnSelf = true.
  • [modding] The BleedingOnHit part has been rewritten. Its properties are now Amount (the roll for the amount of bleeding inflicted, defaults to "1d2"), SaveTarget (the target of the save, defaults to 20), RequireDamageAttribute (if given, bleeding will only be inflicted if the damage being done has this attribute, defaults to null), SelfOnly (whether bleeding infliction only applies to attacks performed with the object, defaults to true), and Stack (whether the bleeding inflicted stacks, defaults to false). It's also now an IPoweredPart and has all of that part's properties. Its defaults that differ from base are ChargeUse = 0, IsEMPSensitive = false, and WorksOnSelf = true.
  • [modding] The NightVisionGoggles part is now an IPoweredPart and has that part's properties (WorksOnWearer defaults to true).
  • [modding] Added a new PlayerBeginConversation event, which triggers whenever the player starts a conversation.
  • [modding] The liquid that gets mixed in with liquids poured on the ground can now be specified. Cells and zones both have a property, GroundLiquid, that can be set to a value like "salt-1000" (the default on zones), "salt-500,water-500", and so on. An empty string means no automatic mixing is done. If a cell's GroundLiquid is null, it defaults to its zone's value. The zone's value can be set in Worlds.xml via the GroundLiquid property on the zone element.
  • [modding] The IgnoresGravity tag and property now make objects immune to the PullDown behavior of the StairsDown part.
  • [modding] Fixed an issue with non-standard sprite size support.


  • [ 2018-08-25 06:07:52 CET ] [ Original post ]

    Feature Friday - August 17, 2018

  • Added two new creatures: feral lah and tumbling pod.
  • Added a new plant: lahbloom with harvestable lah petals.
  • Added a new cooking ingredient: dried lah petals.
  • Added a new option to the campfire menu: preserve exotic foods. This option is for manually preserving foods that are otherwise consumable and so excluded from bulk preservation.
  • Luminous hoarshrooms now preserve into freeze-dried hoarshrooms.
  • Shade oil tonics now preserve into congealed shade oil.
  • Updated tile for luminous hoarshroom consumable.
  • Pickled mushrooms and freeze-dried hoarshrooms now count as mushrooms for the purpose of triggering mushroom-related meal effects.
  • You can no longer preserve things that you haven't identified.
  • Gave mutated flowers and bushes more appropriate stats.
  • Fixed a rare exception when inanimate objects called for help after suffering lethal damage.


  • [ 2018-08-18 04:57:22 CET ] [ Original post ]

    Feature Friday - August 10, 2018



  • Added a new item: fidget cell.
  • Added new level-up sound effects for both the player and other creatures.
  • You can now pet all village pets.
  • Hyrkhounds are now properly considered dogs.
  • Mental mutation levels granted by equipment and meals now count toward your psychic glimmer. Note that this change applies to true kin, too.
  • Hindren clue items no longer appear as randomly revealed secrets via trash divining or mumble mouth.
  • The 'Leap, Frog' achievement can no longer be attained by learning to jump from someone other than a frog.
  • Enabling autoget scrap no longer autogets any artifact that can be disassembled.
  • Walking next to a regeneration tank with freshwater and artifact autoget enabled no longer mysteriously obliterates the tank into a puddle of freshwater.
  • Temporal fugue clones of NPCs now reliably get along with their clone-parent and clone-siblings.
  • Cybernetic implants on temporal fugue clones are no longer recoverable via dismembering.
  • Fixed an issue that caused the temporal fugue clones of psychic hunters and evil twins to have infinite duration.
  • Fixed an issue that caused some items thrown by temporal fugue clones not to properly dematerialize.
  • The description of regeneration tank now more clearly communicates what the item requires in order to function.
  • Tweaked some Mechanimist holy language.


  • [ 2018-08-11 02:20:55 CET ] [ Original post ]

    Feature Friday - August 3, 2018

  • Cats and dogs now let you pet them if they like you. Some domesticated cats and dogs will let you pet them if they merely tolerate you.
  • New book: Eta and the Earthling, Canto I.
  • Changed the name of a character in From Entropy to Hierarchy.
  • Energy cells now only stack if they have the same charge level.
  • Two-faced helmets and helping hands no longer prevent body parts other than the ones they're adding from being dismembered.
  • Equipping headgear into a slot currently occupied by a two-faced helmet no longer annihilates the headgear being equipped.
  • Updated Mental Mirror's description to better reflect its implemented behavior.
  • Fixed an issue causing chrome pyramids to fail to generate their force fields.


  • [ 2018-08-04 03:08:46 CET ] [ Original post ]

    Feature Friday - July 27, 2018

  • Added a new village government type: anarchy.
  • When you go to the world map and then immediately return to the local map you were just in, you're now placed in the same tile you left from.
  • Village wardens now attack wild beasts or snapjaws that make their way into villages.
  • Objects traded to merchants are now considered part of their trade stock.
  • Equipped items no longer used as ingredients when you whip up a meal.
  • Quest items are no longer used as ingredients when you whip up a meal.
  • Village signature dishes no longer include neutron flux as an ingredient.
  • Fish are now always placed in tiles with water.
  • Items in inventories that get de-stacked due to ongoing effects now re-stack properly.
  • References to Joppa in books, quests, and advertisements now respect Joppa's state of existence.
  • You can no longer place a container you're carrying inside itself, thereby blinking it out of existence.
  • Updated the description for Albino.
  • Klanq no longer asks you to puff on village factions.
  • Klanq no longer asks you to puff on factions without members.
  • Fixed a generated text bug with fungi dialog.


  • [ 2018-07-28 03:18:59 CET ] [ Original post ]

    Feature Friday - July 20, 2018

  • We added several new historic events that make village histories much more diverse. Examples include trait-based reasons for congregation, regime changes and new types of government, and new culinary developments.
  • Increased the diversity of village populations, particularly for the choice of warden.
  • There's now a menu option to fill empty liquid containers.
  • Fixed an issue with village item placement.
  • Fixed an issue with gyrocopter backpack.
  • Fixed an issue that caused some stat-boosting historic relics to incorrect require energy cells.
  • Fixed an issue with domination where the dominated creature moving offscreen and then dying caused the dominator to die too.
  • Fixed an issue that caused historic site visitation quests to not complete.
  • Fixed an issue with gaslight weapons not using charge.
  • Fixed an issue causing beguiled pets to stop following you.
  • Fixed some issues with article formatting.
  • Fixed a rare exception in beguiling.
  • Fixed a rare exception during village generation.
  • Fixed the copyright date.


  • [ 2018-07-21 04:32:18 CET ] [ Original post ]

    The Generated Villages and Alternate Starts Feature Arc

    "Joppa? Never heard of it." -Mehmet

    Previously you began every game of Qud in Joppa, a starting village with handcrafted architecture, history, customs, NPCs, and player quests. Joppa’s consistency helps new players acclimatize to the strange world of Qud, both its unfamiliar, far-future setting and its hybrid handcrafted / generated approach to worldbuilding. But for veterans who’ve started dozens+ games of Caves of Qud, the opening can feel repetitive. So, as an alternative to Joppa, we added procedurally generated villages to start the game in. They have their own generated quests that’ll take you through the early game and link you back up to the trunk of the main quest. Or you can you use them as a launching point to explore the world on your own terms.

    The two big cornerstones of this patch are village generation and dynamic quest generation.
    In addition to the starting village, we added villages across the rest of Qud, too. Every aspect of these villages is generated, including their own unique histories that are discoverable through various storytelling traditions. They also include their own fully dynamic quests. In sum, generated villages are a culmination of all our generative systems work up until this point.

  • We added generated villages across Qud. Each village has its own generated faction, history, architecture, relationship with local resources, storytelling tradition, proverb, signature dish, signature skill, named & unnamed NPCs, and quests.
  • We added a fully dynamic quest generation system that produces unique quests for each village. This may have additional applications in the future.
  • In addition to Joppa, you now have the option to start the game in a generated village in one of four regions.

      Each option has its own benefits.

      • Random village in the salt marsh:

        • Village teaches Harvestry.
        • +50 reputation with insects and fish.
        • Start with a pair of croccasins.

      • Random village in the salt dunes:

        • Village teaches Fasting Way.
        • +100 reputation with reptiles.
        • Start with an Issachari banner.

      • Random village in the desert canyons:

        • Village teaches Wayfaring.
        • +50 reputation with equines, tortoises, and vines.

      • Random village in the hills:

        • Village teaches Butchery.
        • +100 reputation with hermits.
        • Start with a blood-stained neck-ring.


    • Starting villages are guaranteed to have two questgivers, a warden, and a merchant.
    • Starting villages are guaranteed to have a quest that gives you a recoiler reward and a follow-up quest that leads you to Grit Gate.

  • Added a new quest, A Signal in the Noise.
  • Added various types of monuments that depict village histories.
  • Added a whole slew of new furniture, including chairs, beds, floor cushions, dressers, tables, vessels, and high-tech furniture.
  • Added procedurally-generated wall types sourced from plant parts, animal parts, or metals.
  • Added a new static faction, the Farmers' Guild, and dozens of new generated factions.
  • Added procedurally generated stone and marble statues.
  • You can now pray at shrines and statues.
  • You can now desecrate shrines and statues.
  • Fixed many, many bugs and made many other small feature tweaks.
  • As with everything in Qud, villages will continue to grow.


  • [ 2018-07-10 22:51:08 CET ] [ Original post ]

    Generated Villages Alternate Starts Beta Patch

    We put up a beta branch for the Generated Villages & Alternate Starts patch!

    Want to help us test it? In Steam, switch to the beta branch: right-click Caves of Qud > Properties > Betas > select 'beta'.

    Please post your bugs here! There are many rough edges; we'll be fixing bugs & adding more detail and variety in the coming week.

    If you'd rather wait for the full release, we'll see you back around July 10th.

    Live and drink, friends.


    [ 2018-06-30 05:40:09 CET ] [ Original post ]

    Feature Friday - June 15, 2018 Upcoming Patch Schedule

    We have an announcement regarding our upcoming patch schedule. We're nearing the release of our next feature arc, Generated Villages and Alternate Starts (Part 1), which will finalize the last of our major systems and let us transition to fully fleshing out the game's content and main narrative. The prospective release date for this feature arc is July 10th. As it approaches, we'll be concentrating all of our effort on the arc, and so today's patch will be the last official weekly update until the arc is released.

    Sometime soon (likely next week), we'll be posting an early version of the feature arc to a beta branch. If you'd like to help us test it, stay tuned for details. Otherwise, we'll see you back on July 10th.

    Live and drink, friends.


  • Added two energy cell mods: high-capacity and metered.
  • Added an eyewear mod: polarized.
  • Reduced the volume of most slime puddles to below the swimming threshold.
  • Pools that are deep enough to swim in no longer cause you to slip.
  • Temporal fugue clones no longer have the chance to spawn their own psychic hunters.
  • Fixed an issue preventing campfires from increasing the ambient temperature around them.
  • Fixed an issue that caused liquid splash sounds not to play.
  • Fixed an issue that caused hidden objects to stop autoexplore.
  • Fixed a typo in On the Origins and Nature of the Dark Calculus.
  • Fixed a typo in Disquisition on the Malady of the Mimic.
  • Fixed a typo with quests in the chronology.
  • [modding] Walls and fences that use the PaintedWall part can now use the tag PaintPart. Walls and fences specifying this tage treat adjacent objects with the part specified in the value of the PaintPart tag as if they were also walls and fences (this affects the orientation of the painted tile).
  • [modding] Added a new power systems part, Circuitry, that absorbs charge provided via ChargeAvailable events and makes it available for one turn using TestCharge and UseCharge. Charge not used after one turn is lost. This streamlined part replaces the need to have two different power source parts for each power source, one that provides charge via ChargeAvailable and one that provides it directly via TestCharge/UseCharge. Its fields are MaxCharge (an optional maximum amount of charge the part can hold; defaults to 0, unlimited), ChargeDisplayStyle (usual way to display charge level, defaults to none), TechScanChargeDisplayStyle (techscan way to display charge level, defaults to none), and IsEMPSensitive (defaults to true).
  • [modding] Removed the parts EquipPower and SolarPower. Instead use Circuitry and either EquipCharge or SolarArray.
  • [modding] Added a charge display style (as used by various power systems parts) for "amount", which shows the raw numeric charge amount.
  • [modding] Added a mechanism for BroadcastPowerReceiver where satellite power can be occluded by random environmental factors. The core behavior is controlled by three settings in GlobalConfig.json: SatellitePowerOcclusionChance (the permillage chance of unoccluded satellite power becoming occluded on a given turn, defaults to 5), SatellitePowerDeocclusionChance (the permillage chance of occluded satellite power becoming unoccluded on a given turn, defaults to 15), and SatellitePowerOcclusionReasons (a comma-separated list of potential reasons why satellite power is occluded, selected at random). The BroadcastPowerReceiver part has these new fields: IgnoresSatellitePowerOcclusion (if true, occlusion does not affect the part, defaults to false) and SatellitePowerOcclusionReadout (if this is true or the player has techscanning, the fact that satellite power is occluded and the reason why is displayed in the item's short description, defaults to false).
  • [modding] Gave BroadcastPowerReceiver a new field, Obvious. If set to true, or if the player has techscanning, the existence of the broadcast power receiver is indicated in the item's short description. Defaults to false.
  • [modding] Added a new part, PowerOutlet, that provides charge to items (in its cell or adjacent cells) that have PowerCord parts. It has the following properties: ChargeRate (the amount of charge provided per turn, defaults to 200), GridSupplied (if true, the part is assumed to draw its ChargeRate from a not-otherwise-represented power grid, otherwise it must draw its charge from its parent object with TestCharge and UseCharge by using the available charge in the parent object or its ChargeRate, whichever is less. Defaults to false), and IsEMPSensitive (defaults to true).
  • [modding] Added a new part, PowerCord, that makes the item receive charge from items with PowerOutlets in the same cell or adjacent cells and distribute it with a ChargeAvailable event. It has the following properties: ChargeRate (the amount of charge it can redistribute per turn, defaults to 50) and IsEMPSensitive (defaults to true).
  • [modding] Added a new part, ModWallSocket, for adding power outlets to walls.
  • [modding] Refactored common functionality from a number of parts into an IPoweredPart base class that implements the following properties: ChargeUse (an amount of charge that must be available via TestCharge for the part to function, defaults to 1), IsBootSensitive (whether the part is disabled if a BootSequence is present that hasn't finished booting, defaults to true), IsEMPSensitive (whether the part is disabled by the item being EMPed, defaults to true), MustBeUnderstood (whether the part is disabled if not equipped or if equipped by the player and not understood, defaults to false), WorksIfEquipped (whether the part is enabled to function by being equipped, defaults to false), WorksIfHanging (whether the part is enabled to function if the item has a Hangable part that reports the item is currently hanging, defaults to false), WorksIfInCell (whether the part is enabled to function if the item is on the ground, defaults to false), and WorksIfWorn (whether the part is enabled to function if the item is equipped as armor on the correct limb(s) per its Armor part, defaults to false). If none of the "WorksIf" fields are enabled, the part doesn't require any of those conditions to work. IPoweredPart provides a standard base IsDisabled() method to check these issues. Any part previously implementing IsEMPSensitive now inherits from this base class, with part-specific default values for relevant fields replicating their previous behavior.
  • [modding] The WorksWhenHeld property on the EquipCharge, IntPropertyChanger, and MultiIntPropertyChanger parts has been replaced by the WorksIfEquipped property they inherit from IPoweredPart.
  • [modding] Added a new property to the Hangable part, HangingTile, that (if specified) overrides the object's render tile while it's hanging.
  • [modding] TestCharge and UseCharge events now support multiple charge stores cooperating to fulfill a single event. This means that where previously a TestCharge for 10 charge on an object that had two parts each able to supply 5 charge failed because neither had 10 charge, now it succeeds.
  • [modding] Added a new property to the BroadcastPowerTransmitter part, TransmitRate, that (if set to something other than zero) is used as a maximum on the amount of charge that can be transmitted in a given CollectCharge event. The part also now uses as much charge as is available from its parent object (up to the amount requested in CollectCharge and/or the TransmitRate limit) instead of trying to approximate it by successively halving the amount requested.
  • [modding] Added a new, highly experimental part, PowerTransmission, intended for supporting physically-laid-out power grids. It inherits IPoweredPart. Its properties are: ChargeRate (the amount of charge that it can carry per TestCharge/UseCharge/QueryCharge event, defaults to 500), CurrentReadout (if this is true, or the player has techscanning, a display of the charge available through the object appears in its short description, defaults to false), and IsWire (whether the object is a physical wire (affecting messaging), defaults to false). All objects in cardinally adjacent cells that have PowerTransmission parts form a power grid that TestCharge, UseCharge, and QueryCharge events are shared across, limited by the ChargeRate of the parts in the grid.
  • [modding] Added a new part, ModWiring, for adding power transmission wiring to walls. ModWallSocket now also includes power transmission wiring automatically.
  • [modding] Added a new part, DeployableInfrastructure, for items that can be deployed into environmental infrastructure. Its properties are: DeployVerb (used in messaging, defaults to "deploy"), ModName (if specified, the name of an item mod that's applied to walls or non-takeable, solid, real, and inanimate objects in target cells), ObjectBlueprint (if specified, a blueprint that will be instanced in targeted cells that do not contain a wall or non-takeable, solid, real, inanimate object), SkillRequired (if specified, the name of a skill that must be possessed to deploy the object), SkipModIfPart (if specified, don't install the mod specified by ModName if the target object has the specified part), Cells (the number of cells targeted using a field picker that must start adjacent to the user, defaults to 1), and EnergyCost (the energy cost to deploy, defaults to 1000).
  • [modding] Added a new part FoodProcessor that makes an item automatically butcher and preserve objects in its inventory. It inherits IPoweredPart and sets the default of ChargeUse to 500.


  • [ 2018-06-16 03:08:46 CET ] [ Original post ]

    Feature Friday - June 8, 2018


  • Swarm racks, arc cannons, and blast cannons now work when severed from their robot bearers.
  • Arc cannons can now be charged by ambient electricity, and arc cannon projectiles are now treated as electrical.
  • Chrome pyramids can now generate ammo for their swarm racks.
  • Blast cannons are now more powerful and have a cooldown.
  • Chrome pyramids, leering stalkers, arcwyrks, and traipsing mortars now have melee attacks.
  • Being asleep now imposes a DV penalty.
  • Wandering villagers are now less likely to idly wander into dangerous areas like fractus patches.
  • Psychic glimmer notifications no longer show up when dominating NPCs.
  • Fixed a bug that caused some electronic items to consume charge at twice the proper rate.
  • Fixed an issue that caused some object stacks to become indestructible.
  • Fixed a couple rare exceptions that caused large amounts of message log spam.
  • Fixed luminous hoarshroom's tonic effect not getting properly applied when you eat it.
  • [modding] In Mutations.xml, mutations and mutation categories now support the field Property, where you can specify the name of an intproperty that modifies the mutation's level. For example: if you specify Property="MyProperty" and the mutation-bearing creature has the MyProperty intproperty with value = 4, that creature's mutation level for the augmented mutation is increased by 4.
  • Mutations and mutation categories now support the field ForceProperty, which is the same as Property except that its modifications are not subject to the character-level-based mutation level cap, and if negative, it can reduce the mutation level to zero, disabling it.
  • [modding] Mutations.xml now supports single-element XML style ().
  • [modding] Mutation levels now update properly if you mod mutations to receive bonuses from stats other than Ego.
  • [modding] The IntPropertyChanger and MultiIntPropertyChanger parts have a new property, AfterUpdateEvent, which specifies an event that's fired on the equipper after the part's property changes are applied or unapplied.
  • [modding] The deprecated skills MindOverMatter, MindOverMatter_ExpertiseOfTheDomain, MindOverMatter_MasteryOfTheDomain, and MindOverMatter_Trance are functional again for inclusion via mods.
  • [modding] Added a new ChargeDisplayStyle (as used by various power systems parts): "glow", which displays charge level as relative luminescence.
  • [modding] Added a new property to the Cursed part, IsEMPSensitive. If true, the item is removable while EMPed. Defaults to false.
  • [modding] The BootSequence part now responds to its parent object receiving a Reboot event. If it does, the boot sequence is restarted. BootSequence also has a new property, NotEquipBased, which (if true) allows the parent object to receive the Reboot event even if it's not equipped. Defaults to false.
  • [modding] The Bed part now supports firing up to three different events on the sleeper at defined intervals. The following properties are supported for the first interval: SleepEvent1 (the name of the event to fire) and SleepEventTurns1 (the number of turns spent sleeping before the event fires; must be greater than 0). SleepEvent2/SleepEventTurns2 and SleepEvent3/SleepEventTurns3 are supported for the second and third intervals, respectively. The following properties were also added: ChargeUse (an amount of charge that must be consumed each turn somebody is sleeping on the bed for the sleep events to fire) and IsEMPSensitive (whether the sleep events still fire when EMPed).
  • [modding] Added a part FabricateFromSelf that implements the ability to create items using the object's hit points as raw materials. Its fields are FabricateBlueprint (the type of item to create), BatchSize (die roll, the number of items to create at once), HitpointsPer (die roll, the number of hit points damage to do to the object per item created), Cooldown (die roll, the ability's cooldown), ChargeUse (an amount of charge the ability takes via UseCharge, defaults to 0, EnergyCost (the energy cost to use the ability, defaults to 1000), HitpointsThreshold (object must have at least this many hit points to use the ability), AIHitpointsThreshold (AIs will not use the ability unless they have at least this many hit points), EMPSensitive (whether the ability is disabled by the object being EMPed, defaults to false), AIUseForAmmo (whether AI will attempt to use the ability to generate ammo for an appropriate MagazineAmmoLoader, priority of action determined by how bad their ammo situation is), AIUseOffensively (whether AI will use the ability when they are generically attempting to behave offensively), AIUseDefensively (whether AI will use the ability when they are generically attempting to behave defensively), and AIUsePassively (whether AI will use the ability passively).
  • [modding] Here are some more properties for FabricateFromSelf (broken up into two bullets for readability): UsesLiquid (if set, the name of a liquid that must be present in a LiquidVolume part on the parent object for the part to operate), LiquidPerBatch (the number of drams of the liquid consumed by a fabrication batch, defaults to 1), LiquidAutoTriggers (whether the liquid being present makes fabrication happen automatically, defaults to false), and LiquidMustBePure (whether the liquid must be pure for fabrication to happen, defaults to false).
  • [modding] Fixed an issue that caused new world builders in modded Worlds.xml files to not be properly executed.


  • [ 2018-06-09 03:50:14 CET ] [ Original post ]

    Feature Friday - June 1, 2018

  • Bioscanning no longer provides stats on inanimate objects. That's now the domain of a new form of scanning: structural scanning.
  • New item: structural scanning bracelet.
  • New item: VISAGE (Visual Instrument and Sensory Augmentation, G Edition).
  • Children of the Deep now start with a structural scanning bracelet slotted with a full combustion cell.
  • Itchy skin now counts as a negative status effect.
  • Emptying a pool by drinking from it no longer leaves behind a 0-dram pool.
  • Emptying a container by drinking from it no longer leaves traces of its previously-held liquids.
  • When a hostile and a non-hostile creature are stacked in the same tile, your attacks into that tile now target the hostile creature.
  • Disabled some antisocial NPC behaviors when they are members of a party. Example: party-member pilgrims no longer go on pilgrimages.
  • If you level up Beguiling while you have a creature beguiled, the new HP bonus now applies to the currently beguiled creature.
  • Fixed an issue where creatures sometimes refused to die.
  • Fixed some more issues that caused death effects to trigger multiple times.
  • Fixed an issue where the Toughness bonus from the Two-Hearted mutation remained even if the creature lost Two-Hearted.
  • Fixed a rare issue where cooking effects that reduced the length of the 'ill' status effect prevented other end-of-turn actions from occurring.
  • Fixed an issue that caused mutations to disappear from the character screen after loading a game.
  • Fixed an issue that caused abilities to disappear from the ability screen and not be activateable after loading a game.
  • Fixed a typo in the Intimidate messaging.
  • Fixed a bug where item boot sequences restarted after loading a game.
  • Fixed a few tinkerable items having multiple recipes.
  • [modding] Removed the SmartUseLookAt part in favor of the existing SmartuseLooks part.
  • [modding] Effects intended to make a creature a long-term party member (Beguiling, Proselytize, Rebuke Robot, water ritual recruitment, self-cloning, summoning curios, and merchant guards) now fire an event called BecomeCompanion.
  • [modding] The TinkerItem part has a new property, SubstituteBlueprint, which is the name of a blueprint to use instead of the item's blueprint for tinkering recipe purposes. This allows the use of special-purpose inheritor blueprints like Drained Chem Cell and Horticulturalist Bio-Scanning Bracelet to avoid what appear to be duplicate recipes.
  • [modding] Added a new part, MultiIntPropertyChanger. This is like IntPropertyChanger, but instead of the AffectedProperty and Amount fields, it has an AffectedProperties field whose values look like: "PropertyA:3,PropertyB:7". This means that when active the item increases the equipper's intproperty PropertyA by 3 and their PropertyB by 7.
  • [modding] Added a new part, Hangable, for items that hang in their environment in some fashion. Its properties are: SameCellSupportSufficient (whether an object in the same cell with the property or tag HangingSupport is sufficient for the item to hang on, defaults to true) and SupportPointsRequired (the number of cells out of the cardinally adjacent cells, plus the same cell if SameCellSupportSufficient is false, that must have a wall or an object with the property or tag HangingSupport in it for the object to hang, defaults to 2). The part issues the event StartHanging when its hanging state goes from false to true and StopHanging when it goes from true to false.
  • [modding] The Bed part now integrates with the Hangable part so that if the parent object has a Hangable part, the Bed part doesn't function unless the item is hung up.


  • [ 2018-06-02 03:20:48 CET ] [ Original post ]

    Feature Friday - May 25, 2018

  • Added some liquid-powered energy cells: lead-acid, combustion, thermoelectric, and biodynamic.
  • Gyrocopter now weighs a bit more and is oil-powered.
  • Crossing the border into a new map now stops autowalk.
  • You no longer try to burrow through your own force bubbles with Burrowing Claws.
  • The passive, burrow-on-bump behavior of Burrowing Claws is now toggleable.
  • The game no longer autosaves during zone transitions caused by falling through holes in the ground.
  • You can no longer mod items you don't understand.
  • You can no longer attempt to initiate conversations with invisible creatures.
  • Lava is now less valuable.
  • Effects that increase your stability now help stabilize you in slippery and sticky liquids.
  • Extra faces from unbreakable two-faced masks can no longer be dismembered.
  • Fixed an issue causing your face slot to remain equipped after your two-faced helmet was destroyed.
  • Fixed an issue where clones' two-faced items were improperly linked to the original wearer.
  • Fixed an issue where slipping on slime into a new map didn't properly transition your view to the new map.
  • Fixed an issue where dominated creatures remained on the world map if domination was broken while traveling.
  • Fixed an issue with glass armor's damage reflection improperly reflecting self-damaging effects.
  • Fixed an issue where additional text got appended to your journal notes every time you looked at a sultan shrine.
  • Fixed an issue allowing implanted cybernetic equipment to be casually removed.
  • Fixed some issues that caused smart use to fail after it asked you for a direction.
  • [modding] Added support for the Tile property to AddParamater and GetParamater calls for render events.
  • [modding] Added support for a NoRemoveOptionInInventory tag and property.
  • [modding] Added a new property to EnergyCellSocket, ChanceDestroyCellOnForcedUnequip. This is a percentage chance the socketed cell will be destroyed if the item is forceibly unequipped. Defaults to 0.
  • [modding] Added a new property to Door, SyncAdjacent, which makes the door sync its opened/closed and locked/unlocked states to other, cardinally adjacent doors with SyncAdjacent and the same KeyObject (used for implementing double doors).
  • [modding] Added a new part, SmartUseLookAt, that makes 'look' the default smart use option.
  • [modding] Made EnergyCellSocket relay ChargeAvailable events to its slotted cell.
  • [modding] Gave EquipCharge a new property, EquipperProperty. If this value is set to a property name (ex: "BlastCannonRecharge"), and if the equipper of the parent object has that property, EquipCharge's ChargeRate is maxed by that property's value.
  • [modding] Added a new part, EquipPower, which is like EquipCharge but provides charge directly via TestCharge and UseCharge instead of distributing it via ChargeAvailable. Its properties are: PowerRate (charge filled per turn while active, defaults to 1), IsEMPSensitive (whether EMP disables the part, defaults to false), WorksWhenHeld (if false, the item must be worn on the proper limb per its Armor part in order to work, defaults to true), and EquipperProperty (specify to put a max on PowerRate).


  • [ 2018-05-26 02:16:37 CET ] [ Original post ]

    Feature Friday - May 18, 2018


    • Added sounds for flashbang, thermal, and normality grenades.
    • Added sounds for Hand-E-Nukes.
    • Added firing sounds for the following guns: laser pistol, carbine, sniper rifle, desert rifle, pump shotgun, combat shotgun, and flamethrower.
    • Updated firing sounds for the following guns: single shot pistols, chaingun, and musket.
    • New item: goggles.
    • New item: mirrorshades.
    • We replaced the "get from nearby" (ctrl-g) command with "interact nearby" (default mapping: ctrl-space). You can use interact nearby to perform any action the object in the target tile supports, regardless of whether you can pick it up.
    • Item mods now increase the complexity of items and the difficulty of identifying them. As a result, modified versions of base artifacts you already understand may now appear unidentified to you. Non-artifact items with modifications may also appear unidentified.
    • Some item mods are now hidden on unidentified artifacts.
    • You can no longer repair items you don't understand.
    • You are now asked for confirmation before disassembling items you don't own (disassembling unowned items invites hostility from their owners). You are now also asked for confirmation before examining items you don't own. Hostility is only provoked on item examination if you break the item.
    • Techscanning now shows the percentage charge of energy cells.
    • Put a cap on how much movement speed can reduce the energy cost of movement, fixing various exploits.
    • You can no longer make a campfire in a large pool of liquid.
    • Creatures now mind if you try but fail to dismember them.
    • Harvesting, butchering, and rifling through trash now cost energy, so you no longer automatically perform them when enemies are nearby.
    • Ceremonial vibrokhopeshes no longer function while under the effect of an electromagnetic pulse.
    • Made the reload command smarter when dealing with weapons with multiple ammo systems. In particular, if the weapon has an energy cell socket, the reload command only opens the change cell dialog if the current cell is out of charge AND the gun is out of the other ammo type.
    • Grit Gate's doors now give a little more feedback.
    • Tweaked the way liquid volumes show up in item names.
    • Fixed an exploit where you could temporarily excuse a companion in order to ask them for directions.
    • Fixed an exploit where recycling suits and other liquid-producing items could be used to convert other liquids to their produced liquid type.
    • Fixed an issue that prevented free trading with companions.
    • Fixed an issue where Short Blade Expertise incorrectly altered your to-hit bonus with other weapon types.
    • Fixed an issue that allowed you to kill a creature multiple times in successive turns, reaping the benefits each time.
    • Fixed a bug that prevented the repair command from being used to repair rusted items unless they were also broken.
    • We added a bunch of modding functionality around power systems.

      • [modding] Added support for alternate styles of displaying charge amount. The standard style is "electrical". New styles are "clockwork", "kinetic", "tension", "roughpercentage", and "percentage". Use an empty string to indicate no display.
      • [modding] Added new properties to EnergyCell: ChargeDisplayStyle (the charge display style, per above, defaults to "electrical") and TechScanChargeDisplayStyle (the charge display style to use if the player has techscanning, defaults to "percentage").
      • [modding] Made charge storage run on a ChargeAvailable event, which parts can subscribe to in order to absorb charge from the event into their charge capacity.
      • [modding] The SolarCell part is now SolarArray. It now provides charge via the ChargeAvailable event. Added a property, IsEMPSensitive, for whether EMP disables the parent object, defaults to true.
      • [modding] The EquipChargeCell part is now EquipCharge. It now provides charge via the ChargeAvailable event. Added a property, IsEMPSensitive, for whether EMP disables the parent object, defaults to false.
      • [modding] Gave EnergyCell a ChargeRate property, which is the amount of charge it can absorb from other parts per the ChargeAvailable event. Defaults to 10.
      • [modding] Gave LiquidFueledPowerPlant a ChargeRate property, which is the amount of charge it provides to other parts per turn via the ChargeAvailable event (using that charge if and only if something takes it). Defaults to 0.
      • [modding] Added a new part, Capacitor, which absorbs charge via the ChargeAvailable event and provides it via TestCharge and UseCharge. It supports these properties: Charge (current charge amount, defaults to 0), MaxCharge (maximum charge capacity, defaults to 10000), ChargeRate (the amount of charge it can absorb per ChargeAvailable event, defaults to 5), MinimumChargeToExplode (an amount of charge that, if nonzero, is the threshold for the capacitor exploding if its parent object is destroyed, defaults to 1000), Description (how the part is described if mentioned in messaging, defaults to "capacitor"), ChargeDisplayStyle (the charge display style to use normally, defaults to "electrical"), TechScanChargeDisplayStyle (the charge style to use if the player has techscanning, defaults to "percentage"), CatastrophicDisable (whether the part being disabled by EMP, Broken, or Rusted destroys the parent object if there is enough charge to explode, defaults to false), ChargeLossDisable (whether the part beign disabled by EMP, Broken, or Rusted reduces charge to zero, defaults to true), and IsEMPSensitive (whether EMP disables the part, defaults to true).
      • [modding] Added a new part, Flywheel, which absorbs charge via the ChargeAvailable event and provides it via TestCharge and UseCharge. It supports these properties: Charge, MaxCharge, ChargeRate, MinimumChargeToExplode, PropertyAffected (an intproperty which, if not empty, is modified on the parent object according to charge level, defaults to "Stable"), PropertyDivisor (a number the charge level is divided by to produce the amount PropertyAffected is modified by, defaults to 1000), Description , ChargeDisplayStyle, TechScanChargeDisplayStyle, CatastrophicDisable, ChargeLossDisable, IsEMPSensitive, and IsPropertyEMPSensitive (whether EMP zeroes out the amount by which the part modifies PropertyAffected, defaults to false).
      • [modding] Added a new part, Clockwork, which absorbs charge via the ChargeAvailable event and provides it via TestCharge and UseCharge. It supports these properties: Charge, MaxCharge, ChargeRate, MinimumChargeToExplode, Description, ChargeDisplayStyle, TechScanChargeDisplayStyle, CatastrophicDisable, ChargeLossDisable, and IsEMPSensitive.
      • [modding] Added a new part FusionReactor, which provides power via the ChargeAvailable event automatically per turn. It supports these properties: ChargeRate, ExplodeChance (the percentage chance the part will explode if its parent object is destroyed, defaults to 50), ExplodeForce (the force of the explosion if it explodes, defaults to 30000), Description, CatastrophicDisable, and IsEMPSensitive.
      • [modding] Added a new part, Windup, which provides power via the ChargeAvailable event when an inventory action is activated on it. It supports these properties: ChargeRate, ActionName (the name of the action, defaults to "Wind"), ActionLabel (the label for the action, defaults to "&Ww&yind"), ActionKey (the key to trigger the action, defaults to "w"), IsEMPSensitive, ActionVerb (the verb the action is described using, defaults to "wind"), and MustBeUnderstood (whether the action is only available if the item is understood, defaults to true).
      • [modding] Added a new part, BroadcastPowerReceiver, which provides power via the ChargeAvailable event automatically per turn. It supports these fields: ChargeRate, CanReceiveSatellitePower (whether the part receives ambient broadcast power from ancient satellites, defaults to true), MaxSatellitePowerDepth (the maximum depth of zone at which the part can receive satellite power, defaults to 12 (two levels below ground), SatelliteWorld (the world on which the part can receive satellite power; defaults to "JoppaWorld". "*" means any world. If empty, the part fills in this field with whatever world it is on when it first activates), and IsEMPSensitive. If the part is not receiving satellite power, it polls objects in the same zone with a CollectCharge event to see if they will provide it with broadcast power.
      • [modding] Added a new part, BroadcastPowerTransmitter, which provides power via the CollectCharge event. Upon receiving a CollectCharge event, it attempts to use TestCharge to find first the CollectCharge Charge amount, then half of it, then a quarter of it, in its power systems. If it finds an amount of charge it can provide, it consumes it via UseCharge and adds it to the CollectCharge event. It supports the property IsEMPSensitive.
      • [modding] Added a new part, ZeroPointEnergyCollector, which provides power via the ChargeAvailable event automatically per turn. It supports these properties: ChargeRate, World, RealityDistortionBased (whether the part's operation is reality-distortion based and is disabled by reality stabilization, defaults to true), and IsEMPSensitive.
      • [modding] Added a new part, InductionChargeReceiver, which receives InductionCharge events and relays the charge from them via ChargeAvailable events. It supports these properties: ChargeRate and IsEMPSensitive.
      • [modding] Added a new part, InductionCharger, which every turn attempts to consume charge and transmit it to its inventory with an InductionCharge event. It uses TestCharge to determine if charge is available and UseCharge to consume it. It supports these properties: ChargeRate and IsEMPSensitive.
      • [modding] Added a new part, UniversalCharger, which every turn attempts to consume charge and transmit it to its inventory with a ChargeAvailable event. It uses TestCharge to determine if charge is available and UseCharge to consume it. It supports these properties: ChargeRate and IsEMPSensitive.
      • [modding] Added a new part, SolarPower, which provides power via TestCharge and UseCharge while it's in the sun. Its properties are PowerRate (the maximum amount of charge it can provide when requested in a given turn) and IsEMPSensitive.
      • [modding] Added a new part, ChargeSink, that consumes charge every turn. It supports these properties: ChargeUse (the amount of charge it will attempt to consume per turn, defaults to 1) and IsEMPSensitive.

    • We added some functionality for new item modifications (not available as in-game modifications by default).

      • [modding] Added ModHardened part: hardens an electronic item against EMP.
      • [modding] Added ModHighCapacity part: increases an energy cell's capacity.
      • [modding] Added ModFlareCompensating part: adds a FlareCompensation part, a BootSequence part, and an EnergyCellSocket part to an item.
      • [modding] Added ModHUD part: adds a HUD part, a BootSequence part, and an EnergyCellSocket part to an item.
      • [modding] Added ModInduction part: adds an InductionChargeReceiver to an energy cell.
      • [modding] Added ModMetered part: changes an energy cell's ChargeDisplayStyle to "percentage".
      • [modding] Added ModSmart part: adds a Smartgun part, a BootSequence part, and an EnergyCellSocket part to an item.
      • [modding] Added ModTesla part: adds a BroadcastPowerReceiver to an energy cell.

    • [modding] Added a new part, FlareCompensation, that mitigates the effects of flashbang grenades. Its properties are: Level (the amount subtracted from the flashbang's duration, default is 6), ChargeUse, IsEMPSensitive, MustBeWorn (if false, the item works when equipped in any fashion. If true, it must be equipped properly per its Armor part, defaults to true), and ShowInShortDescription (whether to note the flare compensation behavior in the item's short description, defaults to true). It integrates with BootSequence.
    • [modding] The LiquidVolume part now supports these properties: NamePreposition (preposition to use normally when compositing the description of a non-empty liquid volume onto the parent object's name, defaults to null. Null or empty means the liquid volume description is appended and wrapped in brackets), UnknownNamePreposition (like NamePreposition, but used when the parent object is not understood), and Collector (if true, the parent object collects liquid poured into its cell rather than allowing it to fall on the ground, defaults to false).
    • [modding] The Campfire part now supports the propeerty ExtinguishBlueprint (a blueprint that the parent object can be replaced with on an extinguish action, defaults to null. Null or empty disables the extinguish action).
    • [modding] The Garbage part now supports the property Level (added to the zone-based tier for items found, defaults to 0).
    • [modding] The RecyclingSuitFiller and LiquidDrips parts have been refactored into the LiquidProducer part, which supports these properties: Rate (the number of turns to produce a dram of liquid, defaults to 1000), Liquid (the name of the liquid produced, defaults to "water"), VariableRate (a dice roll to use instead of Rate), LiquidConsumed (the name of a liquid that must be consumed from a sibling LiquidVolume to produce liquid, defaults to null. If specified, the produced liquid is not distributed to the sibling LiquidVolume), ChargeUse, ChanceSkipSelf (the percentage chance to ignore a sibling liquid volume as a place to distributed produced liquid), ChanceSkipSameCell (the percentage chance the item, if distributing liquid outside itself, skips distributing liquid to its own cell in favor of an adjacent cell), IsEMPSensitive, MustBeEquipped, MustBeWorn (if true, liquid production does not function if the parent object is not worn as armor on the correct limb or limbs per its Armor part, defaults to false), PreferCollectors (whether, when distributing liquid to adjacent cells, distribution to a cell containing a Collector LiquidVolume will be preferred, defaults to false), PureOnFloor (whether liquid distributed to a cell is distributed in a pure state rather than being mixed with salt, defaults to false), and ConsumePure (whether the LiquidConsumed must be pure in order to be used, otherwise it will be extracted from a mixture, defaults to false).
    • [modding] Added a new part, DeployWith, which designates another object that should be created with the item, typically in a random empty nearby cell. Its properties are: Blueprint (the blueprint of the object to create, supports the same meta-specifications as the tag's Blueprint field), SolidOkay (whether "solid"-occupied cells are okay to deploy in, defaults to false), SeepingOkay (whether to use "seeping" logic for whether a cell is "solid"-occupied, defaults to false), SameCell (whether to just deploy the object in the same cell regardless of all other considerations, defaults to false), PreferredDirection (if a local cell in this direction is usable according to SolidOkay and SeepingOkay, then that cell will be used instead of a random one), and Chance (the percentage chance the object will be deployed, defaults to 100).
    • [modding] Added a new part, TemperatureAdjuster, which alters local temperature. Its properties are: ChargeUse (the amount of charge used per turn active, defaults to 1), TemperatureAmount (the amount temperatures are adjusted per turn, defaults to 5), TemperatureThreshold (a temperature threshold for controlling when the part is active, defaults to 100), ThresholdAbove (if true, the part does not attempt to adjust temperatures that are at or above the TemperatureThreshold. If false, the part does not attempt to adjust temperatures that are at or below the TemperatureThreshold, defaults to true), AffectsSelf (whether the item adjust its own temperature, defaults to true), AffectsEquipper (whether the item adjusts the temperature of someone who equips it in any way, defaults to true), AffectsWearer (whether the item adjusts the temperature of someone who wears it as armor on the proper limb or limbs according to its Armor part, defaults to true), AffectsCarrier (whether the item adjusts the container's temperature when it is contained in an inventory, defaults to true), AffectsCell (whether the item adjusts the temperature of other objects in the same cell, defaults to true), AffectsAdjacentCells (whether the item adjusts the temperature of objects in adjacent cells, defaults to true), AlwaysUseCharge (if true, the item always consumes its ChargeUse amount even if it does not attempt to adjust any temperatures in a given turn, defaults to false), and IsEMPSensitive.
    • [modding] Added a new part, Smartgun, which provides a bonus to missile weapon accuracy and missile weapon to hit (on a target in the cell aimed at only) if and only if the firer has a way of receiving the smartgun data. Its properties are: Level (the amount of bonus to accuracy and to hit, defaults to 1), ChargeUse, EquipperPropertyEnables (if the equipper's value for this intproperty is > 0, the smart data is considered received and the bonuses can take effect, defaults to "TechScannerEquipped"), EquipperEventEnables (if this event fired on the equipper returns false, the smart data is considered received and the bonuses can take effect, defaults to "HandleSmartData"), and IsEMPSensitive. This part integrates with BootSequence.
    • [modding] Added a new part, HUD, which returns false for an event fired on its equipper and is intended for use with Smartgun. Its properties are: ChargeUse, EventHandled (the event the part returns false for on the equipper, defaults to "HandleSmartData"), IsEMPSensitive, and MustBeWorn. This part integrates with BootSequence.
    • [modding] The DecoyHologramEmitter, ForceEmitter, Teleporter, and VibroWeapon parts now have the property IsEMPSensitive (defaults to true).
    • [modding] The intproperty HitBonus on characters can be used to give them a to-hit bonus or penalty.
    • [modding] The intproperty MissilWeaponAccuracyBonus now works when placed on the missile weapon in addition to the firer.
    • [modding] The intproperty IncomingAimModifier on characters can be used to adjust (positive is a penalty, negative is a bonus) the aim of missile weapon attacks targeted directly on the character.
    • [modding] The tag IdleObject is no longer needed for the idle system.


    [ 2018-05-19 02:58:10 CET ] [ Original post ]

    Feature Friday - May 11, 2018

  • Added a new gas type: fungicide.
  • Added three tiers of fungicide grenades.
  • Added a fungicide-emitting vent.
  • Added a new heavy weapon: fungicide pump (acid-powered).
  • Items you tinker up no longer start with liquids inside.
  • Energy cells no longer work when broken or rusted.
  • You can no longer start non-telepathic conversations with creatures who are engaged in melee combat.
  • You can no longer telepathically trade with creatures who are engaged in melee combat.
  • Fixed a bug that caused trade goods such as metal nuggets to start fluctuating in price.
  • Fixed typos in Charge text, psychic glimmer description, and arcwyrk description.
  • [modding] The element's Blueprint property now supports population targets using the prefix ':'. For example, spawns a gun appropriate to the tier of the wielder's zone.
  • [modding] The explicit alternative ('#') syntax for the element's Blueprint property now supports meta-specifications. For example, spawns either a musket, an item from the Guns 2 population table, or a zone-appropriate dynamic gun.
  • [modding] The EnergyCellSocket part's SlottedType property now supports the same meta-specifications as the 's Blueprint. Its default is "#Chem Cell,Chem Cell,:DynamicObjectsTable:EnergyCells:Tier{zonetier}".
  • [modding] The SolarCell part now supports the ChargeRate property (the amount of charge generated per turn in the sun, defaults to 10).
  • [modding] Added a new part, EquipChargeCell, with properties ChargeRate (the amount of charge the part restores its parent energy cell per turn the cell is equipped) and WorksWhenHeld (whether the charging behavior functions when the cell is equipped as a weapon, defaults to true).
  • [modding] Added a new part, LiquidFueledEnergyCell, which converts a liquid from its parent object's LiquidVolume part into charge, using up the liquid as it goes. Its properties are SlotType (same as EnergyCell, defaults to "EnergyCell"), LiquidID (the liquid used, same as LiquidAmmoLoader) and ChargePerDram (the amount of charge extracted from one dram of the liquid).
  • [modding] Added a newpart, LiquidFueledPowerPlant, which works similarly to EnergyCellSocket, handling TestCharge and UseCharge events. It's powered by its parent object's LiquidVolume part, using up the liquid as it goes. Its properties are LiquidID (the liquid used, same as LiquidFueledPowerCell and LiquidAmmoLoader), ChargePerDram (the amount of charge extracted from one dram of the liquid), and IsEMPSensitive (whether EMPs disable the powerplant, defaults to false).
  • [modding] The MechanicalWings part no longer uses ChargeUse to determine if EMP affects its parent object. That responsibility now falls to the power supply system.


  • [ 2018-05-12 01:18:51 CET ] [ Original post ]

    Feature Friday - May 4, 2018

  • Added a new item: gyrocopter backpack.
  • Added a new gas type: defoliant.
  • Added three tiers of defoliant grenades.
  • Added a defoliant-emitting vent.
  • Added a new heavy weapon: defoliant pump (acid-powered).
  • Smart use now only works on metal folding chairs if you've identified them; i.e., your default response to seeing strange tubes lying on the ground is no longer to sit on them.
  • You can no longer sprint while flying, and taking to the air while sprinting ends the sprint.
  • You can no longer use a bedroll while flying.
  • The following effects now cause flyers to crash land: asleep, exhausted, paralyzed, stuck, and stunned.
  • If you sit while flying, you now land first.
  • Falling to the ground while flying now interrupts autoexplore and autowalk.
  • NPCs can now use mechanical wings.
  • Mechanical wings no longer grant flying when wielded as a weapon.
  • You now see a message when a visible NPC starts or stops flying.
  • Mental mutations that can't be leveled no longer contribute extra points based on your Ego bonus to your psychic glimmer.
  • You can no longer have conversations with creatures who are sleeping, in stasis, stunned, confused, exhausted, or paralyzed, and vice versa.
  • Telepathy no longer allows you to trade with adjacent creatures who are frozen in blocks of ice.
  • Baetyls no longer request a particular sheet of graph paper.
  • Changed the color of sultan shrines in the alt display.
  • Changed the bit cost of some grenade types.
  • Changed the popup message when you activate an item that's booting up.
  • Fixed an issue that prevented you from attacking things that were in the same tile as other things you couldn't attack because they were flying or phased.
  • Fixed an issue that allowed you to trade with the zealot of the Six Day Stilt via telepathy.
  • Fixed some mutation-based abilities taking two turns to use instead of one.
  • Fixed a bug that caused thirst-based cooking affects to also affect your hunger.
  • Fixed an occasional error that occurred during game startup.
  • [modding] The MechanicalWings part now supports the following properties: Level (equivalent to level of the Wings mutation, defaults to 1), RequiresOngoingEffort (whether the item is manually operated and stops working because of incapacitating effects, defaults to true), WorksWhenHeld (whether the item bestows flight when wielded as a weapon, defaults to false), ChargeUse (an amount of charge to draw per turn of operation, defaults to 0; specifying a number greater than 0 also makes the item vulnerable to EMP effects), BaseFallChance (the base chance out of 200 that the user falls in a given turn (Level gets substracted from this), defaults to 5), and CrashBreakChance (the chance out of 100 that the item breaks while crashing, defaults to 1). The MechanicalWings part now also integrates with BootSequence.
  • [modding] The Wings mutation now supports the BaseFallChance property (the base chance out of 200 that the wielder falls in a given turn (Level gets substracted from this), defaults to 5).
  • [modding] The ConversationScript part now supports the following properties: Quest, PreQuestConversationID, InQuestConversationID, and PostQuestConversationID. If Quest is specified, then the other properties, if specified, override the ConversationID while the quest is unstarted, started but unfinished, and finished, respectively.
  • [modding] The GasDamaging part now supports the following properties: AffectEquipment (whether the gas also damages items equipped by characters it affects, defaults to false) and AffectCybernetics (whether the gas also damages cybernetics implanted in the characters it affects, defaults to false).


  • [ 2018-05-05 04:10:06 CET ] [ Original post ]

    Feature Friday - April 27, 2018

  • New item: telemetric visor.
  • Autoexplore and creature AI now avoid spacetime vortices.
  • Applicators no longer work when broken or rusted.
  • Sense Psychic now has a chance to identify psychics every time you move closer to them instead of only when they move.
  • Generalized artifact attunement for items like ganglionic teleprojector into a standard boot sequence and applied it to a few artifacts.
  • Refreshed bio-scanning bracelets. They are now tinkerable, require an energy cell, are subject to EMP, have a boot sequence, and have new name ANSI.
  • Gave Horticulturalists a solar cell to power their bio-scanning bracelets.
  • Twinning lampreys are now considered psychics.
  • Twinning lampreys are more proficient with their bites.
  • Energy cells loaded in items you start the game with are automatically identified.
  • Cybernetic implants you start the game with are automatically identified.
  • Homoelectric wrist warmers can no longer be modded with the full range of armor mods.
  • Fixed an issue that made phase webs stickier than intended.
  • Fixed occasional cases where Precognition appeared to malfunction on NPCs.
  • Fixed several instances where zones were built when it wasn't necessary to do so.
  • [modding] The gases produced by the billowing conch of the Aji are now controlled by the tag DynamicObjectsTable:AjiConch.
  • [modding] The interaction of gases with the Gas Generation mutation is now data-driven. See the gas object blueprints for details.
  • [modding] The color of gas objects is now based on the ColorString attribute of the Gas part. The GasDamaging part no longer has a ColorString.
  • [modding] The SensePsychic mutation part can now be configured with Levelable="true" if you want to make it levelable, in which case its level is added to its detection radius and the chance of identification. Specify BaseRadius="n" if you want to make its base detection radius something other than 9. You can also use the intproperty TreatAsPsychic to force Sense Psychic to sense an object even if it doesn't have mental mutations.
  • [modding] Generalized the BioScanner and Inspector parts into IntPropertyChanger, which supports these properties: AffectedProperty (the name of the property on the item's wielder that gets manipulated), Amount (the amount added to the property when the property is changed; defaults to 1), ChargeUse (an amount of charge to use per turn the item is active; defaults to 1), WorksWhenHeld (works if you wield the item in a slot other than its designated armor slot, defaults to false), and MustBeUnderstood (only works if the wielder understands the item; defaults to true).
  • [modding] Added a BootSequence part for adding a delay between wearing an item and being able to use it. If the item has an EnergyCellSocket, changing the cell reboots the item. EMP, Broken, and Rusted statuses also reset the boot sequence and prevent it from proceeding while they're active. Supported properties are: BootTime (the number of turns booting takes; defaults to 100), VariableBootTime (die roll, if specified then the higher of this and BootTime will be used), ReadoutInName (specifies whether to add a precise indication of remaining boot time to the item's name; defaults to false), ReadoutInDescription (specifies whether to add a precise indication of remaining boot time to the item's short description; defaults to false), TextInName (a text string to add to the item's name while booting), TextInDescription (a text string to add to the item's short description while booting), VerbOnBootInitialized (defaults to "beep"), VerbOnBootDone (defaults to "ding"), and VerbOnBootAborted (defaults to "bloop"). Right now, the BootSequence part integrates with IntPropertyChanger, Teleprojector, and DecoyHologramEmitter.


  • [ 2018-04-28 04:55:34 CET ] [ Original post ]

    Feature Friday - April 20, 2018

  • Creature AI now better copes with being in the same tile as something it's trying to kill or flee from.
  • Blood splatter no longer sticks to gases and holograms.
  • Gases no longer physically damage you if they're out of phase with you.
  • Sultan shrines and becoming nooks now show up on the alt display.
  • When you autoequip a weapon, it now defaults to equipping in an empty hand instead of replacing your primary hand's weapon. It still replaces your primary hand's weapon if all your hands are full.
  • Acid now eats through organic containers.
  • Eyeless crab shells and salthopper mandibles are no longer tagged as metal.
  • Corrupt bananas are no longer subject to electromagnetic pulses or rusting.
  • Corrupt bananas can no longer be laid as mines.
  • Scrap shovelers now have Dual Wield.
  • NPCs now take more care in avoiding fracti, campfires, torch sconces, torch posts, and arc sconces.
  • Oozes, snailmothers, ickslugs, snailmother eggs, and broken snailmother eggs no longer slip on slippery liquids.
  • NPCs no longer charge at things they shouldn't charge at.
  • Ovens are placed on top of doors less often (and so less frequently set them on fire).
  • Gases no longer shield things on the ground from being attacked.
  • Excluded merchant advertisements from baetyl requests.
  • Made items described on gravestones usually show up identified.
  • Made Hurdle, Longstrider, and Conatus grant the ability to sprint if you don't already have it.
  • Gave acid, oil, gel, and slime commerce value.
  • Made acid eat through organic containers it's poured into.
  • Hook and Drag and madpole latching no longer work if the target is out of phase with the attacker.
  • Dismembered limbs now have proper descriptions.
  • Specified that carnivores can't eat fungi.
  • Fixed the organic vs. inorganic statuses on several items.
  • Fixed a bug where pouring the entire contents of a container into another container prevented liquid effects from occurring in the second container. This allowed lava to be carried around by transferring it from one waterskin to another.
  • Fixed various instances of NPCs only wielding one of their natural weapons instead of both.
  • Fixed a bug that caused gases of different types to merge as if they were the same type.
  • Fixed a typo in gravestone text.
  • Fixed a typo in dismemberment notification.
  • Fixed a run-on sentence in Precognition messaging.
  • Updated credits.
  • [modding] You can now remove parts from an inherited blueprint by using the element in objectblueprints.xml.
  • [modding] The object blueprint XML now supports no-close-tag form. For example: .
  • [modding] Creatures with the 'slimewalking' tag can now properly walk over sap, wax, and honey without impediment.
  • [modding] The xtagGrammar element now supports the IsPlural property. IsPlural="true" specifies that the object should be treated as plural for purposes of text generation.
  • [modding] Added the Except property to the NoDamage part. Damage of the excepted type bypasses the NoDamage logic and does damage.
  • [modding] Separated plants and fungi more thoroughly in the object inheritance structure, with new 'Fungus' and 'BaseFungus' blueprints, and added 'LivePlant' and 'LiveFungus' tags where appropriate.


  • [ 2018-04-21 03:00:37 CET ] [ Original post ]

    Feature Friday - April 13, 2018

  • Added a new gas type: normality gas. It has various space-time stabilizing and inhibiting effects on forcefields, vortices, teleportation, phasing, temporal fugue clones, time dilation, and psychic twinning.
  • Added three tiers of normality gas grenades.
  • Added a rare normality gas-emitting vent.
  • Added a new heavy weapon: normality gas pump.
  • Added a new creature: anomaly extinguisher.
  • Added a confirmation dialog when world generation completes (so you can finish reading the on-screen quote).
  • Eating a raw dreadroot tuber now causes fear.
  • Eat and disassemble are no longer the default actions for equipped severed faces.
  • Sleeping in bedrolls, sitting in chairs, lunging, and slamming no longer trigger teleport-based cooking effects.
  • Rebuked robots no longer become grazing hedonists.
  • Emission vents are now subject to electromagnetic pulses.
  • When you shake off confusion with Iron Mind, you now get an appropriate message in the message log.
  • Widgets now equip their whackers.
  • Missile weapons with unidentified energy cells no longer report their charge level.
  • Made the reload command work for liquid-loaded missile weapons.
  • Improved creature AI when out of missile ammo.
  • Spiffed up missile weapon status display in the sidebar.
  • Fixed an issue that let you use Temporal Fugue without spending energy.
  • Fixed an error in the amount of bonus reputation displayed as a baetyl reward.
  • Fixed some issues with stacking confusion effects.
  • Fixed several typos in the following text: Warden Indrix's description, Agyve's mumblings, Aggressive Stance's description, two-handed ursteel battle axe's description, icy vapor's description, rubbergum tonic's description, a Beak defect variant's description, merchant identification, some procedural histories and cooking descriptions, defensive lunge's failure message, boomrose arrow plurality, nocturnal apex's description, and Stopsvalinn-related text.
  • Added a bunch of modding functionality.

    • [modding] Added a FearOnEat part that applies a fear effect to the eater at an attack strength and duration specified by the Strength and Duration properties.
    • [modding] Made ConfuseOnEat allow the specification of the following properties: Strength, Duration, Level (die roll: confusion per mutation level), and BuildupTimeout (integer: number of turns before the effect overrides older ConfuseOnEat effects).
    • [modding] Added a new part, TreatAsSolid, for projectiles. If projectiles encounter an object in their path matching TreatOnSolid's criteria, they treat it as impassable. Supported criteria are TargetPart (the object has this part) and TargetTag (the object has this tag), the latter with an optional TargetTagValue (the object has TargetTag tag with this value). The Hits property specifies whether the projectile hits the object and has a chance to damage it (defaults to true).
    • [modding] Added a new part, DestroyContiguous, for projectiles. If projectiles encounter an object in their path matching DestroyContiguous's criteria, they roll to destroy it, and if successful, they roll to destroy objects matching the criteria in adjacent cells. Supported criteria are TargetPart and TargetTag, the latter with an optional TargetTagValue. The Chance property specifies the percentage chance for destruction (defaults to 100). The ChanceDegradation property is a cumulative reduction in the effective chance of destruction per hop to adjacent cells (defaults to 0).
    • [modding] Added new parts GasOnHit and GasOnEntering for weapons and projectiles. Weapons that hits and projectiles that traverse through cells, respectively, spawn the gas specified in the Blueprint property at a density specified in the Density property (die roll specification). GasOnHit also includes the OnWielderHit property.
    • [modding] Generalized GasAcid into GasDamaging. This new part includes the properties GasType (basic type tag like "Acid"), Noun (specifies the damage type in messages), ColorString (for tile rendering), MessageColor (applied to Noun in messaging), DamageAttributes (same as Attributes in MissileWeapon), TargetPart (only affects objects with this part), TargetTag (only affects objects with this tag), TargetTagValue (only affects objects with TargetTag and this value), TargetEquippedPart (only affects objects that have an item equipped with this part), TargetEquippedTag (only affects objects that have an item equipped with this tag), and TargetEquippedTagValue (only affects objects that have an item equipped with TargetEquippedTag and this value).
    • [modding] Generalized StasisGrenade into DeploymentGrenade. This new part includes the following properties: Blueprint (the blueprint of the objects it creates), Duration (how long the objects last, defaults to permanent), Radius (integer radius it fills with objects), Chance (the percentage chance a given cell spawns an object, defaults to 100), AtLeast (a minimum number of objects to try to deploy when Chance is in use, defaults to 0), UsabilityEvent (an event that must be successfully broadcast to the cell it lands in in order for the grenade to work, defaults to null), AccessibilityEvent (an event that must be successfully broadcast to a given cell in its radius in order to deploy an object there, defaults to null), ActivationVerb (the verb used to describe the grenade activating, defaults to "detonates"), RealRadius (whether to deploy in a circular radius rather than the usual engine "square radius"), BlockedBySolid (whether solid cells block deployment, defaults to true), BlockedByNonEmpty (whether cells must be "empty" for deployment, defaults to true), Seeping (whether BlockedBySolid uses "seeping" logic, defaults to false), DustPuff (whether the grenade emits a dust puff when it activates, defaults to true), DustPuffEach (whether each deployed object emits a dust puff, defaults to false), and NoXPValue (whether deployed objects lose their XP values, defaults to true).
    • [modding] Added a new CooldownAmmoLoader part, which makes a missile weapon require cooldown between shots. Supports the usual ProjectileObject property for loaders, a Cooldown property specifying the number of rounds, and a Readout property specifying whether the weapon shows a display of its remaining cooldown time (defaults to false).
    • [modding] Added architecture to try to make multiple ammo loaders on a missile weapon coexist peacefully. Only one loader should be given a ProjectileObject. Use this to add the CooldownAmmoLoader with other loaders for weapons that need both ammo and a cooldown time.
    • [modding] Added an AIShootCooldown part for missile weapons. Its Cooldown only applies when creature AI uses the weapon.


  • [ 2018-04-14 03:25:36 CET ] [ Original post ]

    Game Developers Conference => No Patch This Friday

    Hey all,
    Brian and I (Jason) are attending the Game Developers Conference in San Francisco next week, so there won't be a patch on Friday. We'll resume the weekly patch schedule the following week. There are also some big, exciting feature arcs on the horizon—alternate starts with procedural villages and a new side quest—but they need some more time to bake.

    For now: live and drink, friends.


    [ 2018-03-19 03:55:59 CET ] [ Original post ]

    Feature Friday - March 16, 2018

  • Extradimensional psychic hunters are now vulnerable to mental attacks regardless of their base creature types. (after all, they somehow acquired minds in their native dimensions...)
  • When you look at an extradimensional creatures or item, you now inscribe a note about its native dimension in the Gossip & Lore page of your journal.
  • Walls in other dimensions no longer block visibility unless your mind is appropriately altered.
  • You can now fly and jump over gates, fences, stakes, and rubble.
  • You can now shoot missile weapons through arrow slits, gates, fences, and over rubble.
  • Flaming jets, freezing jets, acid jets, electrical jets, and light beams now pass through arrow slits, gates, fences, and over rubble.
  • Gas and light seep through arrow slits, gates, fences, stakes, and over rubble.
  • The Pauli exclusion principle now properly applies to NPCs.
  • Turning off autoget on artifacts now takes precedence over other conflicting option flags.
  • Water ritual participants no longer offer to teach you blueprints you already know.
  • Fixed another issue that rarely caused energy cell duplication.
  • Fixed some more typos.


  • [ 2018-03-17 01:48:50 CET ] [ Original post ]

    Feature Friday - March 9, 2018

  • Albino ape hearts now count as meat.
  • Ogre ape hearts are now properly treated like other organs and corpses.
  • Watervine farmers now wield iron vinereapers like their descriptions say.
  • Sentient walls, doors, and tables now appear in more creature contexts. (Examples: as figurine models, Mechanimist converts, and esper assassins).
  • Cleaned up the logic around dynamic encounters and expanded the dynamic encounter framework.
  • Fixed an issue that caused improper options to occasionally appear in the item action menu of cybernetic implants.
  • Fixed an issue that caused occasionally caused zone building lockups while exploring very deep caverns (depth 30 and below).
  • Fixed a rare issue that caused historic sites to fail to build.
  • Fixed another issue that caused slotted solar cells to multiply indefinitely.
  • Fixed a slew of typos.


  • [ 2018-03-10 02:58:35 CET ] [ Original post ]

    Feature Friday - March 2, 2018

  • Warden Indrix no longer occasionally takes a sabbatical to another goatfolk village.
  • Clonelings no longer clone inorganic creatures.
  • You can now harvest yondercane from yonderbrush even if it's hostile as long as it's visible.
  • Extradimensional psychic assassin templars with cybernetic implants now have their names appear correctly.
  • Added new descriptions for acid gas, stun gas, sleep gas, blinding gas, and stinking gas.
  • Jewelers now occasionally stock figurines.
  • The left-most tile of the Edification relief is now correctly labeled.
  • Charge is now a prerequisite for Charging Strike.
  • Renamed 'pentacips' to 'pentaceps'.
  • Gave the tunnels beneath Grit Gate a more appropriate name.
  • Gave the 'tar-encrusted bones' tile a more appropriate color.
  • Removed the prompt to save the game before abandoning a character.
  • Added an option to disable smoke.
  • Did some restructuring of the object hierarchy.
  • Fixed a broken branch of Wardens' Esther dialog.
  • Fixed an issue causing some achievements and quests to not properly trigger when equipping an item directly from the ground.
  • Fixed an issue causing zone names to incorrectly persist across games played in the same session.
  • Fixed an issue causing energy cells to show the wrong options in their dialog menus after one was loaded into a weapon.
  • Fixed a bunch of typos.


  • [ 2018-03-03 03:21:41 CET ] [ Original post ]

    Feature Friday - February 23, 2018

  • We expanded the framework for creature travel AI and added new travel behavior to some creatures.

    • Some albino apes you encounter are now traveling toward Oboroqoru's lair.
    • Some feral dogs you encounter are now traveling toward humanoid settlements.
    • Some goatfolk you encounter are now traveling toward goatfolk villages.

  • Changed the 'Quit' option text to something much more accurate: 'Abandon Character'.
  • Changed the default action for books to Read.
  • Changed the default action for recoilers to Activate.
  • Crayons and plastic trees no longer rust.
  • Implanted NPCs now start with the proper amount of cybernetic license points.
  • Your party members no longer (easily) become hostile to one another.
  • Speaking to your own party members no longer causes you to regain your bearings.
  • Moved the 'Remove cell' option to the top of the cell dialog.
  • Fixed an issue where cybernetics sometimes became undroppable.
  • Fixed some common causes of extraneous zone generation.
  • Fixed an issue where having Iron Mind didn't always correctly give you the chance to shake off confusion.
  • Fixed some cases where a stack of objects was incorrectly replaced with a single object (eg., when you repaired a stack of scrapped waydroids).
  • Fixed some cases where quests to find historic relics didn't complete if you equipped the relics directly from the ground.
  • Fixed some rare cases where an invalid base object appeared in dynamic encounters.
  • Fixed several issues related to creatures determining the monetary value of their items, including inconsistent valuation when the items were socketed with energy cells.
  • Fixed several typos.
  • Fixed an issue where socketed cells occasionally replicated out of control when you recharged them.


  • [ 2018-02-24 03:19:10 CET ] [ Original post ]

    Feature Friday - February 16, 2018

  • We did a bunch of behind-the-scenes work on upcoming feature arcs. Across Qud creatures are dreaming of alternate starts, varied villages, and deerfolk...
  • We added metal and gemstone figurines.

    • Figurines depict creatures from across Qud.
    • Possible figurine materials include copper, silver, gold, agate, topaz, jasper, amethyst, sapphire, emerald, and peridot.
    • Wielding figurines bestows bonus reputation for each of the depicted creature's factions.
    • Figurine value and bonus reputation depends on the rarity of its material.

  • We added legendary gemcutters. You'll find their workshops as new overland encounters.
  • Slightly increased the weight of ironweave cloak.
  • Reduced the weight of rainboweave cloak.
  • Apostles now start with the Customs and Folklore skill in addition to the Tactful power. This means apostles no longer have to purchase Customs and Folklore (which was a useful purchase since they already had Tactful) to get Trash Divining.


  • [ 2018-02-17 01:43:17 CET ] [ Original post ]

    Feature Friday - February 9, 2018

  • We added 15 new achievements.

    • In Contemplation of Eons

      • Perform the water ritual with Oboroqoru, Ape God.

    • Three-Sludge Monte

      • Kill a trisludge.

    • Five-Sludge Monte

      • Kill a pentasludge.

    • Ten-Sludge Monte

      • Kill a decasludge.

    • What With the Disembowelment and All

      • Find one of Argyve's old apprentices.

    • Gemini

      • Wield Caslainard and Polluxus.

    • Donation Level: Kasaphescence

      • Make an offering at the Sacred Well of an artifact worth at least 200 reputation.

    • Leap, Frog.

      • Convince a frog to teach you how to jump.

    • Six Arms None the Richer

      • Have six arms.

    • Synolymb

      • ???

    • Free Falling

      • ???

    • Hole Like a Head

      • ???

    • Cosmo-Chrononaut

      • ???

    • Psst.

      • ???

    • That Was Nice

      • ???


  • Fixed an issue causing Electric Resist to not work properly.
  • Fixed an issue causing excessive zone thawing, leading to heap crashes for long-running games.
  • Modified the 'item' wish so that you can optionally specify a number of items. For example, 'item:Staff:3'.


  • [ 2018-02-10 01:06:26 CET ] [ Original post ]

    Feature Friday - February 2, 2018

  • Added chronology entries for the following important events in your character's life.

    • Becoming loved by a faction
    • Inventing a new recipe
    • Successfully cooking with neutron flux
    • Getting one of your limbs dismembered
    • Eating a creature's face (raw)
    • Imbuing an inanimate object with life

  • Chronology entries logged while you're on fire now read a bit differently.
  • Lurking beths appear much less frequently in early-game historic dungeons.
  • Moving very, very quickly no longer causes you to move backwards in time.
  • Creature AI now more intelligently reloads cell-based weapons.
  • Fixed an issue causing turrets to improperly use ammo.
  • Fixed an issue that caused energy cells to double-occupy sockets when creature AI reloaded cell-based weapons.
  • Level up choices are no longer trivially scummable.
  • Fixed an issue causing games to become unloadable, especially after using Precognition.
  • Fixed an error that caused games to fail to save when certain cooking effects were applied to your character.
  • Fixed an issue that caused cooking effects to still grant you mutually exclusive mutations.
  • Fixed some cases where cookbooks failed to generate correctly.
  • Fixed an issue causing effects to be improperly applied to item stacks.
  • Fixed an issue causing some ObjectCreated events to not properly trigger.
  • [modding] Mods.xml now supports modding.
  • [modding] Objects now support the customMissileOrder and customMeleeOrder tags and properties, used to define custom melee and missile sequences for the Kill goal handler.


  • [ 2018-02-03 01:50:32 CET ] [ Original post ]

    Feature Friday - January 26, 2018

  • We added some more detail to Qud's chefs.

    • Legendary chefs are now interested in learning your recipes during the water ritual.
    • Added mini restaurant tents to the Stiltgrounds, each with a chef. You can buy cooking ingredients, buy a cookbook, or sample one of the meals from the cookbook at the chef's oven. All Stiltground restaurant ovens also serve Hot and Spiny.
    • The restaurant signs currently use the same pepper icon as apothecaries. They'll get an updated sign soon.

  • There's now a tiny chance that any given creature is a mechanical version of itself.
  • The location of the oddly-hued glowpad is now a journal secret.
  • The looker popup box is now smarter about how much screen real estate it uses. It no longer overlaps the object you're looking at.
  • The description pane on the Tinker screen is now scrollable.
  • Cooking effects no longer grant mutations that are excluded by your current mutations.
  • The prerelease trade UI now displays item values properly adjusted by your Ego score and no longer displays way too many significant digits.
  • You can now scroll the looker popup box with '+' and '-' on the number row.
  • Fixed an issue that caused some bad behavior when you closed a conversation with escape instead of selecting the end option.
  • Fixed cybernetic fist equipment showing up with inappropriate mods and spawning as loot.
  • Fixed an issue that let you incorrectly beguile multiple creatures.
  • Inspiring presence no longer stacks multiple times.
  • Fixed some issues with temporary and non-temporary items stacking.
  • Fixed a memory leak in some items that create force fields.
  • Fixed an issue that caused an exception when you walked near a liquid volume with the 'show nearby objects' option enabled.
  • Fixed an issue that caused zones to be thawed too often when you transitioned between zones.
  • Added an unequip: wish to force an object to unequip.


  • [ 2018-01-27 01:37:03 CET ] [ Original post ]

    Feature Friday - January 19, 2018

  • We added legendary chefs.

    • You'll find their kitchens as new overland encounters.
    • Each kitchen contains an oven where you can sample the chef's dishes.
    • Chefs may share one of their recipes during the water ritual.
    • Each chef sells a personalized cookbook.

  • Canned Have-It-All no longer contains neutron flux. This means that cooking with canned Have-It-All no longer has the chance to cause critical gravitational collapse. The makers of canned Have-It-All realize this change to their formula renders their product in violation of advertising law, but "canned Have-Most-of-It" didn't do as well in market research, so they're willing to take their chances in court.
  • You can no longer cook on the world map.
  • You can now make camp any time there's no campfire nearby.
  • When you make camp, you're no longer asked to choose a direction until it's confirmed that you can camp here.
  • Campfire sounds now respect global sound settings.
  • You can now go up or down stairs via the Use command.
  • The glowpad merchant is now a member of the Consortium of Phyta, as intended.
  • Changed the colors of the witchwood tree and its bark.
  • Restored the option to automatically dissasemble scrap.
  • Added a new prerelease UI element for ability cooldowns. You need to enable the prerelease input manager to change ability selection bindings (Options > Controls > Prerelease: Use new input manager).
  • Added item costs to the prerelease trade UI.
  • Fixed the molting basilisk poison message being displayed when non-player characters were infected.
  • Fixed an issue with the popup message generated when you travel to a known lair or workshop for the first time.
  • Fixed an issue in the prerelease input manager that allowed you to use abilities even when they were on cooldown.
  • Fixed an issue that caused projectiles to apply their on-hit effects to the attacker if they didn't penetrate the defender's armor.
  • Fixed an issue that occasionally caused injectors to apply their effect even if they didn't penetrate the defender's armor.
  • Fixed an issue with sacrificing items at the Sacred Well where whole stacks of items were improperly consumed.
  • Fixed an issue that caused some liquid containers with cookable liquids to not appear in the ingredient selection menu.
  • Fixed an issue that allowed you to select zero-volume liquid containers as cooking ingredients.
  • Fixed an issue with food preservation that resulted in the wrong number of servings being preserved.
  • Fixed some issues that caused the wrong number of servings to be consumed while cooking.
  • Fixed an issue that caused stacks of energy cells to disappear from the trade UI when you tried to recharge them.
  • Fixed some additional issues with item stacks.
  • Removed some archaic statues to non-existent sultans.
  • Fixed the game thread not properly suspending when the game window went out of focus.
  • Fixed a memory leak that occasionally occurred if the game window was out of focus for long periods of time.
  • Fixed some spelling errors.
  • [modding] AmmoGeneric now supports a new field, SpecializedProjectileObject, that combines with the existing ProjectileObject field to allow AmmoGeneric-based magazine weapons to load several types of ammo. You use the new field to specify an ammo object whose behavior you want to mimic. For example, let's say you create two new ammo objects, each with the AmmoGeneric part. If you set the ProjectileObject field in both parts to "Projectile12Gauge", a gun that can load Projectile12Gauge ammo will be able to load both your new ammo objects. You can then set the SpecializedProjectileObject fields on both parts differently, say one to "IncendiaryBullet" and one to "ElectrifiedBullet". Now these new ammo objects will mimic the behavior of the IncendiaryBullet and ElectrifiedBullet objects respectively, and they'll both be loadable by guns that can load Projectile12Gauge ammo.


  • [ 2018-01-20 00:26:05 CET ] [ Original post ]

    Feature Friday - January 12, 2018

  • You can now cook with slime.
  • You can now cook with neutron flux. Do so at your own risk.
  • Named NPCs can now be hated by a faction for insulting various aspects of their culture, not just their women.
  • Named NPCs can now be admired by a faction for praising various aspects of their culture.
  • Rivers that course through the salt desert are now rivers of salt.
  • We made a bunch of performance improvements for late games (games with high-level player characters that have explored a lot of the world).

    • Reduced save file size by 30-90% across the board, but late games benefit more.
    • Greatly improved memory use in late games.
    • Fixed several issues causing objects to memory leak in late games.
    • Fixed several issues that caused more zones than necessary to be loaded into memory.

  • Objects cloned by temporary metamorphic polygel are now themselves temporary.
  • Fixed an issue that soft-locked the game when you cooked in the Rainbow Wood (and more rarely in a few other places too).
  • Fixed an issue that let you cook with more ingredients than the maximum by selecting too many ingredients, unselecting some, then cooking.
  • Fixed the formatting on some campfire popups.
  • Fixed the position of the target picker help text.
  • Fixed an issue causing some walls to be painted incorrectly after loading a saved game.
  • Improved memory use for some objects.
  • Fixed a rare issue causing objects generated during world generation to not properly spawn in game.


  • [ 2018-01-13 03:04:32 CET ] [ Original post ]

    Feature Friday - January 5, 2018

  • We refreshed the Photosynthetic Skin mutation to account for the recent hunger changes.

    • You can bask in the sunlight instead of eating a meal to gain a special metabolizing effect: +(20 + mutationLevel*4)% regeneration and +(mutationLevel + 3) / 2 Quickness.
    • This effect doesn't stack with other metabolizing effects and lasts for a limited time. If you're underground, you'll have to return to the surface to bask in the sunlight again.

      • Level 1-4 duration: 1 day
      • Level 5-8 duration: 2 days
      • Level 9+ duration: 3 days

    • You accure starch and lignin that you can use as special ingredients in meals you cook. You accrue 1 serving of each for every six hours in the sunlight, up to a maximum based on your mutation level.

      • Level 1-4 max servings: 1 serving of each
      • Level 5-8 max servings: 2 servings of each
      • Level 9+ max servings: 3 servings of each

    • The potency of your starch and lignin increases with mutation level.
    • Instead of becoming famished when you haven't eaten or basked in the sunlight for a while, you wilt (-10% regeneration, -5 Quickness).
    • +200 reputation with roots, trees, vines, and the Consortium of Phyta

  • Added a new music track to the village of Kyakukya.
  • Added new keybindings to zoom in and out (Options > Key Mappings > Display).
  • Renamed Heightened Speed to the more accurate Heightened Quickness.
  • Fixed several rare issues causing soft-locks during map generation.
  • Made some small improvements to the memory footprint.


  • [ 2018-01-06 03:05:58 CET ] [ Original post ]

    Feature Friday - December 29, 2017

  • You can now cook with lava.
  • Canned Have-It-All is now a preserved food that you can cook with.
  • Scorpiock meat not properly exists.
  • Removed the Bludgeon power from Equimaxes and Naphtaali runts, which means they'll no longer stun lock you. Be warned, though: albino apes and ogre apes still bludgeon.
  • If you have Butchery, you can once again butcher cybernetic implants from corpses.
  • Creature AI now takes combat actions less deterministically. That is, sometimes they'll use a mutation before throwing something at you, and sometimes they'll do those things in the opposite order.
  • Creature AI no longer attempts to confuse creatures who are already confused or robots.
  • Falling asleep now clears a creature's goals.
  • When you talk to the temporal fugue clones of other creatures, you no longer get the message, "You make small talk with yourself."
  • Temporary and non-temporary objects of the same type no longer stack together.
  • Fixed an issue that occasionally caused whole stacks of cooking ingredients to be consumed when cooking from a recipe.
  • Fixed an issue that occasionally prevented monsters from attacking up stairs.
  • Fixed an issue that caused monsters to attack through floors even when no stairs were present.
  • Fixed the Escape key not working properly on the recipe details popup menu.
  • Fixed a rare exception with Clairvoyance.
  • Fixed an issue that caused only the top solar cell in a stack to recharge.
  • Fixed an issue that caused hotkeys to be improperly assigned in the cell picker.
  • Fixed an issue that caused cells to disappear while they were being swapped.
  • Fixed an issue that caused the looker to bug out when passing over liquid volumes.
  • Fixed some small grammar issues.
  • Fixed an issue that caused particle effects to remain on screen after quitting a game.
  • Fixed some missing ingredient text in the Rust Wells.
  • Fixed an issue in the Tomb of the Eaters.
  • Fixed a memory leak.


  • [ 2017-12-30 00:29:30 CET ] [ Original post ]

    The Cooking and Hunger Rework Feature Arc

    Roguelikes have a tradition of using survival mechanics like hunger and thirst to egg the player onward. The cultural importance of water in Qud makes thirst an interesting mechanic, but our previous hunger mechanic didn't quite meet our standards. We redesigned the hunger system and added a procedurally-driven cooking system. Our goal is to evoke the unique cultural role food plays in civilization and how that role is manifested in the strange and biodiverse world of Qud.


  • Hunger has completely changed.

    • After a day without eating, you become hungry (no penalty). After another day without eating, you become famished (-10 Quickness). Thirst is unchanged.
    • The primary way to sate hunger now is to cook at a campfire. You can interact with campfires with the use key.
    • As long as you aren't in combat, you can make camp (see your abilities screen). This starts a campfire.
    • As long as you aren't in combat, you can whip up a basic meal at a campfire. This costs no resources and sates your hunger, even if you're famished.
    • Occasionally, the meal you whip up is especially tasty and grants you a small bonus for the rest of the day.
    • If you have special ingredients in your inventory, you'll occasionally use them when whipping up a meal. They grant dynamically-generated effects.
    • You can eat up to three times before you are too full to eat, but only the first meal has the chance to be tasty. This three-meal cap is relevant for the Cooking and Gathering skill, described below.
    • You can still eat food out of your inventory to supplement campfire cooking.

      • Most foods are now snacks, which sate a few hours of hunger.
      • Corpses count as full meals, but you can no longer bring yourself to eat them unless you're famished (or a carnivore...).
      • If you eat corpses or raw meat, your hunger is sated, but you become ill for 12 hours.
      • We removed auto-eat.
      • Fresh food spoilage is coming later.

    • Hunger status is ignored while traveling on the world map, as we assume you're cooking meals along the way.
    • However, if you travel more than one world map tile, you'll be hungry when you come back down to a local map.
    • Traveling overland is a bit more difficult now; lost rates have increased.
    • Crossing the salt desert on the overland map takes much longer now in game time (and water consumption).
    • We adjusted food quantities throughout the world to account for the new hunger system.

  • We added Cooking and Gathering, a skill that lets you do more sophisticated cooking.

    • You can learn Cooking and Gathering from the Kyakukyans.
    • If you have Cooking and Gathering, you get three new options in the campfire menu: cook with ingredients, cook from a recipe, and preserve fresh foods.
    • Cook with ingredients:

      • Cooking a meal with ingredients bestows a dynamically-generated effect for the rest of the day.
      • You can cook with up to two ingredients (three if you have the Spicer skill power).

    • Cook from a recipe:

      • We added handwritten recipes and procedurally-generated recipes.
      • We added procedurally-generated cookbooks with procedurally-generated recipes.
      • Cooking a meal from a recipe bestows a particular effect. You learn recipes from cookbooks or by performing the water ritual with NPCs.
      • You can share recipes during the water ritual.
      • Each village has a signature dish that its residents are willing to share in the water ritual. For example, share water with Mehmet or Elder Irudad to learn to cook Apple Matz.

    • Preserve fresh foods:

      • We added a whole bunch of cooking ingredients, with tiles and descriptions. In general, you create them by harvesting and butchering food, then preserving it at a campfire.
      • We converted some existing foods and liquids into cooking ingredients. Some foods can be cooked fresh. (limbs? heads? faces?)
      • We added kippers to the Stiltgrounds who sell preserved cooking ingredients. There's always a kipper tent in the southeast corner of the Stiltgrounds.
      • We changed the sign used for Stiltgrounds honey merchants (it's a bee now) and made the old one (a bottle) the sign for kippers.

    • The final Cooking and Gathering skill power is Carbide Chef.

      • With Carbide Chef, whenever you gain a level or 5% of the time you explore a new map, you become inspired to cook a meal (lasts for two days). While inspired, the next time you cook a meal by choosing ingredients, you get a choice of three dynamically-generated effects to apply. You create a recipe for the chosen effect.


  • Each village has an oven where you can cook food or eat its signature dish for free.
  • We simplified Harvestry and Butchery. They're now each a single power under the Cooking and Gathering tree.

    • Harvest Plants is now a toggleable passive power like Butcher Corpses.
    • Plants, meat, and organs you harvest and butcher can now be preserved at campfires and turned into cooking ingredients.
    • We adjusted all the harvestable and butcherable item frequencies to account for these changes.
    • You'll occasionally harvest or butcher items that previously required the Master skills at a low rate.
    • Ripe plants now appear as a different color than their non-ripe counterparts.
    • Ripe plants now appear on the alt overlay if you have the Harvestry skill.
    • We added some new harvestable and butcherable items.

  • Added a new 1-point mutation: Carnivorous.

    • Carnivores can eat raw meat without getting sick.
    • Carnivores don't need to be famished to eat meat.
    • Raw meat and meals cooked with meat are especially tasty to carnivores (increased chance for small bonus).
    • Carnivores get no satiation from non-meat foods and may get ill from eating them.
    • Carnivores can't cook with plant ingredients.

  • Here's a list of other cooking and hunger-related changes we made.

    • Removed the Ravenous defect.
    • Updated the Fasting Way and Mind over Body skill powers to work with the new hunger system.
    • Reduced the cost of Fasting Way, Conatus, and Mind over Body.
    • We tweaked the caste and subtype starting skills to account for new cooking, harvestry, and butchery.
    • Added a bunch of detail to the Wayfaring skill power descriptions.
    • Made harvestable witchwood rarer.
    • Added an option for auto-drink threshold.
    • Gave Svenlainard some preserved cooking ingredients.
    • Updated dreadroots' tile and harvest properties.
    • Updated the following UIs: turret selection, mine selection, recharge cell selection, book depositing, cell replacement, and pick-one-item quest reward selection.

  • Like with all our other systems, we'll be expanding this one as time goes on by adding new ingredients, recipes, and effects!

  • Apostles now start with Tactful.
  • Energy cells of the same charge level now stack in your inventory.
  • Fixed a bug with bleeding resist.
  • The textbox for most of the game's option dialog menus now properly resizes to account for long titles.
  • Added a Saves subfolder to the Caves of Qud's AppData folder. Saved games are now stored there.
  • Fixed an issue where energy cells didn't properly unstack when loading one of them into a cell slot.
  • Fixed an issue where slotted cells occasionally appeared duplicated in your inventory.
  • Mutations that protect you from sleep effects no longer prevent you from sleeping in bedrolls.
  • [modding] The ReloadSound tag now works with items that use energy cells. The sound plays when the cell is reloaded.

    Below is the log for the changes from last week's beta patch.

  • Added campfire sounds and music.
  • Ripe plants now appear properly in the alt overlay if you have Harvestry.
  • Updated the Fasting Way and Mind over Body skill powers to work with the new hunger system.
  • Reduced the cost of Fasting Way, Conatus, and Mind over Body.
  • Added procedurally generated cookbooks.
  • Traveling overland is a bit more difficult now; lost rates have increased.
  • Crossing the salt desert on the overland map takes much longer now in game time.
  • Mutations that protect you from sleep effects no longer prevent you from sleeping in bedrolls.
  • You can properly cook with all limbs, faces, and heads now.
  • Added descriptive information to liquid containers that contain liquid cooking ingredients.
  • Procedurally generated recipes now have very varied names.
  • Added ovens to villages where you can cook or eat the signature dish for free.
  • When you cook an inspired meal, the three effect choices are more varied now.
  • Reduced one of the effects for eating meat from +40-50% HP for an hour to +30-40% HP.
  • Added tiles and descriptions for all cooking ingredients.
  • Added signature dishes to the Six Day Stilt, Grit Gate, and Kyakukya.
  • Added a new 1-point mutation: Carnivorous.
  • Removed the Ravenous defect.
  • Updated the old UI to better display cooking recipes in the campfire menu.
  • You're told why you can't go to the worldmap when you're famished now.
  • Added message log entries for a bunch of cooking effect triggers.
  • Gave Svenlainard some preserved cooking ingredients.
  • Added a new cooking ingredient: fermented yuckwheat stem, preservable from yuckwheat stems.
  • Added honey and convalessence as proper cooking ingredients.
  • We changed the sign used for Stiltgrounds honey merchants (it's a bee now) and made the old one (a bottle) the sign for kippers.
  • Changed kippers' inventories.
  • Added back a bunch of harvestable and butcherable master targets as low-frequency harvest/butcher drops.
  • Scholar actually starts with Harvestry now.
  • Made witchwood rarer.
  • Lowered the jerky yield from most raw meats.
  • Mutations that protect you from sleep effects no longer prevent you from sleeping in bedrolls.
  • Apostles now start with Tactful.


  • [ 2017-12-23 03:13:44 CET ] [ Original post ]

    Cooking and Hunger Rework Beta Patch 2

  • Ripe plants now appear on the alt overlay if you have the Harvestry skill.
  • Torch sconces no longer function as campfires.
  • Vinewafers and vinewafer sheaves are now worth much less.
  • Dreadroot tubers are now harvestable less often.
  • Dreadroot is no longer destroyed when its tubers are harvested.
  • Changed dreadroot's unripe glyph color.
  • Qudzu stems are no longer considered corpses.
  • Reduced the frequency of chitinous puma corpse drops.
  • Added an option for auto-drink threshold.
  • Updated the following UIs: turret selection, mine selection, recharge cell selection, book depositing, cell replacement, and pick-one-item quest reward selection.
  • The textbox for most of the game's option dialog menus now properly resizes to account for long titles.
  • Added a Saves subfolder to the Cave's of Qud's AppData folder. Saved games are now stored there.
  • Fixed the missing meal descriptions when you whip up a meal in Grit Gate.
  • Fixed an issue that caused the 'whip up a meal' option to occasionally be displayed twice in the campfire menu.
  • Fixed an issue with smart use when two campfires were adjacent to each other.
  • Fixed an issue where cooking ingredients that were in different item stacks could be cooked together even if they shared the same ingredient types.
  • Fixed an issue where whole stacks of cooking ingredients were occasionally consumed when cooking a meal.
  • Fixed an issue where energy cells didn't properly unstack when loading one of them into a cell slot.
  • Fixed an issue where slotted cells occasionally appeared duplicated in your inventory.
  • [modding] The ReloadSound tag now works with items that use energy cells. The sound plays when the cell is reloaded.


  • [ 2017-12-16 03:38:29 CET ] [ Original post ]

    Cooking and Hunger Rework Beta Patch

    We're putting the cooking patch up on the beta branch. If you'd like to help us test it, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. Please leave your feedback here!

    If you'd rather wait for the full patch release, we understand. It's coming with more recipes, more ingredients, more polish, and more of the kinks ironed out, in a couple weeks.

  • Hunger has completely changed.

    • After a day without eating, you become hungry (no penalty). After another day without eating, you become famished (-10 Quickness). Thirst is unchanged.
    • The primary way to sate hunger now is to cook at a campfire. You can interact with campfires with the use key.
    • As long as you aren't in combat, you can make camp (see your abilities screen). This starts a campfire.
    • As long as you aren't in combat, you can whip up a basic meal at a campfire. This costs no resources and sates your hunger, even if you're famished.
    • Occasionally, the meal you whip up is especially tasty and grants you a small bonus for the rest of the day.
    • If you have special ingredients in your inventory, you'll occasionally use them when whipping up a meal. They grant dynamically-generated effects.
    • You can eat up to three times before you are too full to eat, but only the first meal has the chance to be tasty. This three-meal cap is relevant for the Cooking and Gathering skill, described below.
    • You can still eat food out of your inventory to supplement campfire cooking.

      • Most foods are now snacks, which sate a few hours of hunger.
      • Corpses count as full meals, but you can no longer bring yourself to eat them unless you're famished.
      • If you eat corpses or raw meat, your hunger is sated, but you become ill for 12 hours.
      • We removed auto-eat.
      • Fresh food spoilage is coming soon.

    • Hunger status is ignored while traveling on the world map, as we assume you're cooking meals along the way.
    • However, if you travel more than one world map tile, you'll be hungry when you come back down to a local map.
    • We adjusted food quantities throughout the world to account for the new hunger system.

  • We added Cooking and Gathering, a skill that lets you do more sophisticated cooking.

    • If you have Cooking and Gathering, you get three new options in the campfire menu: cook with ingredients, cook from a recipe, and preserve fresh foods. We'll list the details in the patch notes when we launch the full patch. Until then, if you're interested, go try them out!
    • You can learn cooking from the Kyakukyans.
    • Cooking a meal with ingredients bestows a dynamically-generated effect for the rest of the day.
    • Cooking a meal from a recipe bestows a particular effect.
    • We added a whole bunch of cooking ingredients. In general, you create them by harvesting and butchering food, then preserving it at a campfire.
    • We added a kipper tent to the southeast corner of the Stiltgrounds. He sells some preserved cooking ingredients. We'll likely change his inventory before the full patch is released.
    • You can share recipes during the water ritual.
    • Share water with Mehmet or Elder Irudad to learn Joppa's favorite dish, apple matz.
    • We simplified Harvestry and Butchery. They're now each a single power under the Cooking and Gathering tree.

      • Harvest Plants is now a toggleable passive power like Butcher Corpses.
      • Plants, meat, and organs you harvest and butcher can now be preserved at campfires and turned into cooking ingredients.
      • We adjusted all the harvestable and butcherable item frequencies to account for these changes.
      • Ripe plants now appear as a different color than their non-ripe counterparts.
      • We added some new harvestable and butcherable items.

    • We tweaked the caste and subtype starting skills to account for new cooking, harvestry, and butchery.

  • Energy cells of the same charge level now stack in your inventory.
  • Fixed a bug with bleeding resist.


  • [ 2017-12-09 01:20:27 CET ] [ Original post ]

    Feature Friday - December 1, 2017

  • We did a bunch more work on the cooking framework and design. We plan to put a version up on the beta branch, probably next week.
  • Saved games are now output to a temp file until the save is complete. This means that save files are much less likely to get corrupted if there's a crash while saving.
  • You can no longer perform the water ritual with an NPC via telepathy or any other means that allows you to talk to them from a non-adjacent space.
  • Auto-explore and walk now stop for fungus puffers.
  • Fixed the Ego penalty on items displaying as "--X".
  • Fixed soup sludges not tracking their state across saves properly.
  • Fixed an issue causing some effects not to get properly removed.
  • Fixed an issue causing hidden effects to be counted on the character sheet.
  • Fixed an issue that caused you to spend a turn when you were pushed around by an explosion.
  • Fixed an issue causing molting basilisk's poison to be permanent.


  • [ 2017-12-02 01:32:09 CET ] [ Original post ]

    Feature "Friday" - November 21, 2017


    Check out this update to our November patch schedule.

  • Added an Active Effects screen for viewing the details of your active status effects or the effects of other creatures or objects.

    • Renamed 'Status' screen to the more appropriate 'Character Sheet'.
    • To access your active effects, either navigate to 'active effects' on your Character Sheet, or bind the 'Open Active Effects' command in the Keybindings menu.
    • To access the active effects of another creature or object, hit 'e' while looking at it.
    • Added descriptions for all 100+ status effects.
    • Changed the name of the 'spectacles' effect to 'corrected vision'.
    • Changed the name of the poison gas effect to 'poisoned by gas'.
    • Changed the name of the stun gas effect to 'stunned by gas'.

  • We made some changes to the turn costs of managing your inventory.

    • Equipping an item in your thrown slot no longer costs a turn.
    • Automatically unequipping an item when you equip another item no longer costs an extra turn.
    • Splitting a stack of items into multiple stacks no longer costs a turn.

  • Removed snailmothers from the list of possible fungal infection cure ingredients.
  • Added an entry for Mumble Mouth to the Corpus Choliys.
  • Installed cybernetic implants that occupy an equipment slot no longer add to your encumbrance.
  • Molting basilisks now properly inject a stony poison when they bite.
  • The full message log viewer now uses the much better book UI.
  • Energy cells can now be recharged directly from the cell's action menu.
  • Baetyls no longer ask for objects you can't pick up.
  • When you uninstall the optical bioscanner, optical technoscanner, or huge hands implants, you no longer retain their effects.
  • You no longer attack yourself when you try to sleep in a bedroll that's in the same space as you are.
  • Fixed a bug that caused slender and willowy nylon backpacks not to have their weights reduced.
  • Fixed an issue that caused the player to gain reputation when an NPC equipped an item with a reputation-granting item mod.
  • Fixed autoexplore attempting to pick up objects embedded in walls.
  • Fixed an issue that caused various bonuses to be improperly applied twice during character creation when replaying your last character. These improper characters would also generate invalid character codes.
  • Fixed an issue that caused certain subtype attributes, like increased heat resistance, to not be applied to characters created via the build library.
  • Fixed an issue causing outdated true kin character codes to crash the game.
  • Fixed an issue that caused a clone of Otho to be created when it shouldn't have been.
  • Fixed an issue with achievements that prevented books from being read.
  • NPCs with multiple cybernetic implants installed now only have their names modified with the 'implanted' adjective once.
  • Fixed an issue that caused all merchants to improperly be able to recharge cells, instead of only those with the ability to.
  • Fixed a rare exception that occurred when objects with energy cell sockets were generated.
  • Fixed a rare issue that caused a 'too many heap sections' error while building jungle maps.
  • Fixed an issue causing zones to stay active in memory longer than intended.
  • Fixed an issue causing ocassional heap allocation errors during game saves.
  • Rusted Archway no longer incorrectly fills a full 3x3 world map title.
  • Lowered the amount of memory that must be in use before an out-of-memory warning is displayed.
  • [modding] Made the 'Dormant' class public.
  • [modding] Fixed an issue where .RPM files that weren't mods to existing RPM files would fail to load.


  • [ 2017-11-21 21:53:03 CET ] [ Original post ]

    Schedule for November Patches: UPDATE

    Hello friends,

    We have an update about our upcoming patch schedule. We're in the midst of implementing our cooking design. It's a strange, new system that—in a very Qud-like way—combines material that's both handwritten and procedurally generated. Part of the design is a novel system for procedurally generating recipes and status effects. We like where it's going, but we don't quite feel that it meets our standards just yet. Rather than rush it out the door, we're going to take a bit more time to bang on it & get it to a place we're happy with.

    So instead of posting the cooking patch next Wednesday, we're going to post a normal patch early next week, probably Tuesday, and keep working on cooking. We'll release it after the holiday, sometime in early December. We may also release a small patch or two in the intervening time.

    Thank you, community, for continuing to live & drink (and soon, eat) in Qud.


    [ 2017-11-16 23:07:35 CET ] [ Original post ]

    Feature Friday - November 3, 2017

  • We added seven new achievements.

    • Mutagenic Mastery

      • Advance a mutation to level 15.

    • Biographer

      • Learn the complete history of a single sultan.

    • Cubic and Wisest Human

      • Activate a time cube.

    • Go on. Do it.

      • Wield the amaranthine prism.

    • Tongue in Cheek

      • ???

    • Footloose

      • ???

    • Oathbreaker

      • ???


  • Fixed a bug that caused merchant advertisements to occasionally be blank.

    Also, check out this announcement about our November patch schedule.


  • [ 2017-11-03 05:15:39 CET ] [ Original post ]

    Schedule for November Patches

    Greetings, wayfarers.

    We wanted to take a moment to communicate our patch schedule for November, which will deviate slightly from our weekly patch cadence due to behind-the-scenes work on the Cooking feature arc and some time spent traveling. Here's our plan:


    • Nov. 3rd (this friday): small patch
    • Nov. 10th and Nov. 17th: no patches
    • Around Thanksgiving (Nov. 22nd): big patch with cooking and the revamped hunger system


    We don't have an exact date for the Cooking patch since it's a work in progress, but it'll be around Thanksgiving time.

    So see you this Friday... and then until Thanksgiving:

    Live and drink.


    [ 2017-11-02 02:33:14 CET ] [ Original post ]

    Feature Friday - October 27, 2017

  • Added a new fungal infection: mumble mouth.

    • "The mouths on your skin begin to mumble coherently, revealing the wisdom of a trillion microbes."

  • Added a new type of fungus puffer: brooding jadepuff.
  • Brooding jadepuffs now appear in fungal biomes and the Rainbow Wood.
  • Added a new type of book: advertisement flyers for legendary merchants.
  • Mayor Nuntu now starts with an advertisement flyer for a random legendary merchant.
  • The locations of legendary merchants are now properly included among the possibilities for secrets shared during the water ritual.
  • Added a new tile for starapple trees.
  • Historic relics that bestow Clairvoyance now work properly.
  • Fixed a zone build crash that occasionally occurred during the Raising Indrix quest.
  • Added much more behind-the-scenes support for the upcoming cooking system. Soon, soon...


  • [ 2017-10-28 04:35:22 CET ] [ Original post ]

    Feature Friday - Achievements Vol. 1

  • We added our first batch of achievements, 30 in total. Expect many more as development continues.

    • The Laws of Physics Are Mere Suggestions, Vol. 1

      • Violate the Pauli exclusion principle.

    • Eat an Entire Bear

      • Kill a bear and eat it. Just eat an entire bear.

    • To Thine Own Self Be True

      • Wear your own severed face on your face.

    • Friend to Fungi

      • Host three different fungal infections at once.

    • Goat Simulator

      • Project your mind into a goat's body.

    • The Spirit of Vengeance

      • Recover the Ruin of House Isner.

    • Knight Conical

      • Recover Stopsvalinn.

    • Love at First Sign

      • Fall in love with a sign.

    • Pyramid Scheme

      • Kill a chrome pyramid.

    • Dark Tidings

      • Foresee your own death.

    • Love Thyself

      • Fall in love with yourself.

    • A Bond Knit with Trust

      • Become loved by a faction.

    • The Woe of Joppa

      • Become hated by the villagers of Joppa.

    • Peekaboo

      • Become loved by newly sentient beings.

    • Jawsnapper

      • Kill 100 snapjaws.

    • Starry Demise

      • Be crushed under the weight of a thousand suns.

    • Quiet This Metal

      • Speak to the alchemist.

    • Your Thirst Is Mine, My Water Is Yours

      • Perform the introductory water ritual 100 times.

    • Proteus

      • Have 10 mutations.

    • Welcome to Qud

      • ???

    • On the Rocks

      • ???

    • Your Better Half

      • ???

    • You Are Becoming

      • ???

    • You Became

      • ???

    • Say No More

      • ???

    • Metal Pedal

      • ???

    • You Are What You Eat

      • ???

    • Shoot.

      • ???

    • Litteratus

      • ???

    • So Powerful is the Charm of Words

      • ???

    • If you helped us test the achievements, you can wish for "clearach!!!" to clear your achievement progress.

  • You can fall in love with signs again.
  • Moved userprefs.json from the game data directory to the save directory.


  • [ 2017-10-21 01:19:26 CET ] [ Original post ]

    Feature Friday - October 13, 2017


  • Added a new sultan domain: Travel.
  • Updated the history generator to incorporate travel-minded sultans.
  • Added new effects for travel-based historic relics.
  • Added new sultan professions: explorer and nomad.
  • You can no longer wear a glowsphere on your body. How did that even work? Did you just jump inside the glowsphere? We don't know.
  • Photosynthetic Skin now correctly gives you bonus reputation with trees, vines, and roots, in addition to the Consortium of Phyta.
  • Photosynthetic Skin now correctly gives you 200 bonus reputation with the Consortium of Phyta instead of 300.
  • You can no longer tinker ruin recoilers.
  • Rewrote the base item descriptions for historic relics from the late-fourth period sultanate. They now better convey what life was like for this mid-to-late generation of Eaters.
  • Fixed an issue with sultan histories not being deterministic for a given world seed.
  • Reduced saved game size and improved compatibility between versions.
  • Fixed an uncommon issue when loading saved games.
  • [modding] The 'sticky' and 'stuck' effects are now public instead of internal.
  • [modding] Added support for CarryBonusPercent and CarryBonusFlat game object int properties.


  • [ 2017-10-14 03:22:42 CET ] [ Original post ]

    Feature Friday - October 6, 2017

  • Unseen creatures are now more active on the map. This means more dynamic behavior: creatures will often fight and kill each other before you find them.
  • Added a new artifact: spiral borer.
  • Added a new type of artifact: recoilers bound to one of the procedurally generated ruins or historic sites.
  • A bug introduced around the time of the water ritual update caused Oboroqoru's lair to fail to generate. We fixed the bug. The ape god is a myth no longer.
  • Added a new type of relic curio (for use when you are very angry at a faction).
  • Added a new effect for jewel-based historic weapons.
  • Added a new effect for glass-based historic armors and shields.
  • Rewrote the base item descriptions for historic relics from the fifth period sultanate. They now better convey what life was like for this late generation of Eaters.
  • Might-based historic relics now appropriately grant bonus strength.


  • [ 2017-10-07 04:00:25 CET ] [ Original post ]

    Feature Friday - September 29, 2017

  • A new design starts to brew... mmmm.
  • Added a new cybernetic implant: fullerite hand bones.
  • Changed the tile color of the carbide hand bones implant.
  • Sultans now marry spouses from the cultures they're trying to curry favor with. For example, when a sultan cements her friendship with crabs via matrimony, she'll appropriately marry a crab now instead of, say, a robot.
  • The names of historic relics are now much more varied.
  • The names of historic relics now have procedurally-colored ANSI text.
  • The Charge target picker no longer locks onto objects that can't be charged (like dreadroot).
  • Named creatures now have a slightly higher render priority than their non-named counterparts.
  • [modding] Added a blueprint browser to the Modding Utilities menu. This'll let you more easily view the object blueprint hierarchy.


  • [ 2017-09-30 03:47:33 CET ] [ Original post ]

    Feature Friday - September 22, 2017

  • Added an overlay UI screen for cybernetics selection during character creation.
  • Removed the guaranteed credit wedge from Mafeo's inventory; we meant to remove this wedge when we gave Q Girl one, but we never did.
  • Autoequip no longer equips multiple torches.
  • Fixed an issue where fungal infections would knock cybernetic implants out of their equipment slots.
  • Fixed NPC templars not being recognized as True Kin by becoming nooks.
  • You can no longer install cybernetic implants on non-natural body parts, like the additional face slot created by two-faced helmets.
  • Fixed an issue serializing objects with butcherable cybernetic implants.
  • Fixed an issue causing autoget to not pick up closed containers of fresh water.
  • Fixed some issues causing autoget to cycle through fresh water puddles forever if the player didn't have room to carry more water in their inventory.
  • Fixed some issues causing 'w'alk and autoexplore to differ in their decisions about what hostiles they stopped for.
  • Fixed some issues causing autoexplore to swap with enemies, particularly turrets.
  • Fixed some issues causing autoexplore to not recognize hostile turrets as hostile.


  • [ 2017-09-23 03:44:29 CET ] [ Original post ]

    Feature Friday - September 15, 2017


  • Putus Templar now occasionally spawn with cybernetic implants. When one does, they have the "implanted" moniker, their detail color is change, and their implants are listed in the equipment section of their description.
  • With Masterful Butchery, you can now butcher cybernetic implants from corpses and limbs. You usually succeed, but occasionally you rip them apart in the process.
  • Added human corpses.
  • Skillful Butchery is now a prerequisite for Masterful Butchery.
  • Skillful Harvestry is now a prerequisite for Masterful Harvestry.
  • Fixed a bug that was introduced when we changed Willpower to affect all cooldowns: Mass Mind now properly refreshes mental cooldowns instead of reducing them to 20%.
  • Previously, when you equipped (not installed) a cybernetic implant that took up an equipment slot when installed, you couldn't unequip it. Now you can.
  • Cybernetic implants no longer appear grey on the equipment screen when you simply equip them.
  • Fixed a bug that caused a dig power to remain in your ability list after the skulk tonic's effect wore off, if you had prerelease content enabled.
  • Fixed some issues with certain world seeds causing crashes.
  • Fixed some cases of the new cybernetics UI screens not responding to Enter or prerelease input manager mappings.
  • [modding] Added a new part for augmenting a creature with cybernetic implants: Cybernetics2HasRandomImplants. Its properties are ImplantChance, ImplantTable, and LicensesAtLeast. ImplantChance specifies the percentage chance the creature spawns with implants. ImplantTable specifies the population table to roll the implants from. LicensesAtLeast specifies the minimum number of license points worth of implants the creature will be generated with. Ex:


  • [ 2017-09-16 03:36:34 CET ] [ Original post ]

    Feature Friday - September 8, 2017

  • We made a few enhancements and fixed a few issues with cybernetics.

    • Added a new implant: force modulator.
    • As a true kin, you can now choose to start without cybernetics and license tier 0 in exchange for +1 Toughness.
    • Randomly generated true kin now occasionally start with no cybernetics.
    • Reduced the movespeed bonus from motorized treads from +100 to +50. The new bonus means you'll move twice as quickly as you do with 100 movespeed (each point above 100 reduces the energy cost of moving by 1%). This was the intended behavior all along.
    • You no longer prefer to attack with an equipped hand over your fist if you've cybernetically upgraded your fists.
    • You can no longer pick up becoming nooks and cybernetics racks.
    • Implants are no longer improperly installed when you cancel out of the installation menu.
    • Fixed an issue during implant installation that caused the implant to be installed on the first body part listed regardless of which body part was selected.
    • You now properly automatically ID artifacts when you have optical technoscanner installed.
    • Matter recompositer now properly teleports you to explored tiles only.
    • You should no longer get "the way is blocked" messages when using matter recompositer.
    • You no longer get a blank popup when you share secrets with Putus Templar.
    • Unidentified implants should no longer have "[implant]" in their names.
    • Fixed an issue building the new Cybernetics Ward in Bethesda Susa.
    • Fixed an issue causing some maps to fail to build on OS X and Linux.


  • [ 2017-09-08 22:46:53 CET ] [ Original post ]

    Feature Friday - Cybernetics

  • We replaced the old cybernetics system with a newer, much more elaborate one.

    • Cybernetics are still only available to true kin.
    • We added dozens of new cybernetic implants.
    • Implants are installed onto body parts at cybernetic terminals called 'becoming nooks'. Potential body parts include: head, face, body, back, arm, hands and feet. Unlike old implants, these new implants do not occupy equipment slots.
    • A few implants actually do occupy equipment slots.
    • You can view your installed implants on the new Cybernetics tab of the Equipment screen. The tab doesn't appear if you have no implants installed.
    • Implants must be identified before you can install them.
    • Only one implant can be installed per body part.
    • Some implants can be installed on one of several body parts.
    • Each implant has a license point cost associated with it. The total number of license points across all your installed implants can't exceed your license tier.
    • True kin start with a license tier of 2. You can upgrade your license tier at a becoming nook by spending cybernetic credits.
    • You can install and uninstall implants freely at a nook, as long as you remain at or below your license tier.
    • Uninstalled implants go into your inventory. Some implants are destroyed when uninstalled, however. Other implants can't be uninstalled. All this info is in the implant's description.
    • When installing implants at a becoming nook, the implants must either be in your inventory or the nook's rack.
    • There are some preset becoming nooks in the game. They also have the chance to appear in certain types of procedurally-generated ruins. Becoming nooks usually have implants in their nook racks.
    • Implants themselves can also appear as rare loot.
    • Per the Eaters' architecturally tastes, becoming nooks are usually found along side statues of implanted Eaters.
    • Most cybernetic credit wedges are now placed in preset locations throughout the world, but they also can appear as very rare loot.
    • True kin can pick one implant from a subset of the implants to start with at character creation.
    • The list of starting implants includes generic ones and a unique implant for each arcology only available to characters from that arcology.
    • Added a new journal category: Ruins with Becoming Nooks.
    • Some factions, but especially the Putus Templar, now share the locations of ruins with becoming nooks as secrets.
    • Balanced the Templar's water ritual credit wedge gift for the new system.
    • Reduced true kin's starting attributes by 2.
    • Added a whole bunch of minor stuff in support of this patch.

  • Made the night-vision visual effect more playable.
  • Fixed an issue with Sense Psychic and Heightened Hearing not properly showing identified object tiles.


  • [ 2017-09-02 05:56:57 CET ] [ Original post ]

    Feature Friday - August 25, 2017


  • Added more support for upcoming Cybernetics patch: coming very soon!
  • You can now take notes on the world map. If you recently left a particular map from the worldmap tile you're standing on, the note is added to that map. Otherwise, the note is added to the worldmap tile's center map.
  • Added a control for saved game management to the new UI.
  • Added an autoget option for books.
  • Reduced rocket turrets' quickness from 100 to 50.
  • Oil and sap-covered items can now be washed off.
  • Items inside containers carried by fugue clones now properly disappear eventually.
  • The names of items created by Psychometry-generated data disks no longer contain improper prefixes and suffixes.
  • Fixed an issue causing the "your skin itches" message to appear in the player's message log when NPCs were infected with spores.
  • Fixed an issue in the character build library UI that caused character builds to overlap with the Back button.
  • Fixed an issue in the character build library UI that caused builds selected via keyboard navigation to not always be scrolled into view.
  • Fixed an issue where the "Continue" option was displayed even when no saved games were present.


  • [ 2017-08-26 02:00:53 CET ] [ Original post ]

    No Patch This Week, Big Cybernetics Patch Coming Soon

    Hey everyone,
    We've been working on a big update to cybernetics and a few other long-term features. Because of this, and since Alphabeard will be out of town for a few days starting Friday, we're skipping this week's patch.

    The cybernetics patch is coming soon... our target date is Friday, September 1st. We'll likely post a smaller update next Friday (8/25).

    Until then, live and drink!


    [ 2017-08-17 08:41:33 CET ] [ Original post ]

    Feature Friday - August 11, 2017

  • Added a new item: phase-shift grenade. It shifts the dimensional phase of everything in its area of effect.
  • Added a new geological transition in very deep caverns.
  • Added a UI option to display a message in the message log whenever you're in combat and your turn starts.
  • Added a debug option to disable the limit of one defect per character.
  • Missile weapon descriptions now display additional statistics, including weapon skill type, number of projectiles per shot, ammo use, and accuracy rating.
  • Added a new debug wish: curefungus. It removes all fungal infections.
  • Fixed an issue that prevented non-phased creatures from passing through phased walls.
  • Fixed an issue that caused your character's color not to properly change based on HP and status when the new message log was enabled.
  • Fixed an issue with Mark Target's cooldown.
  • Fixed an issue causing monsters to fail to properly melee attack across map boundaries.
  • Fixed an issue that caused baseline neutral monsters not to attack you after you've provoked them.
  • Helping Hands no longer adds additional arms when you equip it to the thrown weapon slot.
  • Fixed some engraved items still not depicting a historical event.
  • You can now avoid steam damage by phasing or flying over it.
  • Changed the default rendering API to DX9 on Windows, which should fix some issues with low-spec machines reporting DX11 support but crashing on launch because they didn't fully support it.


  • [ 2017-08-12 01:27:35 CET ] [ Original post ]

    Feature Friday - August 4, 2017

  • We're trying out a change to how Willpower works. It now modifies the cooldowns of all activated abilities, not just mental mutations. Each point of Willpower above 16 decreases cooldowns by 5%, down to a minimum 20% of the original cooldown or a minimum 5 rounds. Likewise, each point of Willpower below 16 increases cooldowns by 5%.
  • We reduced the power level of Freezing Hands and (to a lesser degree) Flaming Hands.

    • Freezing Hands: reduced the magnitude of the temperature decrease and reduced damage from (level)d4 to (level)d3+1.
    • Flaming Hands: slightly reduced the magnitude of the temperature increase and reduced damage from (level)d6 to (level)d4+1.

  • New liquid: sap.
  • Added sap to the list of potential cure ingredients for diseases and fungal infections.
  • Creatures now bleed appropriate blood types.

    • Robots now bleed oil.
    • Plants now bleed sap.
    • Oozes now bleed slime.

  • Fixed an issue that caused shields to not apply their AV bonuses when you blocked an attack.
  • Made the Berate messages more sensible.
  • Fixed the reputation formatting on the Reputation screen for factions that love you.
  • Fixed engraved and painted items occasionally spawning with no historical events depicted.
  • You no longer get "x pours out all over you" messages when other creatures get liquids poured on them.
  • Fixed an issue causing cloned liquid volumes to share the source volume's liquid mixture.
  • [modding]Added the following tags to specify what blood type a creature uses.

    • BleedLiquid, ex:
    • BleedColor, ex:
    • BleedPrefix, ex:


  • [ 2017-08-05 00:48:57 CET ] [ Original post ]

    Feature Friday - July 28, 2017

  • Added framework for new cybernetics system (coming soon).
  • Equippable painted and engraved items now grant bonus reputation with the cult that worships the depicted sultan.
  • Added a prototype trade screen to the new UI that's mouseable/touchable.
  • Switch the tiles for tanglewood tree and swarmshade tree.
  • Added a new tile for humble pie.
  • Added new descriptions for the following plants.

    • urberry
    • brinestalk
    • tanglewood tree
    • swarmshade tree

  • Removed Pax Klanq from dynamic encounters.
  • You can no longer absorb the psyches of clones.
  • Negative reputation values now always display as negative numbers on the Reputation screen.
  • Fixed several issues that caused item-granted reputation bonuses to remain after the items were unequipped.
  • Fixed some grammar issues with the worldmap tiles.
  • Fixed an issue where system objects would gain status effects (e.g., "CanyonMarker falls asleep").
  • Fixed an issue that caused forced secondary attack to not occur when you used abilities like Flurry.
  • Creature AI now responds better when friendly creatures are blocking its path.
  • Fixed mod uploader popups being blank.
  • [modding] .cs files are now loaded from subdirectories in the mod folder in addition to the root folder.
  • [modding] Added "TemporalFugueCopied" event hook.
  • [modding] Added "GetPsychicGlimmer" event hook.


  • [ 2017-07-29 03:01:01 CET ] [ Original post ]

    Feature Friday - July 21, 2017

  • Extradimensional items now have a very small chance to appear anywhere.
  • Changed faction encounters with the Seekers of the Sightless Way. Instead of traveling in mind-melting esper packs, legendary seekers now travel with various kinds of psychic thralls.
  • Added new book: Disquisition on the Malady of the Mimic.
  • Added a new note on a sheet of paper, lost to its owner, gathering dust somewhere in Qud.
  • You can now properly learn mental mutations during certain water ritual encounters if you're an esper.
  • You can no longer learn mental mutations during water ritual encounters if you're a chimera.
  • You can no longer equip a light torch from the ground into your thrown weapon slot and have it remain lit.
  • Tinkering directly from a data disk now properly uses any required ingredients
  • Staircases and pathways between maps are now more common in cave systems.
  • Changed the value of the bloodstained goatskin parchment sheaf and excluded it from dynamic encounters.
  • Fixed some issues caused by gaining a new mutation that had already been granted to you by a relic.
  • Bookshelves will now be auto-looted during auto-explore.
  • Added a new user option to enable or disable auto-loot of bookshelves.
  • [modding] Added a new part, HasThralls, that can be added to a creature to give them psychic thralls of around their level.
  • [modding] Added a new part, UniqueWithAlternative. An object with this part only spawns once. If it would spawn again, instead another object spawns in its place. You can define the alternative object in the part property named "Alternative".
  • [modding] Added a new JukedObject and WasJuked events, which are fired on the juker and the jukee when juke is used to swap with combat objects.
  • [modding] Added a new ChargedTarget and WasCharged events, which are fired on the charger and the target


  • [ 2017-07-21 22:08:50 CET ] [ Original post ]

    Feature Friday - July 14, 2017

  • Espers are now being watched.

    • [redacted]
    • [redacted]
    • [redacted]
    • [redacted]
    • [redacted]
    • New item mod that shows up in very particular circumstances: extradimensional.
    • [redacted]

      • [redacted]
      • [redacted]
      • [redacted]
      • You can choose to watch the psyches of your enemies radiate into nothingness.
      • [redacted]
      • [redacted]
      • [redacted]

    • [redacted]
    • [redacted]
    • [redacted]
    • [redacted]
    • New food item: humble pie. Why be full of yourself when you can just be full?

  • Get-item dialogs now display your total weight.
  • Fixed some issues while displaying some non-standard ASCII characters in the new UI.
  • Circuitry-obsessed sultans now wire things to other things instead of just wiring things to themselves.
  • Fixed an occasional exception in combat.


  • [ 2017-07-15 23:53:39 CET ] [ Original post ]

    Patch delay due to technical issues

    Steam isn't processing updated builds at the moment; the patch will go live whenever the system goes back online.


    [ 2017-07-15 08:48:56 CET ] [ Original post ]

    No Patch This Week, Normal Patch Next Friday

    Because we're doing behind-the-scenes work on some of the larger feature arcs, and because the week was shortened by the 4th of July holiday, we're going to skip this week's patch. We'll be back to the regular schedule next Friday.

    In the mean time, live and drink!


    [ 2017-07-06 07:51:43 CET ] [ Original post ]

    Feature Friday - June 30, 2017


  • Two-point mutations are now included in the mutation choices when you buy a mutation or when your genome destabilizes.
  • If an immobile creature gains flying, it can now move.
  • If an aquatic creature gains flying, it can now move over land.
  • Added new liquid weeps that produce much smaller puddles.
  • The smaller weeps now inhabit fungal biomes instead of their larger cousins. The original weeps still inhabit the Rainbow Wood.
  • Renamed the original weeps from "__ weep" to "giant __ weep" (for example: "giant acid weep").
  • When you discover a weep in a fungal biome, you now log it as a secret in your journal.
  • Added an overlay UI option to prevent full screen effects like scanlines from applying to the UI elements
  • Chests now render on top of corpses.
  • Domination's cooldown timer now doesn't start counting until domination is broken.
  • Fixed "SultanCult[n]" faction names appearing in the backstory descriptions of legendary creatures.
  • Fixed some autoexplore issues where you'd repeatedly try to access objects that you don't own.
  • Fixed a rare issue with mushroom growth.
  • You can no longer trade temporally unstable objects.
  • Added some architecture and design for longer-term feature arcs: [redacted], [redacted], and [redacted].
  • Mid-week patch notes:

    • You no longer fall in love with every sign you read.


  • [ 2017-07-01 00:12:38 CET ] [ Original post ]

    Feature Friday - June 23, 2017

  • We made some tweaks and additions to tonics.

    • Added a new tonic: love tonic.
    • Currently, overdosing on a love tonic causes you to erupt into flames. This may change soon.
    • Added platinum as an unidentified tonic color.
    • You can now stab people with injectors during melee combat. You must penetrate their armor to successfully inject.

  • Chronology entries logged while you're in love are now much sappier.
  • Added a chronology entry for losing the lovesick status effect.
  • Autoexplore now ignores freshwater if you don't have room to carry it.
  • Natural missile weapons now require ammo once they're dismembered.
  • If you go to the worldmap and immediately return to a noted location in the same worldmap tile, you now properly appear in that location.
  • Fixed some severe memory usage issues during long-running games with thousands of items (mostly ammo stacks).
  • Fixed Temporal Fugue lag issues in long-running games when there are thousands of items in your inventory (mostly ammo stacks).
  • Fixed an issue when you canceled out of the pour dialog where you were still asked how many drams to pour.
  • Fixed an issue preventing you from escaping out of string-entry dialogs (for example, entering the amount you want to pour out of a container).
  • Fixed an issue causing buggy behavior in the new UI after certain direction selection dialogs.
  • Fixed an issue where some screens didn't display controls if the new UI was enabled but the new inventory UI wasn't enabled.
  • Fixed some bad interactions between zoom and panning popups in the old UI.
  • Fixed an issue that prevented you from clicking on items in the nearby items list.


  • [ 2017-06-24 03:55:12 CET ] [ Original post ]

    Feature Friday - June 16, 2017

  • Added new tiles for the following creatures and items.

    • elastyne skin suit
    • elastyne skull cap
    • starapple
    • apple farmer's daughter

  • Added a chronology entry for falling in love.
  • Shields can no longer be wooly.
  • Light sources no longer give off light while equipped in the thrown weapon slot.
  • Spring-loaded shoes now work properly when you mod them via tinkering.
  • Villagers of Joppa are now properly interested in secrets about all salt marsh locations.
  • Ironshank now has a maximum movespeed penalty of 80.
  • Added some new descriptions.

    • great saltback
    • great saltback corpse
    • honey skunk
    • great magma crab

  • Added some new functionality to the new inventory UI.

    • Added item weight to inventory item lines and category tabs.
    • Added an indicator for current weight and total carry capacity.
    • Scroll positions now properly stick after manipulating an item.
    • Ctrl+D now drops the currently selected inventory item.
    • Ctrl+A now eats the currently selected inventory item.
    • Ctrl+R now drinks the currently selected inventory item.
    • Ctrl+P now applies the currently selected inventory item.
    • Fixed the thrown weapon slot not being equippable by clicking.
    • Added an icon for meds.
    • Changed the icon for tools.

  • [coming soon]If you drink deeply of the psychic well, beware what may find you at the bottom...


  • [ 2017-06-17 04:34:16 CET ] [ Original post ]

    Feature Friday - June 9, 2017

  • Added a new music track for Golgotha.
  • We incorporated the combat changes from the beta branch into this week's main-branch patch. Here's a summary of all the changes.

    • Some penetration bonuses on weapons were bugged, such as the +1 and +2 bonuses axes and cudgels got, respectively. We fixed these bugs, but we removed the axe and cudgel bonuses since they're part of an older design. Instead, we replaced them with different critical hit behavior for each weapon class.

      • Cudgels now get +1 penetration and daze on critical hits.
      • Axes now get +1 penetration and cleave on critical hits.
      • Long blades now get +3 penetration on critical hits.
      • Daggers now get +1 penetration and cause bleeding on critical hits.

    • We tweaked all melee weapon stats to account for these changes.
    • Two-handed weapons now grant a flat +1 penetration bonus instead of having a higher strength mod cap. Their damage was also shifted up a tier.
    • The sharp melee mod works again.
    • Gaslight kris and gaslight flyssa work properly again.
    • We also tweaked some of the melee weapon skills.

      • Axe: The Cleave penalty is now capped at half your strength mod, rounded up.
      • Short blade: Shank's cooldown is now 10 rounds if you shank from your primary hand. It's still 20 otherwise.
      • Short Blade Proficiency now grants +1 to hit and you make primary-hand short blade attacks as if your quickness were 25% higher. This means you make five attacks for every four that your normal-speed opponents make. These faster primary-hand attacks can trigger offhand attacks.
      • Long Blade: Reduced Improved Aggressive Stance's to-hit penality from -4 to -3.


  • New weapon mod: masterwork. Masterwork weapons score critical hits twice as often.
  • Added a new tile and flame animation for great magma crabs.
  • Glowfish can effectively bite now.
  • Chitinous puma can once again equip their natural claws.
  • If you use psychometry while confused, identified artifacts are no longer named things like 'Uhummwuhwah'.
  • While on the world map, you can now 'l'ook at the tile you're standing on.
  • Fixed a bug that caused the critical hit target to change from 20 when you were charging.
  • Fixed a bug that caused the critical hit target to sometimes change when using a missile weapon.
  • Fixed some cases where NPCs' strength modifiers were used to determine the difficulty of dodging their projectiles.
  • Fixed an issue where creature AI wouldn't get mad at you when you used a combat power and missed with it.
  • Fixed the journal getting unbound when you reset to default keybindings.
  • Fixed an issue that caused the system menu to pop up when you escaped the inventory screen in the new UI.
  • Fixed some cases where abilities allowed you to attack phased creatures.
  • [modding] Changed the event parameter names for PerformMeleeAttack to "Attacker" and "Defender".
  • [modding] Refactored the 'PenHitBonus' parameter in Combat events to use the 'PenCapBonus' and 'HitBonus' parameters instead.
  • [modding] Moved the chance to trigger Jab (the Short Blade power) into an attacker based event.
  • [modding] The AttackerGetWeaponPenModifier event now allows modification of the attack's PenBonus and CapBonus.
  • [modding] Refactored melee combat so that the chance to perform an offhand attack with robo-hands or the Multiple Arms mutation resides in the AttackerQueryWeaponSecondaryAttackChanceMultiplier event, allowing for similar behavior via mods.


  • [ 2017-06-10 03:07:22 CET ] [ Original post ]

    Feature Friday - June 2, 2017

  • We tightened up the logic governing which bonuses you get from equipment that's equipped on secondary appendages, such as a second head or second pair of arms.

    • You don't get AV or DV from equipment that's equipped on a secondary appendage, but you do get other bonuses, such as +resistances or +stats. This is the same logic as before, but it works more consistently now.
    • Secondary appendages are now marked with a grey 'x' on the equipment screen in the original UI (but not yet the new UI).
    • Almost always, a secondary appendage corresponds to a second (or third, or fourth) copy of an existing appendage, denoted with '(2)' in the appendage name. The exception is if a creature with no arms, say, gets its first set of arms; those arms will be secondary.
    • Hands (2) no longer appears before Hands in the new equipment screen UI.

  • Updated the display names of animated walls, doors, and tables.
  • Added the possibility of encountering legendary animated walls, doors, or tables.
  • Gave legendary animated furniture appropriate proper names based on whether they're walls, doors, or tables.
  • Newly sentient beings, such as animated walls, doors, and tables, can now remind you what it's like to be a child when you share water with them.
  • Found and fixed a major contributor to late-game memory issues.
  • If you somehow end up as a merchant, your inventory no longer restocks with merchant wares, obliterating the items in your existing inventory as a side effect.
  • Removed the mod tier from the display names of flaming, freezing, and electrified mods.
  • Clarified that flaming, freezing, and electrifying effects happen on hit, not penetration.
  • We fixed some issues with melee combat.

    • Charge now properly applies its penetration bonus.
    • Horns now uses its mutation level to determine its to-hit bonus instead of your Agility modifier.
    • When you have Helping Hands equipped and you attack with empty robo-fists, they use Helping Hands' flat Strength score of 23 instead of your own strength score.
    • Fixed an issue where sprinting didn't properly apply melee to-hit penalties.
    • Removed the vestigial HitDice property from melee weapons.

  • Fixed some issues causing flickering between fullscreen and windowed mode when the in-game options and the launcher options didn't match.
  • We made some additional changes to melee combat balance in a beta branch on Steam. If you'd like to help us test these changes, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. (Thanks!) The changes are listed below.

    • Some penetration bonuses on weapons were bugged, such as the +1 and +2 bonuses axes and cudgels got, respectively. We fixed these bugs, but we removed the axe and cudgel bonuses since they're part of an older design. Instead, we replaced them with different critical hit behavior for each weapon class.
    • Cudgels now get +1 penetration and daze on critical hits.
    • Axes now get +1 penetration and cleave on critical hits.
    • Long blades now get +3 penetration on critical hits.
    • Daggers now get +1 penetration and cause bleeding on critical hits.
    • We tweaked all melee weapon stats to account for these changes.
    • The sharp melee mod works again.
    • Gaslight kris and gaslight flyssa work properly again.


  • [ 2017-06-03 02:28:00 CET ] [ Original post ]

    Feature Friday - May 26, 2017

  • You can interact with the world in a few new ways.

    • You can sit on chairs.
    • You can smoke from hookahs.
    • You cat light fires at campfire remains.
    • You can put out campfires.
    • You can now sleep in bedrolls.

  • Sultans now occasionally get married, cementing alliances with various factions and guilds.
  • At sultan weddings, guests occasionally give gifts to the sultan.
  • Depending on the course of a sultan's life, you now occasionally find their wedding gifts at historic sites.
  • Stopsvalinn no longer shows up in dynamic encounters.
  • Creatures (including you) now walk over non-damaging liquids, like slime, while auto-pathing.
  • Creatures (including you) now try to avoid walking through acid while auto-pathing.
  • You should now always be able to remove two-faced helmets.
  • Helmets with terrifying or serene visage and gesticulating gauntlets no longer occupy multiple heads or hands slots, respectively.
  • Improved baseline memory usage by an additional 20%.
  • Fixed some rare exceptions with history text generation.
  • Fixed an issue that sometimes caused too many zones to remain in memory.
  • Fixed a rare exception when find an encounter from the world map.


  • [ 2017-05-27 02:53:11 CET ] [ Original post ]

    Feature Friday - May 19, 2017

  • Gave Golgotha a small visual makeover when tiles are enabled.

    • Added a tile for conveyor drive units.
    • Added a tile for conveyor belts.
    • Animated conveyor belt tiles.

  • Added a tile and description for the Hook for Feet defect.
  • Added a tile and description for the Beak defect.
  • 'Pour' is now the default action for water containers in your inventory rather than 'drink', making it less likely to accidentally drink from canteens full of acid.
  • Merchants no longer restock their inventories if they belong to your party.
  • Removed the double chat popups from most creatures.
  • Sultans no longer insist that cities be named after their regnal numbers (for example, 'III City').
  • You may no longer trade with your Temporal Fugue clones.
  • Items thrown by clones now immediately fade from existence in the player's dimension.
  • You can now properly read books that you donate to Sheba Hagadias.
  • Stairs should now always be properly linked between levels.
  • Cave systems, watervine patches, desert canyons, and historic sites are now more consistent when using the same world seed.
  • Made some big memory improvements.

    • Reduced baseline memory usage by about 25%.
    • Fixed several memory leaks.
    • Slightly reduced saved game file sizes.

  • Fixed some incorrect pronouns in text generation.
  • Fixed some rare infinite loops during history generation.


  • [ 2017-05-20 03:08:22 CET ] [ Original post ]

    Feature Friday - May 12, 2017

  • Added and updated some sound effects.

    • open and close wooden door
    • open tech door
    • hover over UI element
    • acquire a fungal infection

  • Added procedurally-generated names for starapple farms.
  • Added procedurally-generated names for pig farms.
  • Made some gossip more interesting and specific.
  • Initiating the water ritual is no longer ever the default dialog option.
  • Sleep immunity from Sleep Gas Generation no longer applies to Narcolepsy or exhaustion from Adrenal Control.
  • Myopia is working as intended again.
  • Smart use no longer interacts with party members.
  • Fixed a typo in the option to initiate the water ritual.
  • Fixed a few grammatical errors in the chronology.
  • Removed Yempuris Phi from dynamic encounters.
  • Graphical elements like the map note indicators no longer disappear after a textbox appears over them in look mode.
  • You can no longer initiate the water ritual with clones.
  • Clones of containers are now empty.
  • Clones of items with ammos slots are now empty.
  • Fixed some blank popup messages during merchant encounters.
  • Fixed the default Journal keybinding when J is in use as a secondary keybind.


  • [ 2017-05-13 02:14:00 CET ] [ Original post ]

    Caves of Qud Megafeature Friday: the Journal and the Water Ritual

    This week, we're introducing two new feature arcs that have been in development for a few months. The first is the Journal. As you play Caves of Qud, you accumulate a bounty of knowledge. We added a journal that tracks important locations you discover, gossip and lore you come across, historical snippets you learn about ancient sultans, and your character’s chronology. You can also add your own notes to the journal and keep track of interesting places on the world map.

    The second is the Water Ritual. The reputation system lets you befriend any of Qud’s sixty plus factions by treating with or slaying faction leaders. We expanded the rewards for earning high reputation and gave more cultural texture to the process by adding the water ritual, a custom based on sharing precious fresh water with a faction leader to secure a bond with their kinfolk. When you engage in the water ritual with a faction leader, you can spend reputation to learn secrets that get logged in your journal, earn rewards specific to that faction, or recruit the leader to your party.

    The details are below.

  • We added the journal. By default, it's bound to 'Y'.

    • The journal has five tabs.

      • Locations.

        • The locations tab lists locations you learn about in game, categorized by type.
        • When you learn a new location, it'll appear in this tab. You can learn locations by finding them yourself or by learning about them via another method, like the water ritual.
        • When you go to the world map, there's a marker on the worldmap tile that's home to the location. The description of the worldmap tile includes all the location notes it contains.
        • The alt display on the worldmap shows an alternate icon for locations with notes.
        • You can toggle off the worldmap markers for a category by hitting Tab on the Locations tab.
        • When you enter into a category, you see all the locations of that category and their distance in parasangs to the nearest landmark. 1 parasang = 1 worldmap tile.
        • You can hit Tab or Space on a specific location to track it on the worldmap. When a location is tracked, it appears green and flashing.
        • You can enter your own notes on the Locations tab by typing +. Your notes appear under the Miscellaneous category.
        • You can delete notes with -.

      • Gossip and Lore. Currently, this tab contains any gossip you learn through the course of the game. Gossip is a type of secret that you can learn during the water ritual. See notes on the water ritual below.
      • Sultan Histories. When you reveal a secret about a sultan, it appears in this tab categorized by the sultan's name. As you reveal more secrets, they'll appear in chronological order.
      • Chronology. This tab tracks the narrative of your character's life. This is the same chronology that appears in your death summary. You can add or deleted player-added entries by typing + or -.
      • General Notes. Use this tab to add any additional notes you'd like. Example: "I hate the crab."

    • As part of the conversion of character knowledge to journal entries, we refactored world generation and the location discovery process. When you discover a special location, such as a ruined site, historic site, goatfolk village, lair, merchant, pig farm, super secret location, etc, it'll be added to your journal now.
    • If you descend from the worldmap to a tile with a location note, you have the option to descend directly to that location.
    • Added procedurally-generated names for goatfolk villages and ruined sites.

  • We added the water ritual and removed the Offer Gift power.

    • You begin the water ritual through conversation with a faction leader. You'll know faction leaders by the backstory relationships they have with other factions when you look at them.
    • You start the ritual by sharing 1 dram of (usually) water with the faction leader. If you do, you gain 100 reputation with the leader's faction, and you gain or lose reputation with factions that like or dislike the leader, respectively.
    • Once you're engaged in the water ritual, you have several options. Here are some of the common ones.

      • Share a secret.

        • Depending on the types of secrets this faction is interested in, you may be able to share a secret with the leader. Check out the right column of the Reputation screen to see what types of secrets each faction is interested in trading. Potentially sharable secrets include anything in the Locations, Gossip and Lore, or Sultan Histories tabs of your journal. If a leader is interested in your secrets, you'll get a choice of a few to share. If you share one, you get reputation with the faction leader. Each leader only has a certain amount of bonus reputation they can give you toward their faction.
        • You can only share each secret once. Once you do, it's out in the world.
        • You can't share a secret with the faction you learned it from. Who you learned each secret from and who you shared it with are listed in your journal.

      • Learn a secret. The leader shares a secret with you. The type of secret depends on the faction.
      • Share gossip. Factions tend to want to hear gossip about themselves. If you have some, they'll reward you with extra reputation.
      • Learn a skill. Faction leaders can teach certain skills in exchange for reputation.
      • Join the party. In exchange for a lot of rep, most leaders are willing to join your party.
      • Special (oooo). Some factions have special rewards.

    • Added a new skill: Customs & Folklore.

      • Tactful (150 sp, 19 int): Whenever you start the water ritual with a new creature, you get an extra 25 reputation.
      • Trash Divining (150 sp, 21 int): Whenever you rifle through trash, there's a 5% chance you piece together clues and discover a random secret.

    • Lowered starting reputation with the villagers of Joppa and Fellowship of Wardens.

  • Some other notes:

    • Changed the logic for finding directions. Now, only humanoid creatures can give you directions if you're lost.
    • Fixed an issue with the new input manager not detecting gamepad stick x-axis movement properly.
    • Fixed an OSX launch issue.
    • Fixed a rare exception instantiating Sheba Hagadias.

  • There are countless details; we're sure we're forgetting to mention a few. Play around and explore for yourself. Live and drink!


  • [ 2017-05-06 04:57:45 CET ] [ Original post ]

    No Patch This Week, Big Patch Next Week

    Hey all,
    We're skipping this week's patch so we can focus on two big feature arcs that we plan on releasing next week.

    The first is the Journal, a UI for all the knowledge you accumulate over the course of a playthrough, which we're integrating with a note-taking UI on the world map.

    The second is the Water Ritual, the practice of sharing precious freshwater with a faction leader to secure a bond with their kinfolk. You'll be able to share secrets, ask for gifts, be taught skills, recruit party members, and earn other rewards by bartering reputation.

    We're excited to share these features soon!


    [ 2017-04-26 02:43:59 CET ] [ Original post ]

    Feature Friday - April 21, 2017

  • Added a new fungal infection: waxflab.
  • Added a new type of fungus puffer: rosepuff.
  • Removed the max strength cap from cudgel-like fungal infections that colonize your hands.
  • Added tiles for all the fungal infections.
  • Updated the Corpus Choliys to include an account of waxflab.
  • Gave a chat component to the following creature types (their capacity for speech varies).

    • humanoids
    • apes
    • antelopes
    • most other mammals
    • robots
    • crabs
    • oozes
    • unshelled reptiles
    • tortoises
    • fish
    • arachnids
    • birds
    • worms
    • plants

  • Made birds extra chatty.
  • Fixed some grammar issues with popup messages.
  • Party members now prefer not to attack things that share a tile with their party leader.
  • Fixed tinker-trained NPCs not being able to repair items.
  • Fixed some cases where multiple sets of limbs were given the same name.
  • Fixed some cases where fungal outcrops weren't removed when you cured glowcrust.
  • Lairs no longer generate on top of historic sites, wiping the sites out of existence.
  • Fixed some cases where natural equipment, like bites, ended up on the ground when the corresponding appendage was dismembered.
  • When you cure ironshank, you no longer have a residual movespeed penalty.
  • Fixed some cases where plant-based lairs didn't generate properly.
  • Journal, water ritual, and faction work proceeds behind the scenes.


  • [ 2017-04-22 04:13:05 CET ] [ Original post ]

    Feature Friday - April 14, 2017

  • Six Day Stilt merchants, and other rare merchants, now periodically refresh their wares.
  • Added new tiles for these artifacts: hoversled and helping hands.
  • Sultans now occasionally abdicate their thrones or get murdered under mysterious circumstances.
  • Sultan counselors now occasionally suggest abdication to their sultans. This can result in various outcomes, some of which are not great for the counselors.
  • Sultans are now guaranteed to become sultans during the course of their lives. We expect as much from them.
  • Gave the following creatures new descriptions.

    • bear
    • barkbiter
    • all the cragmensch

  • Gave clockwork beetles more robotic attributes.
  • You can now use Rebuke Robot to rebuke clockwork beetles.
  • You're now prompted to stop traveling on the world map if glotrot causes you to start bleeding.
  • The container UI now lets you store water containers and other objects that are filtered out of the trade UI.
  • Fixed some issues that improperly caused the player to be destroyed.
  • The overlay UI scale is now a slider.
  • Capped the brightness and contrast settings to prevent completely unusable values.
  • Continued behind-the-scenes work on the journal and water ritual feature arcs.


  • [ 2017-04-15 04:36:04 CET ] [ Original post ]

    Feature Friday - April 7, 2017

  • Added a helmet mod, two-faced, that grants an additional face slot.
  • Refactored helmet tables into and helmets and hats (known collectively as headwear).
  • Added a rare book mod, illuminated, that increases the book's value.
  • Added secluded scriptoriums.
  • Added legendary scribes and new overland encounters for their scriptoriums.
  • Added a new liquid: ink.
  • Ink catalyzes primordial soup into inky sludges with inky pseudopods.
  • Gave phials a new tile.
  • Phial color now changes based on the liquid it contains.
  • Reduced the capacity and cost of phials.
  • Reflavored the jungle pygmies as the Naphtaali tribe.
  • Updated the description for the various Naphtaali, Naphtaali corpse, Naphtaali limbs, and chrome idol.
  • Made Dueling Stance a requirement for Improved Dueling Stance.
  • Increased the chance goatfolk leave corpses behind.
  • We made a few improvements to autoexplore.

    • Added a message when there are no available autoexplore paths to the remaining explored areas on the map.
    • Added a message when autoexplore stops due to a hostile creature.
    • Fixed some cases where you'd take an extra step after seeing a hostile creature.
    • Autoexplore no longer factors in unexplored wall tiles into its pathfinding.
    • Fixed an issue caused by unreachable tiles becoming reachable via terrain modification.
    • Autoexplore now visits tiles with trash in them if you have the Tinkering power 'Scavenger'.

  • If your body doesn't have arms and you gain the Multiple Arms mutation, one of your new hands now counts as a primary slot.
  • Fixed an issue with auto-drink not automatically drinking. You had one job.
  • Fixed an issue with upward stair generation.
  • Fixed fake errors when dynamic population tables were referred to blueprint inventory builders.


  • [ 2017-04-08 02:09:44 CET ] [ Original post ]

    Today we launch cavesofqud.com!

    Hey there,
    We put together a website to share info about the game and showcase a few stories from the world of Qud. Most importantly, we created a release roadmap that includes all the feature arcs we're working on, plus the ones we've already completed, during Early Access. We'll continue to update the roadmap as we complete more feature arcs.

    Here it is! http://www.cavesofqud.com/roadmap/


    [ 2017-04-06 00:12:37 CET ] [ Original post ]

    Feature Friday - March 31, 2017

  • You can now use nano neuro animators or cans of Spray-a-Brain to make tables sentient.
  • There's now a very small chance any given table is sentient.
  • You can now dominate sentient walls, doors, and tables.
  • Fixed a bug that caused you to be unable to spray brains onto doors.
  • Added a new book: From Entropy to Hierarchy by Q Girl.
  • We replaced the old container storage UI with a much better variant of the trade UI.
  • Additional trade actions are now grouped under a submenu of the trade screen.
  • Open shafts drop you directly on top of a wall less often.
  • Fixed the reload keymind in the new input manager.
  • Added an option to globally enable or disable mod support.
  • Fixed the message log and status bar options not working properly without the overlay UI fully enabled.
  • Fixed option drop-down menus not rendering properly and increased their size.
  • Vendors no longer repair or recharge items when you don't have enough water to pay for the service.
  • Fixed some issues with double inputs when escaping screens.
  • Fixed a rare exception with generic ammo.
  • Fixed the inventory screen sometimes appearing on top of the new UI.
  • Fixed loading text not appearing when it should.
  • Fixed some typos.
  • We're also working on a journaling system and expansion to the Water Ritual. Stay tuned!


  • [ 2017-04-01 04:30:11 CET ] [ Original post ]

    Feature Friday - March 24, 2017

  • We added... well, just read below.

    • Added a new high-tech item, nano-neuro animator, that makes a nearby wall or door sentient (it'll support more inanimate objects soon).
    • Added a cheaper, consumable competitor for the nano-neuro animator: Spray-a-Brain.
    • Added body types and body parts for animated walls and doors.
    • Added a faction: newly sentient beings.
    • There's now a very small chance that any given wall or door is sentient.

  • Updated compass bracelet's tile.
  • Made some enhancements to the new input manager.

    • Rebinds are now be properly saved between sessions.
    • Improved the 8-way directional sensitivity.
    • D-pad left and right now scroll through your activated abilities.
    • While scrolling through abilities, 'X' activates the selected ability. Left trigger + 'X' enters the ability screen.
    • Next page and previous page bindings now work properly.
    • Menu navigation directions now repeat when held.
    • You can now navigate to the "buy a new mutation" option on the character screen.
    • Holding the Alt button while moving now force attacks in that direction.
    • There are now force attack action bindings.
    • Added key repeat delay and rate sliders to the Controls options menu.
    • Trade bindings now work properly.
    • Fixed canceling causing double input on several screens.
    • Fixed the pick direction screen not accepting diagonal inputs.

  • Removed unused 12-gauge shotgun ammo.
  • Salt dunes tiles now properly animate.
  • Fixed some memory use issues on the high score screen.
  • Fixed some rare exceptions in the following parts: AnimatedMaterialSaltDunes, AIPilgrim, Daylight, LiquidVolume, Juke.
  • Fixed a rare exception with rendering effects.
  • Fixed cases where the overlay UI stopped responding when you exited to the main menu.
  • Fixed the mouse wheel not working on the keybind screen.
  • Fixed controls in the new inventory screen sometimes incorrectly appearing disabled.
  • Fixed a spurious serialization error.
  • Fixed a scripting mod compilation error.


  • [ 2017-03-25 00:30:23 CET ] [ Original post ]

    Feature Friday - March 17, 2017

  • We added a new input manager that supports gamepads out of the box. It's still prerelease content; we'll be expanding support and tweaking the default bindings in the coming weeks.

    • Added a new options menu: Controls. You can access key bindings and enable the new input manager from this menu.
    • The default movement mapping is: left stick to point in a direction + right trigger to move. You can also hold down right trigger and point the left stick around to move quickly.
    • You can also rebind to direct movement. If you do, the Move North/South/East/West commands tilt 45 degrees right when you hold the Alt button (left trigger by default). So, to move NE, you hold left trigger and move north.
    • These are the current default mappings on an Xbox controller.

      • left stick + right trigger: move
      • A: interact
      • B: get
      • X: ability menu
      • Y: walk (move in a direction until you hit a wall)
      • left bumper: wait a turn
      • right bumper: fire missile weapon
      • dpad up: go up stairs or to the worldmap
      • dpad down: go down stairs or to the local map
      • right stick: look
      • click right stick: reload missile weapon
      • select: menu
      • start: inventory
      • left trigger + B: get nearby
      • left trigger + Y: autoexplore
      • left trigger + left bumper: rest until healed
      • left trigger + right bumper: throw


  • Added, changed, or tweak tiles for the following objects.

    • pocketed vest
    • black, ash-stained, and cloth robes
    • furs
    • woven and vine-weave tunics
    • wool kilt
    • crude and filthy toga
    • bark armor
    • ring mail
    • basic toolkit
    • stun rod
    • box of crayons
    • Joppa and Grit Gate recoilers
    • iron mace
    • grenades
    • albino monkey braid

  • Glass bottles now visually respect the liquids they hold. They appear empty when they're empty; otherwise they show the color of the liquid they contain.
  • Updated the slimy shaft tile.
  • Added options for fullscreen mode and target framerate (Options > General).
  • Improved the navigability of the overlay options.
  • Fixed books and artifact stories not working when accessed from the new inventory screen.
  • Fixed monsters being able to melee attack you through floors if they were directly above or below.
  • Fixed very excessive memory use when browsing the contents of a container that contains many items, particularly liquid volumes.
  • Fixed an exception on the Quests screen.
  • Fixed several cases of excessive garbage generation.
  • Removed some baseobjects (basefloat, tool) from dynamic encounters.


  • [ 2017-03-17 22:49:34 CET ] [ Original post ]

    Feature Friday - March 10, 2017

  • We made a bunch of enhancements to the paper doll equipment screen. It's still flagged as prerelease content, but you can enable it here: Options > Overlay UI > Prerelease: Use over inventory screen.

    • The new overlay inventory is now also used for item pickup and container manipulation.
    • Item filters now entirely hide the filtered categories.
    • Item filter buttons now properly respond to the 'use' key.
    • You can page up and down now.
    • You can use + and - to open and close item categories.
    • Items are now properly sorted alphabetically.
    • Fixed several filter icons in the inventory list.
    • Fixed some issues with scrolling through the inventory list or the paper doll.
    • Updated the look and behavior of many graphical elements.
    • Item selection is now properly restored when the screen refreshes.
    • If the overlay UI and inventory are enabled, the original equipment screen doesn't appear when you tab through your character screens.

  • Added tiles for several pieces of natural equipment.

    • wings
    • carapace
    • horns
    • stinger
    • quills
    • burrowing claws
    • flaming and freezing hands

  • Added a tile for mechanical wings.
  • Updated torch tiles.
  • Sultans now occasionally fake their own deaths or have their deaths wrongly reported.
  • Added some sultan events involving chariot accidents.
  • Improved the grammar of sultan history snippets.
  • Fixed some cases where looking at a painted or engraved item didn't reveal the proper historic site or give the right quest.
  • Fixed an issue that was causing the secrets about the location of the Ruin of House Isner not to appear in procedurally-generated books. The secrets are back in!
  • Added a new textbook to the corpus of text that the procedurally-generated books draw from.
  • Fixed an issue that caused the player to occasionally become a member of the Beasts faction, resulting in neutral NPCs acting hostile toward you.
  • Added new options to the main Options screen.

    • Display vignette
    • Display scanlines
    • Brightness level
    • Contrast level

  • [debug] Added a wish to clear the player's faction membership: "clearfactionmembership". You can use this wish to fix the hostile NPC bug in older saves.
  • [modding] The look cursor is now more compatible with full-color tiles.
  • [modding] Display.txt is now moddable. You only need to include the text you want to override in Display.txt. For example, here's the full text of a mod that disables the vignette:
    { "shaders":{
    "vignette":{
    "enable":"false" }}}
  • [modding] Display.txt now supports a "tiles" category with "width" and "height" variables. You can use it to reskin the game with an alternate tile aspect ratio.


  • [ 2017-03-11 02:45:25 CET ] [ Original post ]

    Feature Friday - March 3, 2017

  • We added a new drag-and-drop prerelease inventory screen for the new UI. It's available via the "Prerelease: Use overlay inventory screen." option under overlay UI options. It's work in progress and has some bugs. Feedback is welcome!

    • Equipment is manageable via a drag-and-drop procedurally generated paper doll based on your character's body
    • Left click to bring up the item's interaction window
    • Right click to view an item's tooltip
    • Filter buttons along the top allow you to quickly filter to specific categories

  • Updated the stilt well picker dialog
  • Updated the pour choices dialog
  • Fixed several issues with screens under the current popup acquiring input or navigation selection
  • Fixed the AI trying to force prison a target and then shoot it with light manipulation
  • Fixed Enuch's character creation skill list
  • Fixed some stair placement issues in bethesda susa
  • Fixed an issue where phase webs would sometimes leave you permanently phased if you saved while you were stuck in them
  • Fixed some historic-style areas not having proper tile surface paint
  • Fixed an issue with move-speed adjusting equipment not properly applying bonuses
  • Fixed an issue with call to arms that wasn't properly respawning Q Girl in the correct circumstances.
  • Fixed dynmically mixed liquid volumes not having the proper vapor temperatures
  • Fixed a stack overflow error when containers disintegrated on the ground from contained fluids
  • [modding] Merged blueprint changes will now propagate changes to children


  • [ 2017-03-03 22:09:32 CET ] [ Original post ]

    GDC 2017 and The Curse of Yendor

    Jason is attending the Game Developers Conference (GDC) this week, so the Feature Friday patch will be a bit smaller than usual.

    Also, if you're a roguelike fan and you're in between Qud runs, check out our friend Ibology's brand new roguelike, The Curse of Yendor.

    http://store.steampowered.com/app/576420/


    [ 2017-02-26 21:28:10 CET ] [ Original post ]

    Feature Friday - February 24, 2017

  • We added hatters, glovers, armorers, and haberdashers.

    • Added hatter, glover, armorer, and haberdasher tents to the Stiltgrounds.
    • Added legendary hatter, glover, armorer, and haberdashers. You'll find their workshops as new overland encounters.

  • Descending into a pit or open air while flying no longer grounds you.
  • Added more variety to the geometry of historic sites.
  • The Quest screen now has a scrollbar, scrolls smoothly, and properly wraps text.
  • Added an option to scale the minimap (under Overlay UI).
  • Added an option to scale the nearby items list (under Overlay UI).
  • Monster AI now uses the Cudgel powers Conk, Slam, and Demolish.
  • Monster AI now considers broken and rusted item statuses when equipping gear.
  • Oboroqoru and rhinoxes now have a few more cudgel powers.
  • Slam now properly requires a cudgel to use.
  • Liquid volumes no longer interfere with other smart-useable objects.
  • 'Spread Klanq' quest steps now properly complete when you spread Klanq to the proper targets.
  • Made the Pax Klanq quest sequence a bit more robust.
  • You can no longer choose a square without a target when you charge.
  • Creatures that live on walls no longer spawn in the middle of a solid group of walls.
  • Fixed some cases where objects spawned on stairs.
  • Consuming an Eater's fleshcap no longer permanently decreases quickness.
  • For clarity, we renamed 'Eater's flesh' to 'elcatl' and 'Eater's fleshcap' to 'Eater's flesh'.
  • If you have burrowing claws and you use a skulk injector, you no longer lose your claws when the effect wears off.
  • Made it clear that invoking the Chaos Spiel infuriates Asphodel.
  • Added more messaging for shaking off dazings and stuns.
  • Fixed some rare cases where commands were being issued twice in the overlay UI.
  • Fixed some cases where overlay UI elements incorrectly displayed on top of each other.
  • Fixed an issue causing the selected conversation option not to be highlighted when a conversation started.
  • Fixed some rare cases where dismembered limbs didn't drop the items they had equipped.
  • Fixed some rare occurrences of objects cloning themselves when slipping on slime.
  • Fixed a rare hang during map generation.
  • Cleaned up the text for becoming afraid.
  • Fixed a typo in the hulk honey damage message.
  • Removed and from dynamic encounters.


  • [ 2017-02-25 01:57:38 CET ] [ Original post ]

    Feature Friday - February 17, 2017

  • Added legendary gunsmiths. You'll find their workshops as new overland encounters.
  • Added secluded distilleries.
  • Added legendary ichor merchants and new overland encounters for their distilleries.
  • Added a new music track "Moghra'yi Remembrance Circle" to desert areas
  • Legendary creatures guarding the relic chests on the last levels of historic sites are now leaders of their respective cults.
  • Relic quests now properly complete when you equip or activate the relic directly from a chest.
  • You no longer get multiple chronology entries for visiting the same historic site.
  • Fixed an exception when looking at cybernetic credit wedges.
  • Move Up and Move Down keybinds will now cycle through multiple objects in a cell in look mode
  • Added UI options to show or hide plants and pools in the nearby items list, defaults to hide
  • The new UI multiple-choice dialog now correctly supports capitalized hotkeys
  • Taught the AI to use: bezerk, force wall and the new long blades tree
  • Updated several NPCs and creatures to the new skills
  • Reduced the frequency of several items of stacked walls and furniture occuring in a single cell in areas generated by the historic-style dungeon builder
  • Changed XP Bar to more conventionally display percentage of progress through only the current level's xp
  • Fixed dismember allowing you to dismember with non-axe weapons
  • Fixed invisible objects showing up in the nearby items list
  • Fixed issues with relics with several stat boosts not being properly displayed, applied or removed
  • Fixed issue with relics applying their boosts in inappropriate slots
  • Fixed some layout issues with the popup choice window
  • Fixed some issues with level stacking of mutation power-granting relics
  • Fixed the trade button in the new ui conversation screen being un-navigable
  • Fixed XP and HP bars sometimes not resizing properly
  • Fixed fungal infections dropping as items
  • Fixed fungal infection items showing up on dynamic tables
  • Fixed a few rare cases where Calloused's bonuses would stop applying
  • Fixed some cases where you'd end up with multiple stairs up in a square
  • Fixed some cases where you'd end up with a missing stairs down
  • Fixed many effects that were incorrectly rendering in non-active zones
  • Improved the layout of conversations
  • Improved the readability of the selection highlight on new ui dialogs
  • [modding] Added stat:: wish to modify a stat basevalue
  • [modding] Added statbonus:: wish to modify a stat bonus
  • [modding] Added statpenalty:: wish to modify a stat penality
  • [modding] Added xp: to award a given amount of experience
  • [modding] Added cureglotrot and cureironshank wishes
  • [prerelease content] Metamorphosis no longer duplicates inventory and non-natural equipment and transfers your own equipment during transformations.


  • [ 2017-02-17 21:22:33 CET ] [ Original post ]

    Feature Friday - February 10, 2017

  • Added a new type of overland encounter: secluded workshops.

    • Added legendary shoemakers (and their hired guards).
    • Each legendary merchant has a distinct maker's mark that they use to brand their artisan wares.
    • Added a new faction: merchants' guild.

  • You can now give your followers randomly chosen names from their particular cultures.
  • You can also give your followers randomly chosen names from your character's own culture.
  • Added unique name generators for the following factions.

    • insects
    • oozes
    • crabs
    • reptiles
    • humanoids
    • fish
    • worms
    • baboons
    • various animal factions
    • various plant factions

  • New UI: added a new sidebar for interacting with objects adjacent to you (Options > Overlay UI > Show overlay nearby objects list). Left-click on an object in the sidebar to interact with it contextually, and right-click on it to get a list of options. It's especially convenient for picking up adjacent items.
  • Each data disks description now includes the Tinker level required to build the item.
  • Refactored each region's list of creatures that can become legendary and get their own lairs.
  • Tweaked lair population.
  • Tweaked the way merchant guards are generated.
  • Greatly improved the formatting for multiple-choice dialogs in the new UI.
  • Fixed an issue where the amaranthine prism sometimes [redacted].
  • Removed 'a scroll bound by kelp' from dynamic encounters.
  • [modding]You can now specify static reasons for why various factions admire or dislike faction leaders. Use the StaticLikeReason and StaticHateReason tags on a creature with the GivesRep part.
  • [modding]NPCs now inherit from BaseHumanoid instead of Humanoid.
  • [modding]Fixed an issue where inherited objects tried to override existing xtags.


  • [ 2017-02-11 03:01:48 CET ] [ Original post ]

    Feature Friday - February 3, 2017

    Hi, I'm ptychomancer, the other core Caves of Qud dev. Here are some patch notes.

  • We revamped the Short Blade skill! The last iteration of Short Blade was a bit too powerful. Shank let agility-focused melee characters completely dump their strength stat, and Rejoinder was just too efficient at dealing out damage. With the redesign, Short Blade should now fall within the range of the other newly revamped skills, though it's more flexible in terms of possible cross-pollination with other skill trees.
    These are the new & updated powers. Check them out in game for the stat requirements and costs.

    • Short Blade Proficiency: You get +2 to hit with short blades.
    • Bloodletter: Your short blade attacks that penetrate have a 75% chance to cause your opponent to bleed (0-1 damage per turn. toughness save; difficulty 20 + your agility modifier). The opponent saves to stop bleeding each round, and the save difficulty decreases by 1 each round. This effect can stack a number of times equal to 1 plus your agility modifier.
    • Jab: When you wield a short blade in your offhand, you make offhand attacks twice as often. This bonus applies to organic hands (natural and mutated) but not robotic hands.
    • Hobble: You make an attack with a short blade in your primary hand, looking for a weak spot in your opponent's armor. If you hit, you penetrate exactly once and hobble them (-50% movespeed for 16-20 rounds).
    • Pointed Circle: Whenever you juke an opponent while wielding a short blade in your primary hand, you make a free attack. If you have Bloodletter, the attack's chance to cause bleeding is 100%.
    • Rejoinder: Once per turn, when an opponent misses you with a melee attack, there's a 40% chance you make a free attack with a short blade you're wielding.
    • Shank: Activated; cooldown 20. You make a melee attack with a short blade in your primary hand (preferred) or offhand. If you hit, the attack gets +2 penetration for each negative status effect your opponent suffers from.

  • The following changes are related to the Short Blade rework.

    • Reduced Juke's cooldown to 40 rounds.
    • Reduced Juke's skillpoint cost to 200.
    • Tumble now reduces Juke's cooldown to 20 rounds.
    • Reduced Tumble's skillpoint cost to 150.
    • Aggressive stance and dueling stance now bestow their bonuses on short blades you have equipped, as long as you have a long blade equipped in your primary hand.
    • Eunuchs start with Hobble instead of Shank.

  • Changed the wall destruction calculation for Slam. Now you destroy walls with AV less than 5 times your strength modifier instead of 10 times.
  • Increased the AV of marble walls.
  • Quests to recover historic relics now properly complete when you pick up the relic.
  • Fixed a bug that caused all of Qud's lairs to cluster around Joppa. They are now more evenly distributed through Qud.
  • You can no longer find legendary versions of existing NPCs (e.g., "Esmeralda, the legendary Warden Ualraig").
  • Added chronology entries for the following actions.

    • beguiling a creature
    • proselytizing a creature
    • renaming a follower
    • discovering the location of a historic site
    • visiting a historic site
    • recovering (some) historic relics

  • Added an upper bound to particle effects.
  • Added a button for auto-explore to the overlay UI.
  • Added a warning before you quit without saving when permadeath is enabled.
  • Mimics now properly copy the tile of their target.
  • The 'wait' command in any keybinding is now mapped to numpad5 for the purpose of targeting yourself.
  • Fixed the title of Corpus Choliys.
  • Gave plated knollworm the right tile.
  • Target rifles no longer appear in dynamic encounters.
  • Excluded several NPCs from dynamic encounters.
  • Fixed an exception when completing the quest, Spread Klanq.
  • Fixed a crash and some rendering issues on the text version of the highscore screen.
  • Fixed weekly/daily seed flags sticking around inappropriately when you picked them, backed out, and then started another game type.
  • You now get the Unstable Genome message after the levelup message, not before.
  • Fixed a rare exception with reputation when you moved across maps.
  • Fixed some stair placement issues in Bethesda Susa.
  • Reduced a bunch of performance issues in runaway memory situations.


  • [ 2017-02-04 02:43:02 CET ] [ Original post ]

    Feature Friday - January 27, 2017

  • We revamped the Cudgel skill! These are the new & updated powers. Check them out in game for the stat requirements and costs.

    • Cudgel Proficiency: You get +2 to hit with cudgels.
    • Bludgeon: Whenever you hit with an cudgel, there's a 50% chance to daze your opponent (-4 int, -4 agi, -10 movespeed) for 3-4 rounds. If you daze a dazed opponent, they're stunned for 1 round instead (cannot take actions and 0 DV).
    • Conk: Activated; cooldown 10. You make an attack with a cudgel at an adjacent opponent. If you hit, you automatically daze your opponent. If your opponent is already stunned, you instead knock them unconscious for 30-40 rounds (unconscious opponents wake up dazed when they take damage).
    • Backswing: Whenever you miss with an axe or cudgel attack, there's a 25% chance you make an additional attack. You can't backswing off a missed backswing.
    • Slam: Activated; cooldown 50. You make an attack with a cudgel at an adjacent opponent at +1 penetration. If you hit, you slam your opponent backwards up to 3 spaces, pushing other creatures and breaking through walls if their AVs are less than 10 times your strength modifier. Opponents who get pushed are stunned for 1 round plus an additional round for each space pushed. Opponents who are pushed through or against walls take extra weapon damage for each wall. Colossal opponents don't get pushed but are still stunned for 1 round. You can also use this power to destroy a wall or door if its AV is less than 10 times your strength modifier.
    • Demolish: Activated; cooldown 100. For the next 5 rounds, your chance to daze with cudgel attacks is 100% and Slam has no cooldown. To use Demolish, Slam must be off cooldown, and using Demolish puts Slam on cooldown.

  • Historic frills, toys, and gaws now fabricate legendary versions of creatures instead of normal ones.
  • You can no longer eat robot limbs, but you can disassemble them for scrap.
  • Added a new wall type, rock salt, for subterranean layers under the Great Salt Desert.
  • Added a new wall type, tangled mudroot, for subterranean layers under the jungle and salt marsh.
  • Gave legendary robots more robotic names.
  • Added a new tile for deep shafts.
  • Now when an ubernostrum tonic regenerates an arm, it regenerates the accompanying hand too.
  • You can now pick up bedrolls.
  • When a creature is damaged while sleeping, it now wakes up in a daze.
  • Stunned creatures now have 0 DV.
  • Electric snails now always leave corpses behind.
  • Fixed an issue causing creature lairs not to generate.
  • We made the map generation for creature lairs much more interesting.
  • Dismember no longer triggers if you don't have the dismember skill or a dismembering weapon.
  • Fixed some ruin maps not having the correct encounters based on their tiers.
  • You can no longer accidentally navigate to the message log resize buttons.
  • Skills that require certain weapon types now properly recognize natural weapons if they're of the right type.
  • Fixed several issues that sometimes prevented ruined areas from generating.
  • Fixed an issue that caused interacting with a baetyl to occasionally freeze the game.
  • Fixed an exception in generated histories that caused historic site map generation issues.
  • Fixed a rare error with missile weapons.
  • Reduced memory load by ~100MB.
  • Reduced starting save file size.
  • Shortened world generation time.
  • Shortened game object creation time.
  • Added a version number to the main menu in the new UI.
  • [modding] Limb and Head base object types are now settable with HeadBase and LimbBase tags. For example: . By default the base object for limbs is the Corpse object.


  • [ 2017-01-28 03:51:21 CET ] [ Original post ]

    Feature Friday - January 20, 2017

  • We revamped the Axe skill! These are the new & updated powers. Check them out in game for the stat requirements and costs.

    • Axe Proficiency: You get +2 to hit with axes.
    • Cleave: Whenever you hit an opponent with an axe, there's a 75% chance you cleave their armor, giving them a -1 penalty to their AV. This penalty can stack a number of times up to your strength modifier.
    • Dismember: Activated; cooldown 30. You make an attack with your axe at an adjacent opponent. If you hit and penetrate at least once, you dismember one of their limbs at random and they start bleeding (1-2 damage per turn. toughness save; difficulty 35). Additionally, your axe attacks that penetrate have a percentage chance to dismember: 3% for one-handed axes and 6% for two-handed axes.
    • Charging Strike: When you charge an opponent with an axe and hit, if you cleave their armor, they get an additional -1 penalty to their AV. If you have Dismember, your chance to dismember when charging with an axe is doubled.
    • Hook and Drag (same as before, but lower cooldown and better documented): Activated; cooldown 50. You grab an opponent's limb with the heel of your axe and pull them toward you. If successful, you pull your opponent with you as you move and make a free attack with your axe. Your opponent is forced to move with you but can attack you while moving. Your opponent gets a chance to resist the move (strength save; difficulty 20 + your strength modifier) and a chance to break free at the start of their turn (same save). This effect lasts for 9 rounds or until you dismember the opponent.
    • Backswing: Whenever you miss with an axe attack, there's a 25% chance you make an additional attack. You can't backswing off a missed backswing.
    • Decapitate: Heads are added to the list of possible limbs you can dismember. If you chop off the only head of an organic opponent, they're killed instantly. If they have multiple heads, they start bleeding profusely (2-3 damage per turn. toughness save; difficulty 35).
    • Berserk!: You work yourself into a blood frenzy, and for 5 rounds your chance to dismember with axe attacks is 100%. To use Berserk, Dismember must be off cooldown, and using Berserk puts Dismember on cooldown.

  • Made tortoises slower.
  • The historic relics that are mentioned in the histories and the guaranteed relics on the bottom levels of historic sites now live in clearly demarcated relic chests somewhere on the dungeon level. If you seek them out, expect to find some named cultists who don't appreciate your intentions. Note there's still a small chance to find other relics elsewhere in historic dungeons, such as on tables or wielded by creatures.
  • Sultan shrines, sultan pantheons, and arenas that appear in historic dungeons no longer block off portions of the map or generate partially off screen.
  • Tweaked how often sultan shrines, pantheons, and arenas occur in historic sites.
  • Hotkeys are now preserved between games. If you replay your last character, you get the same hotkeys. Different characters get an approximate hotkey mapping.
  • You can now two-way trade items with your party members.
  • Added highlights for static villages & dungeons to the ALT highlight display.
  • Added highlights for discovered historic sites to the ALT highlight display.
  • Fixed several issues with the ALT highlight display.
  • Force fields, statisfields, pyrokinesis fields, and cryokinesis fields are no longer visible in unexplored areas.
  • Robots now spark instead of bleed, and oozes now bleed slime.
  • Added more variety to the cognomens given to sultans when they're born.
  • Added more map generation variety to the historic sites.
  • The surface level of historic sites now incorporates the terrain of their surrounding region.
  • The overlay UI ability list now displays hotkeys.
  • Removed 'test dummy', a really tough beetle used for debugging. Will he make a return???
  • Removed the occasional cultists who preached loading screen quotes.
  • You no longer get messages when you walk over different types of floors.
  • Fixed an issue with save game serialization that caused various bad things to happen, including Argyve refusing to complete his knickknack quest.
  • Fixed another issue causing historic sites to generate on top of static dungeons.
  • The default action for empty injectors is no longer 'apply'.
  • Fixed the rendering issues with the message log history.
  • Fixed some rare cases where damage destroyed natural equipment like carapaces.
  • Fixed a few rare cases where the stairs at the lowest level of a historic dungeon lead to dead ends.
  • Removed a few improper objects from appearing in dynamic encounters.
  • Fixed some cases where baetyls refused to accept the items they demanded.
  • Removed a few impossible baetyl demands.
  • Fixed an issue causing XP to be rewarded for each level of a historic site if you discovered the site without a quest.
  • Fixed skill color coding to respect purchaseability.
  • Fixed skill descriptions appearing off the bottom of the Skills screen.
  • Fixed bookshelves and tables appearing empty until you interacted with them.
  • Fixed several issues where overlay UI buttons didn't work if their default keyboard keys were mapped to directions.


  • [ 2017-01-21 03:54:14 CET ] [ Original post ]

    Feature Friday - January 13, 2017

  • We revamped the Long Blades skill! These are the new powers. Check them out in game for the stat requirements and costs.

    • Long Blade Proficiency. You gain access to two stances.
      Aggressive stance: While wielding a long blade in your primary hand, your long blade attacks gain +1 penetration but -2 to hit.
      Defensive stance: While wielding a long blade in your primary hand, you gain +2 DV.
    • Dueling Stance: You gain access to dueling stance. While wielding a long blade in your primary hand, you get +2 to hit.
    • Lunge. Activated; cooldown 15.
      Aggressive stance: You lunge through one empty space at an opponent and make an attack at +2 penetration. You must move through the empty space.
      Defensive stance: You make an attack at an opponent then lunge backward 2 spaces.
      Dueling stance: You make an attack at an opponent at +1 penetration. The attack is guaranteed to hit and penetrate at least once.
    • Swipe: Activated; cooldown 15.
      Aggressive stance: You make an attack against all adjacent opponents.
      Defensive stance: You push all adjacent creatures back 1 space and attempt to trip the ones that are opponents (strength save; difficulty 30).
      Dueling stance: You make an attack at an opponent and attempt to disarm them (strength save; difficulty 25 + your Agi modifier). The attack is guaranteed to hit and penetrate at least once.
    • Improved Aggressive Stance: Your penetration bonus in aggressive stance is increased to +2, but your to-hit penalty is increased to -4.
    • Improved Defensive Stance: Your DV bonus in defensive stance is increased to +3.
    • Improved Dueling Stance: Your to-hit bonus in dueling stance is increased to +3.
    • En Garde!: Activated; cooldown 100. For the next 10 rounds, Lunge and Swipe have no cooldown.

  • Added some variety to sultan birth events.
  • Changed the map generation algorithm for overland ruins to be based on the much better historic site algorithm.
  • When you get the Quills mutation, you now always start with 300 quills.
  • Fixed a bug causing you to occasionally get less than the documented 80-120 new quills when you level up Quills.
  • Removed stray '^k' characters from most descriptions.
  • Gave Pax Klanq a little more HP.
  • Empty bookshelves are now visually distinct.
  • When you have a target selected, your target's health estimate is now displayed on the left side of the top status bar.
  • Historic sites and other dynamic areas are no longer generated on top of important static locations.
  • When you left-click on an object, you now move up to that object and interact with it instead of trying to swap places with it.
  • Fixed the overlay conversation UI not respecting variables or random-option dialogs.
  • Fixed several issues causing failed map builds.
  • Fixed some issues that caused the middle levels of Grit Gate to not generate.
  • Fixed some spurious tooltip popups when changing screens.
  • Give artifact' dialogs are now mouseable popups.
  • Greatly reduced memory usage during map generation.
  • Added an overlay system menu.
  • Added a button for the system menu.
  • Added support for look mode in the overlay UI.
  • Added an option to disable blood splatters under Options > Debug.
  • You can now bind a key to trade while using the overlay UI.
  • Added better support for navigating options with the keyboard.
  • Added the ability to escape from several choice dialogs such as 'manually equip' and Klanq infection.
  • Fixed a bug that caused your character to lose Unstable Genome before you manifested all your mutations.
  • The minimap no longer blocks clicks.
  • Fixed a display issue when backing out of a trade in the overlay UI.
  • Fixed some graphical effects disappearing after loading or thawing a zone.
  • Fixed the ability descriptions cutting off before the bottom of the window on the ability screen.


  • [ 2017-01-14 04:23:02 CET ] [ Original post ]

    Feature Friday - January 6, 2017

  • We spruced up and individualized the historic sites.

    • Added a 'circuitry' element to sultan mythologies. You may start to see references to circuit boards, logic gates, computerization, and horrific soldering projects.
    • Added an electrical effect to circuitry-based relics.
    • Added arenas, weapon racks, gun racks, and armor racks to soldier, gladiator, barracks, and arena-affiliated sites.
    • Added more sultan shrines to sultan-worshipping sites.
    • Added full pantheon sultan shrines (megashrines) to sultan-worshipping sites.
    • Added shale walls with various types of mineral deposits to jewel, jeweler, geologist, and dig-affiliated sites. These walls have a small chance of leaving behind a gemstone when destroyed.
    • Added holographic shale and meteorite walls with peridot deposits to star, astrologist, observatory, astronomer, stargazer, and light-affiliated sites.
    • Added new piece of high-tech furniture called quantum rippler to chance, gambler, and gambling hall-affiliated sites. Mhm.

  • Added some new gemstones: sapphires, emeralds, and peridots.
  • Added a text-mode UI to High Scores for leaderboard browsing.
  • Added an overlay UI for High Scores.
  • Added an overlay UI for Options.
  • Added a UI option to disable full-screen color effects (e.g., skulk and night vision) for accessibility.
  • Added an overlay UI for conversation.
  • Added support for sliders and single-select options on the Options screen.
  • Added sound effect and music volume sliders to the Options screen.
  • Fewer inappropriate creatures should climb out of space-time vortices.
  • You now get a popup message when you enter a map with your evil twin.
  • Fixed the formatting on some books.
  • Fixed an issue where getting pushed through sticky liquids caused you to lose turns.
  • Fixed torches auto-lighting if they aren't in a hand slot.
  • Fixed glotrot messages for other creatures being shown to player.
  • Fixed a one-pixel gutter appearing around the overlay UI controls.
  • Fixed security door rendering.
  • Fixed the minimap not updating after loading a saved game.
  • Excluded Fist of the Ape God from dynamic encounters.
  • Turrets chirping in view now terminate autowalk, explore, and wait actions.


  • [ 2017-01-07 04:05:02 CET ] [ Original post ]

    Feature Friday - December 30, 2016

  • Added a minimap (Options > Overlay UI > Show minimap). It defaults to off.
  • Added rarely-occurring, historic-esque ruins to the underground caves.
  • Reordered the keybinding menu to put useful commands up top.
  • Removed the extraneous 'Use Mutation' keybind.
  • Removed the 'search' command. Now you automatically search when you enter a tile. Your chance of finding hidden things is based on your Intelligence.
  • All 4 historic dungeons are now discoverable via shrines, engravings, and paintings.
  • Waste, trash, and scum-based historic locations now occasionally contain conveyor belts.
  • Unstable Genome no longer triggers indefinitely.
  • Reduced the amount of qudzu in rusty biomes.
  • Gave Mafeo some plump mushrooms.
  • Gave apothecaries some vinewafers.
  • Added a few more sultan shrines to historic locationts.
  • Added a nice iron fence around sultan shrines in historic locations.
  • Added an alternate keybind (northeast) to store an item in a container.
  • Fixed relics sometimes generating in unreachable tiles.
  • Fixed an issue causing blink-based relics to grant immunity to all damage.
  • Fixed a rare exception in the Brain component.
  • Fixed an issue with case-sensitivity on the textures folder in a mod.
  • Added a missing acid pool type.
  • Added a missing oil pool type.
  • Fixed [redacted].


  • [ 2016-12-31 01:21:52 CET ] [ Original post ]

    Feature Friday - Sultans of Qud, Part 1

    The Sultans of Qud: Part 1

    Qud is a layer cake of fallen civilizations. If you've read the Baccata Yewtarch's influential history book, "Frivolous Lives", you know that the past 1,000 years were dominated by minor humanoid kingdoms and Girsh attacks. Before that was the Age of the Eaters, when the mysterious progenitors ruled from lofty spires now buried under shale. In particular, the lives of 5 great sultans have been preserved through cultural artifacts and oral tradition.

  • We've introduced the first part of our Sultans of Qud feature arc.

    • Each game now includes a procedurally-generated history from the Age of the Eaters.
    • There are 4 historical sites located throughout Qud (more to come in future patches), each one at a different degree of difficulty that corresponds to its location on the world map. Their names, descriptions, locations, contents, historical significance, and look & feel are procedurally-generated and different each game.
    • Historical sites are populated by cults that worship a particular sultan. Each cult is a coalition of members from other factions, most of which favor the sultan due to some event in Qud's history. The 5 cults are different each game, and each one functions as a faction. You can view your reputation with the cults on the Reputation screen.
    • Historical sites contain relics. Relics are powerful items that were generated during the course of history. Many of their properties are new effects and are based on the circumstances of their creation.
    • Shrines to the former sultans are located throughout Qud. They depict significant events from the sultans' lives.
    • New mods: painted and engraved. Painted and engraved items also depict events from the histories.
    • Sometimes, looking at a shrine, painted item, or engraved item reveals the location of a historical site. If it does, you get a quest to visit that location.
    • Sometimes, looking at a shrine, painted item, or engraved item reveals the location of a historical relic. If it does, you get a quest to recover that relic. The relic locations aren't revealed on the map; they are individual levels that exist inside some historical site.
    • We added a guaranteed sultan shrine to the upper right corner of Joppa. Looking at this shrine reveals a nearby historical location that's usually appropriate, though challenging, for the early game.
    • Added some new creatures, furniture, and traps for the historical sites. We'll be adding more in the coming weeks.
    • A few additional notes:

      • The historical dungeon maps are generated via a new method that produces tremendous variety from themed templates. They take longer to generate, and we haven't optimized the algorithm yet. We'll improve its speed in the coming weeks.
      • There's a lot going on behind the scenes to generate the histories and the historical sites, and there are definitely bugs. Please report them and we'll fix them!
      • We'll be adding more unique features to the various types of historical sites in the coming weeks. We'll also be adding more sites, mechanics, and a story arc that integrates this into the main quest in Part 2. Stay tuned.


  • You can now give procedurally-generated books to Sheba Hagadias at the Six Day Stilt.
  • Tweaked the value of procedurally-generated books.
  • Autosave now defaults to 'on'.
  • Fixed an invalid entry in mid-tier gun tables.
  • Fixed some issues causing double-key entry reads.
  • Fixed some exceptions causing graphical effects like torch flickering to stick around on screen.
  • [Modding] Added the ability for skills to have any part, including mutations, as prerequisites.
  • [Modding] mutations.xml now supports a Stat field to change the level-modifying stat of a mutation.


  • [ 2016-12-23 22:50:37 CET ] [ Original post ]

    No Patch This Week, Big Patch Next Week

    Hey everyone,
    We're skipping this week's patch because we're heads down working on a big update for the following week. It's called The Sultans of Qud: Part 1, and it'll introduce procedurally-generated histories. That means cultural artifacts—shrines, engravings, and paintings—depicting events from the lives of the former rulers of Qud. It also means some historical locations themselves, as procedurally-generated dungeons, seeded by historical events.

    We're excited to share this work soon!


    [ 2016-12-14 23:33:06 CET ] [ Original post ]

    Feature Friday - December 9, 2016

  • Added a new music track to the main menu.
  • Added a wind particle effect to salt dunes maps and world map tiles.
  • New glove mod: gesticulating
  • Added new descriptions for the following items.

    • fossilized remains
    • small sphere of negative weight
    • scrapped waydroid
    • dormant waydroid

  • Handwritten books now have gold titles. Procedurally-generated book have white titles.
  • Bookbinders now sell both handwritten and procedurally-generated books.
  • Updated the tile colors of bronze, silver, and gold security doors in Bethesda Susa.
  • Replaced the sconces in the Temple of the Rock with braziers.
  • Items belonging to temporal fugue clones now fade from existence when the clone does, even if they've since left the possession of the clone.
  • Bottles and vases are now listed as water containers.
  • Powers with burst-shaped effects, such as pyrokinesis, cryokinesis, and stunning force, are now properly range-restricted when you target with them.
  • Fixed Sheba Hagadias awarding XP for a single book more than once. Exchanging multiple copies of the same book still works.
  • Fixed axe powers Whack and Trip not triggering properly.
  • Fixed an issue that occasionally caused the player's current zone to be inactive.
  • Fixed some text display bugs in the descriptions of floating glowsphere and elastyne items.
  • Fixed the spring-loaded mod appearing as 'wooly' on tinker screens.


  • [ 2016-12-10 03:24:10 CET ] [ Original post ]

    Feature Friday - December 2, 2016

  • We added Steam leaderboard support for the daily and weekly challenges.

    • For both challenges, only your first attempt counts. We might tweak this logic for the weekly challenge later.
    • At character death, on the Game Summary screen, your rank is shown, along with the 5 players immediately in front and behind you.
    • We plan on adding support for leaderboard browsing later.

  • We added some new item mods and made some related changes.

    • New armor mod: feathered
    • New armor mod: scaled
    • New armor mod: wooly
    • New helmet mod: serene visage
    • New boot mod: spring-loaded
    • Renamed 'spring-loaded plastic boots' to 'bounding boots'.
    • Croccasins now increase reputation with unshelled reptiles instead of decreasing it.
    • New book: On Humanoid Mimicry of Animals and Plants, which explains why some creatures like it when you wear clothing that mimics them while others don't.

  • You can no longer gain your bearings by talking to creatures who refuse to speak to you.
  • Clones of non-player creatures no longer have the description, "It's evil you."
  • Fixed an issue causing books to be categorized as 'misc' items after loading a game.
  • Fixed an issue causing thrown weapons (including geomagnetic disc) to occasionally disappear after being thrown.
  • Fixed an issue causing the new UI to occasionally remain visible after being disabled.
  • Fixed an issue causing ganglionic teleprojector to lock up player input.
  • Fixed an exception caused by inanimate objects trying to take actions.


  • [ 2016-12-03 03:13:29 CET ] [ Original post ]

    Feature Friday - November 23, 2016

    We're posting the patch early this week due to Thanksgiving. Happy excavating!

    Oh, and if you're enjoying Caves of Qud, please consider nominating us for one of the Steam Awards. Go to our store page to nominate.

  • We made some music and sound updates.

    • Added a new music track to the village of Joppa.
    • Music now plays continuously if it's enabled.
    • Music now instantly mutes when you disable it. Same with sound.

  • We tweaked some tile art.

    • Added new tiles for herding and guard dogs.
    • Added new tile for dreadroot.
    • Added new tile for liquid weeps.
    • Changed juicing cannibal's tile and color.
    • Changed cannibal's color.
    • Changed giant beetle's tile and color.
    • Changed tiles for slugsnout, two-headed slugsnout, and firesnout.
    • Changed pig's tile.
    • Changed great saltback's tile.
    • Changed phase spider's tile.
    • Changed the tiles for some glow-wight cultists.
    • Changed the tile for turrets created with Tinker.

  • Converted the character build library to the new UI.
  • Added buttons to the new UI that let you zoom the view.
  • The new UI now properly represents health info when you have analgesia.
  • You can now repair rusted items.
  • The repair cost for a particular item is now fixed per world seed.
  • There are now less hostile faction encounters in the watervine swamp.
  • Fixed an issue that caused the trade screen to crash, and items to be lost, when you tried to trade a luminous mote.
  • Fixed an issue that caused some object descriptions to appear in the wrong colors.


  • [ 2016-11-24 01:48:59 CET ] [ Original post ]

    Feature Friday - November 18, 2016

  • We did some more work on the new UI.

    • Added a new option to show tooltips instead of console 'look' text when right-clicking on an object (under Overlay UI).
    • Added a new option to show tooltips instead of console 'look' text when clicking or tapping on an object in look mode (under Overlay UI).

  • Greatly improved the performance of world generation.
  • The Six Day Stilt librarian no longer accidentally destroys the books you give her.
  • Fixed some melee weapons not properly granting their Ego bonus.
  • Fixed an issue that caused objects to be covered in liquid many times (e.g., 'covered in lava, covered in lava, covered in lava').
  • Fixed an issue that caused the OK button for input dialogs to not work.
  • Fixed an issue where your input to a popup menu would also be conveyed to the menus underneath.
  • [modding]World generation is now fully moddable via the worldbuilder nodes in worlds.xml.
  • We continued working on a big feature arc leading up to procedurally-generated histories for the past sultans of Qud. Historical objects like regions, locations, and items will eventually be incorporated into world generation, and important historical events will be depicted through the art and oral traditions of Qud's present inhabitants. Here are some examples of historical events.

    • "At the Battle of Duazomor Mesh, Mehur Shwytep fought as a mercenary to liberate vines. He wielded a radiant axe with such prowess, that it became forever known as Radiantacus Vinesgift."
    • "After striking a deal with frogs, Falawar Farumoshum convinced them to help him found a tavern in Hagaruk for the purpose of cooking meals inspired by emeralds. They named it the Tavern of the Lustrous."
    • "In early 809, Namumet assassinated the sultan of Qud over an ordinance prohibiting the practice of contemplating the meaning of things. She won and seized the crown. She was 10 years old."


  • [ 2016-11-19 03:46:01 CET ] [ Original post ]

    Feature Friday - November 3, 2016

    Brian is out of town for a week starting tomorrow, so there will be no patch next week, and we're posting this week's patch today. In the mean time, Jason will be working on our next feature arc, procedural histories for the Eater-Sultans of Qud! More info to come.

  • We fixed portable wall and changed how it works.

    • Portable wall is now a consumable item that creates 9 contiguous wall tiles in a pattern of your choosing.
    • Added a description to portable wall.
    • Added a new wall type: foamcrete.

  • In rusty biomes, qudzu now tend to cluster on walls, where they can.
  • New UI: multiple-choice dialogs and popups are now navigable via the keyboard or gamepad.
  • New UI: multiple-choice dialogs now respect hotkeys.
  • Player names are now trimmed of whitespace. This means typing 'space' and pressing 'Enter' while naming your character now gives your character a random name.
  • We made a few tweaks to the process of curing fungal infections.

    • Leech corpses and bloated leech corpses now have distinct display names. This change means it's now clear which corpse is required for the fungal cure, hopefully eliminating the specific frustration of thinking you've cured your infection when you really haven't.
    • Salt kraken corpses and worm of the earth corpses are no longer included as possible fungal cure components.

  • We tweaked the position of the stairwell leading to the lower levels of Grit Gate again. We removed the stairwell added last week, and made the old stairwell in the upper-right corner of the map accessible once you complete the quest 'More Than a Willing Spirit'.
  • Tinkers now start with freshwater.
  • The empty glass bottles sold by ichor merchants now properly store liquids.
  • Fixed a broken sand dune tile on the world map.
  • Fixed an issue with creature pathing when phased.
  • The water baron lobby has won a great victory: you can no longer net extra water by pouring water into a pool of more water.
  • Fixed some weird interactions between bleeding and player mods, including an issue causing the bleeding effect to stack multiple times.
  • Fixed the 'time-dilated' status effect from appearing multiple times in status descriptions.
  • Updated the copyright date.
  • Anthro and phytopologists of Qud are beginning to gain insight into the lives of the Sultans, Eaters who ruled Qud ages ago. Cultural artifacts have revealed factoids such as this one:

    • "Near the location of Canontau, Yyroq Mon Mad was captured by bandits. He murdered their leader by writing him out of the annals of history, and was thenceforth known as Inkshouter."


  • [ 2016-11-03 23:07:21 CET ] [ Original post ]

    Feature Friday - October 28, 2016

  • We refactored the population of ruins maps.

    • Tweaked the baseline populations of underground ruins to be slightly more challenging.
    • Ruins now include a variety of special encounters found in underground caves.
    • Underground ruins no longer have the same flora as surface ruins.

  • We did some work on the new UI.

    • Added a multiple choice dialog.
    • Added buttons for increasing and decreasing the message log font size.
    • Fixed some missing ASCII character mappings.
    • Fixed some popup menus overflowing the screen.

  • Reduced the number of mutation points granted by the Amphibious defect from 4 to 3.
  • Fixed a big bug with movespeed calculation. Getting your movespeed above 100 now properly makes you move faster.
  • Things with brains no longer catch on fire when standing in the same tile as a campfire.
  • Let's say you mentally dominate a baboon, level up, and want to buy some skills for your baboon friend/thrall. Previously, based on the way NPC attributes were calculated, sometimes you couldn't purchase the skill even if your thrall had the prerequisite attributes. Now you can.
  • Tusks are no longer a substitute for horns. After all, tusks are teeth.
  • 1-point mutationts are no longer included in the choices when you buy a mutation.
  • When you buy a new mutation, exclusions defined in mods are now properly respected.
  • Creatures no longer fail to equip their natural weapons, like claws and bites, when they're stuck in webs or sticky liquids.
  • The special event in the A Call to Arms quest no longer resets when you save and load in the middle of it.
  • Added a downward staircase to the center-right of the Barathrumite enclave in Grit Gate. These stairs let you descend through Barathrum's study level to the underlevels of Grit Gate.
  • Renamed the fungal jungle to The Rainbow Wood in the sidebar and message log.
  • Added salt pool and asphalt pool objects. Their absence was causing [empty] liquids to appear.
  • Fixed an issue with displaying of Warden Indrix's dialog.
  • Fixed an exception with arconaut and Mechanimist pilgrim shopping behavior.
  • Fixed a bug with domination that was causing maps to be remain and memory, leading to a slow but crushing memory leak.
  • Fixed a rare exception during light rendering.
  • Fixed a formatting issue with the opening Joppa story.


  • [ 2016-10-29 04:06:31 CET ] [ Original post ]

    Feature Friday - October 21, 2016

    We have an announcement! Jason, one of our core team's two members, is now working full-time on Caves of Qud! Not only does this mean better weekly patches, but we'll also be bundling updates into bigger feature releases every few weeks. Stay tuned for more info. Until then, here's the first of our new and improved weekly patches.

  • Added a new quest to the end of the main questline: Pax Klanq, I Presume?

    • Gave Pax Klanq dialog.
    • Spruced up Pax Klanq's hut.
    • Renamed the fungal jungle to The Rainbow Wood.
    • Added a new fungal infection: Klanq. You may observe strange behavior among the infected.
    • Added a procedurally-driven quest: Spread Klanq.
    • Added a new item: quantum mote.
    • Added descriptions for Eater's flesh, Eater's fleshcap, and human remains.

  • Added Barathrum the Old.

    • Added Barathrum's study beneath Grit Gate.
    • The stairs leading to Barathrum's study are now locked and require a key.
    • Added Euclid, a Markov-fueled prattleplant that loves to talk.
    • Added new furniture.

      • bookshelves with more procedural books
      • Barathrum clock
      • Barathrum clock with Q Girl pendulum
      • brass foaminator
      • flux gauge
      • electrodicus

    • Added new book: Crime and Punishment

  • Spruced up Q Girl's space, giving her more workbenches and tinker furniture.
  • Goatfolk no longer always hate baboon faction leaders for disproving famous theorems.
  • Added message log entries for NPCs unequipping items.
  • Added message log entries for NPCs tossing items aside.
  • Added clickable tiles for moving to an adjacent map when zoomed in.
  • Fixed tile for Mechanimst catechist.
  • Fixed grammar issue with night-vision goggles' article.
  • Fixed Shem -1's name in the quest text for A Call to Arms.
  • Fixed a liquid duplication issue when pouring volumes onto empty containers laying on the ground.
  • Fixed an issue that caused the sizes of message boxes to grow as more were displayed.
  • Made the text fit better on some character creation screens in the new UI.
  • Slightly increased default UI reference resolution to better accommodate small screens.


  • [ 2016-10-22 04:05:39 CET ] [ Original post ]

    Feature Friday - October 14, 2016

  • We found and fixed a bug with Shank that contributed to its arguably broken power level. In addition to its current effect, it was also improperly reducing your target's AV by 2 as a holdover from its previous iteration.
  • Baetyls now accept all items with the same display name as the item they ask for. This change addresses situations where baetyls seemed to ignore what they asked for, but were really expecting another item with the same display name.
  • Birds have been removed from the faction encounters that can occur near Joppa.
  • Slime-spitting creatures in slimy biomes now correctly spit slime instead of [empty].
  • The opening story that you get upon arriving in Joppa now displays when the new UI is enabled.
  • Pouring freshwater on the skin now properly hydrates amphibious creatures.
  • Tam, the dromad merchant, no longer appears in underground caves.
  • Added support for yes/no popup dialogs to the new UI.
  • Added support for yes/no/cancel popup dialogs to the new UI.
  • The Escape key now properly quits string-input dialogs in the new UI.
  • The Enter key on the keypad now closes 1-button popup meus.
  • Fixed an issue causing some NPCs to reload their missile weapons before they needed to.
  • Fixed 1-point mutations still being included in the choices offered by unstable genome when you had either the Esper or Chimera morphotype.
  • Fixed a few map building recursion loops caused by horned chameleons.
  • Fixed an ASCII display error in fungal biomes.
  • [modding] You can now adjust the multiple of your agility modifier that Shank adds to penetration rolls. It's accessible in GlobalConfig.json.


  • [ 2016-10-15 01:27:46 CET ] [ Original post ]

    Feature Friday - October 7, 2016

  • Monster AI now properly considers maximum range when trying to use a missile weapon.
  • 1-point mutations are no longer included in the mutation choices offered by unstable genome.
  • Watervine farmers now correctly start with skillfull harvestry.
  • You no longer see flurry messages when invisible creatures open into a flurry of blows.
  • Updated descriptions for the following objects.

    • poison gas, scalding steam, and cryogentic mist
    • crusty loaf
    • hunk of cheese
    • Ekuemekiyyen greens
    • food cube
    • smoldered mushroom

  • Fixed an exception caused by a bogus item called FungusPuffer3.
  • Fixed some issues causing auto-movement to not always properly take into account new or destroyed walls.
  • Fixed an exception occasionally caused by covering items with liquid (e.g., spraying an item in your inventory with freshwater).
  • Fixed an issue that occasionally caused dismembered limbs not to regenerate.
  • Fixed an exception caused by monster AI using the area of effect abilities.


  • [ 2016-10-08 01:09:23 CET ] [ Original post ]

    Feature Friday - September 30, 2016

  • If you return to the surface from world map, without moving on the world map, you will return to the same location on the surface.
  • Added an overlay UI for the character confirmation and name screens during character creation.
  • Added an overlay UI inputting text.
  • Added an overlay UI for single-button popups.
  • Added an extra digit of precision to the dram display on the trading screen.
  • Fixed an issue with unstable genome incorrectly removing mutation points


  • [ 2016-10-01 00:46:08 CET ] [ Original post ]

    Feature Friday - September 23, 2016

  • We tweaked some of the parameters around fungal infections.

    • Have you contracted glowcrust? Are you wondering why you grow a fungal outcrop body part that's always unequipped? It's supposed to periodically grow luminous hoarshrooms that you can eat. Today, we fixed this unfortunate bug. Glowcrust apologizes for appearing like a parasite when it's clearly a symbiote.
    • Reduced the frequency of brooding azurepuffs and brooding goldpuffs in high-tier fungal biomes.
    • Ichor merchants now always sell desalination pellets.
    • Lowered the cost of desalination pellets.
    • We added a guaranteed apothecary and ichor merchant to the SE corner of the Stiltgrounds.
    • Slightly lowered the cost of Corpus Choliys.

  • When someone in a party kills a monster, they now gain XP based on their level, not the level of the creature that struck the killing blow. This change means that your lower-leveled followers, like beguiled creatures, gain XP at the correct rate.
  • Dominated creatures now gain XP.
  • The unstable genome mutation picker is now scrollable and displays details for each mutation option.
  • We split the option to allow mouse input into two options: 'Allow mouse input' and 'Allow mouse movement'. This change lets you enable mouse input without worrying about accidentally click-moving.
  • Gave Phinae Hoshaiah some basic dialog.
  • Fixed a bug that caused procedurally generated books to be worth nothing.
  • Fixed an issue causing ruin-based maps to fail to build past level 29 in the underground.
  • Added a chronology event for cloning yourself.


  • [ 2016-09-24 03:11:15 CET ] [ Original post ]

    Feature Friday - September 16, 2016

  • The update is early (and small) this week because we're attending the Roguelike Celebration in San Francisco! Talks from the event should be streamed. Check out https://roguelike.club for info.
  • Added procedural books to the inventories of some NPCs.
  • Added firing sounds for musket, borderlands revolver, semi-automatic pistol, and chaingun.
  • Added combat sounds for missing in melee and blocking with as shield.
  • Added reload sounds for pump and combat shotguns.
  • Changed some of Otho's dialog before he offers you the Earl of Omonporch quest.
  • Fix a few instances of dialog running over its bounding box.
  • Added a separator to the look, target, and fire selector menus to make the options easier to distinguish.
  • Snapjaws in Red Rock no longer spawn with high-powered grenades.
  • Fixed a rare exception when building slime biomes.
  • (modding) Added a new part, StandaloneMarkovBook, that can be added to a procedurally-generated book object to generate its contents based on a previously generated Markov chain. For example,


  • [ 2016-09-16 07:14:12 CET ] [ Original post ]

    Feature Friday - September 9, 2015

  • Added a new chromeling to Grit Gate, Shem -1.
  • We made a few changes to the mainline quest, A Call to Arms.

    • Removed the optional step for keeping Otho alive.
    • Added an optional step for keeping Sparafucile alive.
    • Added an optional step for keeping Shem -1 alive.
    • Mafeo is no longer replaced by an urshiib merchant if he dies.

  • Added new art for the inhabitants of Kyakukya.

    • New tile for Mayor Nuntu. *tips hat*
    • New tile for Svenlainard.
    • New tile and color scheme for Yurl.
    • New tile and color scheme for Kyakukya hunter.
    • New tile and color scheme for mushroom gatherer.
    • New tile and color scheme for worshipper of Oboroqoru.
    • New tile for statue of Oboroqoru.
    • New tile for Oboroqoru, Ape God.
    • Changed human child's tile and color scheme.

  • Changed scrap-clad hermit's tile.
  • Added a scroll bound by kelp to the human remains in the fungal jungle.
  • Added new sounds for the following actions.

    • seed-spitting vine ranged attack
    • slugsnout and two-headed slugsnout ranged attack
    • bows & dart guns firing
    • sparking baetyls sparking

  • Expanded the quest framework to support a new type of quest, coming soon.
  • Scouts report that Pax Klanq is genetically engineering a fungal infection to spread himself around Qud. It's resistant to the normal methods of treatment.
  • [modding]Added a new sound tag, MissileWeaponFire.


  • [ 2016-09-10 03:55:56 CET ] [ Original post ]

    Feature Friday - September 2, 2016

  • Added the mutation selection screen to the new UI. Since it's such an important and complicated menu, we expect to iterate on it a bunch.
  • Added some new encounters to the flower fields. Yonderbrush, forest fires, and bears, oh my!
  • Molten wax can now catalyze soup sludges.
  • Added waxen pseudopods.
  • Fixed soup sludges inheriting from the wrong sludge supertype.
  • Renamed security turret to the more appropriate "musket turret".
  • Changed musket turret's tile to a proper turret tile.
  • Added a new book tile.
  • Added new tiles for scrolls, some furled and some unfurled.
  • Gave each handwritten book a proper book or scroll tile.
  • Gave procedurally-generated books a random book or scroll tile and a random detail color.
  • Updated the descriptions for yuckwheat and yuckwheat stem.
  • Updated the description and eat message for canned mystery meat.
  • You can no longer chat with creatures across dimensions.
  • Braces ({}), which are used to mark metadata, no longer appear in help topics.
  • Made a small update to the game credits.
  • [modding] Added a new part, RandomDetailColor, that assigns a random detail color to an object's tile.
  • [debug] Added some wish tools for debugging quests and conversations.


  • [ 2016-09-03 02:33:15 CET ] [ Original post ]

    Feature Friday - August 26, 2016

  • Added tile variants for various farmer NPCs.
  • Changed Mehmet's tile.
  • Changed Putus Templar warden name to knight templar.
  • Added a new tile for knight templars.
  • Added a new tile for knight templar faction leaders, warmongers amongst the true.
  • Tweaked the title modifiers on procedurally-generated book. Every book doesn't have a volume or edition number now.
  • Added more procedurally-generated books to Nuntu's bookshelf.
  • Procedurally-generated books are now worth various amounts.
  • Added a new overland tile for the Six Day Stilt.
  • Updated the tile for Shekhinah's hologram.
  • Added new overland tiles for the fungal jungle.
  • Changed Pax Klanq's skill profile. He's a master tinker now.
  • Changed Pax Klanq's attributes and HP.
  • Gave Pax Klanq a description.
  • Added wax blocks and wax nodules. They melt into molten wax.
  • Molten wax puddles cool into wax blocks or wax nodules, depending on the liquid volume of the puddle.
  • Molten wax now warms you if you step into it, drink it, or pour it on yourself.
  • Changed the descriptions of soup sludges.
  • Removed the fail chance from desalination pellets.
  • [modding] Added a new part, CommerceRangeValue, that lets you define a range for the commerical value of an item. Example:


  • [ 2016-08-27 08:41:41 CET ] [ Original post ]

    Feature Friday - August 19, 2016

  • We did some work on the character generation screens for the new UI. You can enable the protoype UI by checking Overlay UI > "Enable overlay user interface elements" in the Options menu.

    • Added a character type selection screen.
    • Added a genotype selection screen.
    • Added a subtype selection screen.
    • Added a stat selection screen.
    • Fixed the brief flicker that occurred when you enabled or disabled the overlay UI.

  • Fixed Unstable Genome's display name.
  • Fixed a typo in the Select Arcology & Caste screen title.
  • Added a new liquid: wax.
  • Candles now drip wax.
  • Reduced the rates that soup sludges spawn.
  • Tweaked and added descriptions for some creatures and natural weapons.

    • brooding goldpuff and brooding azurepuff
    • slumberling
    • seed spit
    • spark tick
    • segmented mirthworm
    • scorpiock

  • We did some more prep work for the new Mechanimist library. Taking a page from librarians of the past, Mechanimist scholars are busy dusting off marble busts and casting globes from dawnglider eggs. Expect to see them soon.
  • [redacted main quest information coming out of the fungal jungle] Just listen to everything Pax Klanq says. He'll have a new request for you in a week or two.


  • [ 2016-08-20 05:45:32 CET ] [ Original post ]

    Feature Friday - August 12, 2016

  • New piece of furniture: candelabra
  • You may now find the remnants of study alcoves in the caves of Qud. Who knows what fates befell their lettered occupants? Anyway, their valuable books are yours now.
  • You now get a warning popup when you try to sunder your own mind.
  • Inanimate objects can no longer spit slime.
  • You can no longer pick up fused security doors.
  • When you click on an object in a tile, you're no longer asked to clarify the direction.
  • Fixed some missing tooltips.
  • Removed some invalid objects from dynamic population generation.
  • Fixed the UI not dismissing some screens when you right-clicked.
  • Fixed an issue with the main menu logo size on very small screens.
  • Fixed an issue that occasionally prevented clicking on the left side of the screen.
  • Fixed some exceptions when creating game objects.
  • Fixed a rare exception when creating force bubbles.
  • Fixed an AI issue that occasionaly froze the game when descending into Bethesda Susa.
  • Fixed a rare issue caused by stairs appearing in graveyards.


  • [ 2016-08-13 05:24:34 CET ] [ Original post ]

    Feature "Friday" - August 4, 2016

  • Hey, all. The patches this week and next week are a bit light on content since we'll be attending the International Roguelike Development Conference in New York! Both of us (Brian and Jason) are speaking, and the talks will be streamed, so check it out if you're interested: https://www.twitch.tv/roguelike_con
  • Added a particle effect to campfires.
  • In support of the pursuit of knowledge, we added some book-related things.

    • Added procedurally-generated books. Who knows what wisdom is stowed in their pages?
    • New piece of furniture: bookshelf.
    • Replaced the table with a bookshelf in Nuntu's hut at Kyakukya.
    • Added a couple procedurally-generated books to Nuntu's bookshelf.

  • Fixed an issue with some true kin subtypes not having the proper resistances.
  • Fixed a formatting issue with Mehmet's dialog.
  • Fixed an issue with dual wield powers not applying correctly.
  • Changed the default MP gain for creatures with no subtype to 1 instead of 0.
  • [modding] We made some updates and fixes to the map editor.

    • Added a display for the currently selected blueprint.
    • Added a view for the selected cell.
    • You can directly edit the blueprints in the selected cell.
    • You can now delete blueprints from the selected cell.
    • Right-clicking now removes the topmost object in a cell.


  • [ 2016-08-05 02:33:39 CET ] [ Original post ]

    Feature Friday - July 29, 2016

  • We did a lot of backend work to add a framework for graphical effects.

    • Torchposts and braziers now produce smoke and flame particles.
    • Six Day Stilt cathedral braziers now burn an appropriately cyan light.
    • Expect more particle effects in future patches.

  • Added signs outside the hookah tents in the Stiltgrounds.
  • [modding] Yau can add a new tag, NoDataDisk, to objects with the TinkerItem part. This tag prevents data disks with that item's blueprint from spawning.
  • Updated descriptions for the following items.

    • basic toolkit
    • pickaxe
    • hoversled

  • Added a tile for fused security door.
  • Changed the background color on security door tiles to make them more readable.
  • Slog of the Cloaca's corpse is no longer included as a component for fungal infection cures.
  • Optimized the memory usage of ASCII graphical effects.
  • Mechanimst scholar monks continue their tireless efforts to construct a library at the Six Day Stilt. Some of the recent texts they've unearthed include:

    • Instructions for the Rarest of Circumstances
    • Skin; Accounts Vary Accordingly
    • Mustachioed Man Wears a Costume, Vol. VII

  • One sage has even gone so far as to claim that the number of texts in Qud may approach infinity...


  • [ 2016-07-30 05:35:29 CET ] [ Original post ]

    Feature Friday - July 22, 2016

  • Made the zone builder more robust. You can now break out of infinite zone build loops as well as report the error to us.
  • Added some new descriptions to the world map.

    • The water tiles have been replaced with tiles and descriptions for the River Svy, the River Opal, Opal's duskwaters, the River Yonth, and a mountain stream.
    • Added a description to salt dunes.
    • Added a description to the fungal jungle.

  • Replaced some extraneous graphics quality options in the launcher with two simple options: Standard and No Vsync.
  • [modding] Mutations.xml now supports a Type paramater on mutations that overrides the default mutation types (physical or mental).
  • Fixed: Getting dragged through a sticky substance no longer consumes the creature's energy.
  • Fixed: Baetyls no longer try (and sometimes succeed in trying) to move around.
  • Fixed: Some faction-to-faction relationship changes weren't persisting into loaded games.
  • Fixed several items that use multiple slots not properly requiring them.
  • Fixed: The option picker dialog no longer hides the selection caret. It also scrolls properly now.
  • Fixed: During character creation, mutation selections no longer stick around around when you back up to the genotype selection screen.
  • Fixed: Your character's tile graphic no longer lags behind when you move while zoomed.
  • Fixed a typo in quadruped and fish bodies.
  • Fixed a typo in the description of Greybeard.
  • Fixed some issues with the map editor.


  • [ 2016-07-23 05:45:33 CET ] [ Original post ]

    Feature Friday - July 15, 2016

  • We added a framework for game sounds.

    • Added a few basic sounds.
    • Added an AmbientSoundGenerator part. [modding]
    • Added support for OpenSound and CloseSound tags on the Door part. [modding]
    • Added support for ReloadSound tag on the MagazineAmmoLoader part. [modding]

  • When you get a hunger or thrist warning on the world map, you're now asked if you want to stop travelling. If you choose to continue, you won't be spammed with more hunger and thrist popups.
  • The following properties are now available as Genotype and Subtype data: BodyObject, BaseHPGain, BaseMPGain, BaseSPGain, Tile, DetailColor, StartingLocation, MutationPoints and Reputation. [modding]
  • Items with clips and cells are now automatically unloaded when they're disassembled.
  • Added support for a mutation MaxLevel attribute in mutations.xml. The defaults is 10. [modding]
  • Added an option to cap keystroke buffering at two commands. It defaults to 'no'. From the Options menu, User Interface > 'Limit the input buffer to two commands'.
  • Fixed: Fungal infections no longer infect body slots equipped with natural equipment (for example, Carapace).
  • Fixed: Jewel-encrusted items no longer lose their jeweled display after you save and load. No more fake jewels. (although...)
  • Fixed: Stats now properly reset when you back up to the genotype selection screen during character creation.
  • Fixed: You can no longer have multiple 'lost' effects at one time.
  • Fixed: Priest of All Moons stat bonus are correct again.
  • Fixed: Liquid-spitting creatures like sludges no longer cause exceptions when they spit.
  • Fixed an exception that sometimes occured while curing fungal infections.
  • Reduced sandstone's HP pool.
  • Fixed: The rusted archway should always generate with stairs down now.
  • Added a level-up animation for the player.
  • Mechanimist scholars have resumed their work preparing the library at the Six Day Stilt cathedral for use.

    • Added a Corpus Generator to the Modding Utilities menu.
    • As some anonymous Qud author says, "Spittle flies from its bleating mouth into a ploughshare and dissolved his kingdom." [quoted from one of the countless hoary tomes unearthed by the Mechanimists]


  • [ 2016-07-16 04:32:23 CET ] [ Original post ]

    Feature Friday - July 8, 2016

  • Added a daily challenge.
  • We made some more modding enhancements.

    • Genotypes, castes, and callings are now data driven and can be modded. Check out genotypes.xml and subtypes.xml.
    • The Steam Workshop Uploader is now scrollable for small views.
    • You no longer have to restart the game for newly approved mods to take effect.

  • Changed some misleading language when you're evening up a trade with water.
  • Cleaned up some of the Skill descriptions.
  • Eater's flesh now has a special interaction with Mass Mind.
  • Removed some extraneous debug commands.
  • Added tiles for these items.

    • night-vision goggles
    • spectacles
    • folding chair
    • vinewood sap mask and gas mask
    • telescoping monocle

  • Added a new book: a scroll bound by a strand of kelp

    • "I come from the west. My parents sold me into slavery as a babe, though the practice had been formally abolished in Perth years earlier. As a boy I cut my teeth on the reefs of the Shore of Songs, and lulled the Pale Sea to sleep with many a hymn, that she might return our sailors from the Black Stair unscathed. How the melodies whisked inside my skull even then. I was given no name at birth, but the sailors called me Catu."


  • [ 2016-07-09 04:06:12 CET ] [ Original post ]

    Feature Friday - July 1, 2016

  • We added more modding support.

    • Added scripting (.cs) support for the following things.

      • parts
      • skills
      • mutations
      • effects
      • part builders
      • zone builders
      • encounter builders
      • inventory builders
      • conversation scripts
      • quest scripts

    • Mods that use scripting require manual approval on the Installed Mod Configuration screen. To navigate to that screen, you need to enable the overlay UI.
    • .rpm maps can now be fully or partially modded by including a map of the same name in the root of a mod folder. A load="Merge" tag combines cell elements instead of overwriting them. You don't need to define all the cells when modding an existing map.
    • Added two new tutorial mods, "Two Ctesiphus" and "Hued Ctesiphus".
    • Added a bunch of new modding documentation: https://freehold.atlassian.net/wiki/display/CQP

  • Added a separate overlay UI option to enable overlay buttons: From the Options menu, choose Overlay UI > 'Show overlay button bar.'
  • Drinking enough wine or cider gets you drunk again.
  • Our top sludge researchers have published their new findings.

    • When a sludge catalyzes a liquid, it now gains some levels, HP, and quickness.
    • Added lush and spiced sludges. Some arconaut in a hookah tent is telling everyone to let them hit you and you'll get a buzz.
    • Added sludgy sludges. Sludgy sludges attack with sludgy pseudopods and rust your stuff with sludge.
    • Added gooey sludges. They're probably poisonous.
    • Added putrid sludges. Don't fight them on a full stomach.
    • Added oozing sludges. These guys don't have any sort of negative effect so you should go introduce yourself.
    • Added luminous sludges. They're also friendly.
    • Added homogenized sludges. Findings redacted.
    • Added neutronic sludges. Then all the researchers died.


  • [ 2016-07-02 05:45:20 CET ] [ Original post ]

    Feature Friday - June 24, 2016

  • We added Steam Workshop support.

    • The workshop is now live for everyone.
    • Added a Steam Workshop uploader, accessible from the Modding Utilities menu.
    • Added a tutorial mod to the workshop called Blue Ctesiphus. This mod completely alters the Caves of Qud experience by changing Ctesiphus's color from magenta to blue.
    • Added an Installed Mod Configuration menu, accessible from the main menu when the overlay UI is enabled.
    • Added workshop documentation to the modding wiki (https://freehold.atlassian.net/wiki/display/CQP/Caves+of+Qud+-+Technical+Guidebook).

  • Added tiles for these items.

    • square cap
    • chainmail coif
    • all other varities of metal helmets
    • headlamp
    • recycling suit
    • Fist of the Ape God
    • throwing axe
    • eigencannon
    • copper, silver, and gold key

  • Along the banks of the fungal jungle's primordial soup rivers, gelologists continue to observe the strange congealing of soup sludges.

    • Lava sludges congeal out of soup and lava mixtures again, and now they're appropriately flaming when they congeal. They no longer instantly turn into shale.
    • Added slimy, oily, and unctuous sludges. Their pseudopods are slippery, so hold on to your weapons.
    • Added bloody sludges. They are kind, noble beasts who just want to drain your life essence.
    • Acid sludges congeal out of soup and acid mixtures again. It hurts when they touch you, because of acid.


  • [ 2016-06-25 00:28:46 CET ] [ Original post ]

    Feature Friday - June 17, 2016

  • We added some modding features.

    • Added a Modding Utilities menu to the overlay UI. It's accessible from the bottom right of the main menu. (To enable the overlay, from Options > User Interface, click 'Allow overlay user interface elements').
    • Ported the map editor to the new UI and linked it from the Modding Utilities menu. We also removed the F11 shortcut.
    • Added a modding documentation wiki and linked it from the Modding Utilities menu. Here it is: https://freehold.atlassian.net/wiki/display/CQP/Caves+of+Qud+-+Technical+Guidebook
    • Added support for true color tiles in mods.

  • Added tiles for these items.

    • chain mail
    • ulnar stimulators
    • all varieties of metal gauntlets
    • all varieties of cloth and leather gloves
    • leather boots
    • chain boots
    • all other varieties of metal boots
    • grassy yurtmat
    • electric snail shell
    • forked-horned helm

  • Added a salty pseudopod to salty sludges. It probably doesn't dehydrate you to death (*nods assuredly*).
  • Added a honeyed pseudopod to honeyed sludges and a tarry pseudopod to tarry sludges. Tar and honey are sticky, so you figure it out.
  • When soup sludges spit liquid, the color of the animation now matches the types of liquids spit.
  • When an NPC tries to eat or drink while full, you no longer get the popup dialog asking you to confirm the decision.
  • The overlay message log no longer blocks tile clicks, making the overlay 7648% more usable.
  • Added a draggable corner tab to resize the overlay message log.
  • Fixed an error that occurred when you used Temporal Fugue with a fungal infection.
  • Fixed an issue where the main menu displayed while you loaded a game.
  • Fixed an issue where large message log contents that were causing crashes.


  • [ 2016-06-18 03:18:28 CET ] [ Original post ]

    Feature Friday - June 10, 2016

  • We nerfed Shank. Now, your short blade attacks are modified by half your agility modifier rather the full amount.
  • Weapon penetration displays now take Shank into account.
  • We added a few features to the prototype overlay UI, which you can enable in the Options menu (User Interface > Allow overlay user interface elements)

    • There's a gorgeous, new main menu courtesy of Cyril van der Haegen. An army of torches mounts Tel Qorna crosswise the patina of Qud's aurorae.
    • The help pages were converted to the new UI.

  • Added new tiles for these creatures.

    • chromeling
    • plated chromeling
    • electrofuge
    • worker ant
    • fire ant
    • fire ant queen
    • scrap-clad hermit
    • leering stalker

  • Added a new tile for plastifer sneakers.
  • Added some humanoid corpse varieties to certain encounters.
  • Added occasional trash piles to the unaffiliated caves encounters. Sometimes there's an extra big pile with some overlooked artifacts. Of course, big piles tend to attract arconauts. You're not the only adventurer in Qud, you know.
  • Slime puddles were slipping on other slime puddles, causing huge nested slips during the generation of slimy biomes. We fixed that. Qud is a serious place and the image of slime puddles clumsily slipping on each other doesn't belong here.
  • Fixed an issue causing 'replay most recent character' to fail.
  • We now allow .png textures from mods to override .bmp core files.
  • Fixed some issues around the equipment of cloned creatures incorrectly referencing the equipment of the original creature. For example, when your Temporal Fugue clones attempt to reload their weapons, you won't get the reload prompt any longer.
  • Added Cyril van der Haegen and Laura Bucklew to the art credits.


  • [ 2016-06-11 03:47:40 CET ] [ Original post ]

    Feature Friday - June 3, 2016

  • Glowcrust infections no longer spew spore clouds. That's exclusive to fickle gill.
  • Rumors abound of adventurers discovering Mechanimist statue-shrines deep in the caves of Qud. Did the sculptress Petramaia base her Six Day Stilt creations on earlier works?
  • Added new tiles for these items.

    • medical locker
    • nanopneumatic jackhammer
    • leather and studded leather armor
    • various plate mails
    • cloth overalls
    • leather apron
    • various energy cells
    • laser pistol
    • overloaded laser pistol
    • plastic tree

  • Added a few variations to corpse splats.
  • Added the 'seed: n' wish, which sets the world seed to 'n'.
  • Quest-based chronology entries actually appear in the chronology now.
  • When NPCs overdose on shade oil, they no longer recursively spawn infinite shadow selves.
  • Copies of perennial, named NPCs no longer appear in unaffiliated caves. ("Are those three copies of Oboroqoru, Ape God?")
  • Fixed an issue that occasionally caused map building to fail, particularly in and around Bethesda Susa.
  • Fixed some issues that occasionally caused maps to rebuild.
  • Fixed some map builders that weren't properly tied to the world seed.
  • Fixed cave layouts being too similar along the Z axis.
  • Removed some redundant data storage in save files.
  • Fixed a rare corner case that caused maps to build forever.
  • Mod support: added 'AdjacentTo:' and 'AdjacentToStartsWith:' population placement hints.


  • [ 2016-06-04 04:04:39 CET ] [ Original post ]

    Feature Friday - May 27, 2016

  • We added a fungus-based biome.

    • The biome appears in 3 grades: Fungus Patch, Fungus Grove, and Fungus Forest.
    • Spotted shagspooks, dandy caps, and brooding puffs appear in varying amounts.
    • Valuable liquid weeps, which Qud's botanists have identified as lichen, lend their hues to the surrounding mushrooms.
    • There are two new creature templates for creatures generated in fungus-based biomes: "friend to fungus" and "fungus-ridden".

  • We spiced up the unaffiliated cave population some more.

    • "Look! The bear is distracted by all that honey."
    • "What's this patch of blue fron..?" *poof*
    • "Jordi, there's a forge here!"
    • "Is that a pool of... vomit?"
    • "Kitty."

  • Reduced the density of all biomes across the world map.
  • Added chronology entries for fetching an old man knickknacks and stumbling upon flattened remains.
  • Tweaked the appearance of item weights in the list picker.
  • Optimized the storage of some map data.
  • Made the cave populator smarter about cave geography.
  • Added support for dynamically generated population tables.
  • Fixed an uncommon map build hang.
  • Fixed an issue that was causing several effect-on-melee powers, including Qudzu, to not work properly.
  • Fixed an issue where beguiled followers wouldn't attack their current active target if the player wasn't actively hostile to that creature. They would just sit around doing nothing instead.


  • [ 2016-05-28 02:34:13 CET ] [ Original post ]

    Feature Friday - May 20, 2016

  • We enabled biomes.

    • A few weeks ago, we added a prototype for biomes, which alter the flora and fauna of maps and appear procedurally throughout the overworld and underground each game. This week, we enabled them by default and removed the biome option from the Debug menu.
    • Currently, there's a slime biome, an asphalt biome, and a qudzu biome. Each has 3 grades.
    • Qudzu symbiotes in the qudzu biome are no longer hostile toward qudzu. Hey symbiotes, qudzu are your friends now.
    • The qudzu tile's background color is no longer brown when the qudzu is unattached from a wall.

  • We've started to work on a new population engine for the cave systems that aren't affiliated with the major dungeons. The engine is aware of the geography of the cave. Now you find things like:

    • a tough monster and its treasure horde in the far reaches of a cave
    • more artifacts in isolated cave pockets
    • freshwater pools with glowfish and glowpads
    • recently departed campsites
    • tarnished ruins with turrets
    • sparking baetyls
    • Expect tweaks and more cave work soon.

  • Glowcrust was sometimes failing to successfully colonize a body part. That doesn't happen now.
  • When you contract multiple glowcrust infections, you now properly grow multiple 'fungal outcrop' body parts.
  • All description text is now obfuscated when you're confused.
  • Master butchers can now properly harvest black puma haunches.
  • Fixed some issues where beguiled creatures didn't change their behavior when beguiled.
  • Fixed an issue causing some valid character codes to be treated as invalid.
  • Fixed an issue where repeatedly equipping and unequipping an item that modified your reputation would keep reducing your reputation.
  • Fixed an exception in the area of effect targeter.
  • Changed the bridge tile.


  • [ 2016-05-21 04:19:40 CET ] [ Original post ]

    Feature Friday - May 13, 2016

  • Fungi enthusiasts, rejoice! We added fungal infections.

    • Depending on your disposition, stay clear—or near—puffing mushrooms.
    • In cases of infection, a certain species of fungus colonizes a region of the body, rendering that body part unequippable but providing some benefit. Naturally, acquiring a fungal infection increases your reputation with fungi. The Consortium of Phyta, however, won't be pleased.
    • New fungal infection: fickle gill

      • As Beniyayut Iym, physician to the farmstead Kardis, reports: "In cases of fickle gill, infection culminates in the formation of fleshy, spore-bearing gills in the colonized region. Upon certain stresses, typically under bodily harm, the gills flex and release a cloud of spores, numbering in the thousands, that shower onto adjacent parties, ostensibly protecting their host. The rained spores in turn colonize their new hosts, rating this disease among the most contagious."

    • New fungal infection: glowcrust

      • Iym, again: "The appearance of frosty, luminous nodules characterize this colony. As is always the case with symbiosis, the fungus does seem to 'benefit' its carrier by coarsening the skin and providing some protection from the elements. Some patients report gratification in consuming the edible hoarshrooms that sprout from their skin; accounts vary according to the personalities of the afflicted."

    • Added a new section on fungal infections to the Corpus Choliys, including their procedurally-generated cures.
    • Added choronolgy entries for getting and curing fungal infections.
    • Split brooding puffers into two separate creatures, brooding goldpuffs and brooding azurepuffs. They each spew spores, but which type? Who knows.

  • Added tooltips to the overlay buttons.
  • Burrowing claws grown from injecting a skulk tonic are no longer permanent.
  • Effects now properly clear on the world map.
  • Fixed some map generation issues with maps along the bottom edge of the world map.
  • Fixed a rare exception with the area of effect targeter.
  • Fixed an issue where unequipping certain items incorrectly added reputation instead of subtracting it.
  • Fixed the Yes/No/Cancel dialogs not being properly clickable.


  • [ 2016-05-14 03:35:05 CET ] [ Original post ]

    Feature Friday - May 6, 2016

  • New item: spray bottle. Use it to spray a 2-dram liquid concoction onto items.
  • Did some structural work toward adding fungal infections. Expect some new entries to the Corpus Choliys soon (*cackles*).
  • Taught monster AI to use tonics, force bracelets, and a certain artifact shield.
  • Added a 'floating nearby' slot to the following body types: quadrupeds, fish, oozes, crabs, and turrets.
  • Consolidated 'watervine swamp' and 'salt marsh' regions.
  • Added descriptions on the world map for the following tiles: salt marsh, desert canyons, banana grove, ruins, deathlands, hills, mountains, flower fields, and jungle.
  • Added tiles for the following creatures:

    • rifle turret
    • chaingun turret
    • laser turret
    • rocket turret
    • Pax Klanq

  • In-game tombstone inscriptions are no longer blank when you quit and reload.
  • Fixed an issue that caused reputation-modifying items to change your rep when they were equipped by NPCs.
  • Fixed an issue where non-visible hostile creatures would prevent auto-explore from attempting to explore an area.
  • Fixed an issue with auto-get not working when non-visible hostiles were nearby.
  • Fixed an issue that caused objects you had dropped to be ignored during auto-explore.
  • Fixed the bottom status bar inappropriately blocking tile clicks.


  • [ 2016-05-07 07:25:34 CET ] [ Original post ]

    Feature Friday - April 29, 2016

  • We improved auto-explore.

    • The algorithm auto-explores much more intelligently.
    • Added an option to open chests while auto-exploring (under Autoget options; defaults to yes). Chests with owners won't be opened.
    • Added an option to pick up items flagged for auto-get while auto-exploring (under Autoget options; defaults to yes).

  • Added tiles for the following items.

    • torch
    • leather cap
    • elastyne skull cap
    • small stone
    • witchwood wreath
    • Issachari sun veil
    • Issachari banner
    • droid scrambler

  • Added a new music track that plays occasionally when you're underground.
  • Added a Joppa world map tile.
  • You can no longer offer gifts to hostile creatures.
  • We did some sludge refactoring for the next few updates.
  • Sludges now consume some amount of the liquids that catalyze them.
  • Character chronologies now include the times you witness the rare formation of a penta+ sludge.
  • You no longer need two backs to equip a portable beehive (unintentional Shakespeare reference).


  • [ 2016-04-30 04:56:08 CET ] [ Original post ]

    Feature Friday - April 22, 2016

  • You can now give items to followers and command them to attack targets. 'L'ook at them, then hit 'G' or 'A' (follower options appear in the corner of the screen). Be careful, followers don't like to give items back.
  • Rejoinder now costs 300 skill points and requires a 29 agility.
  • Added mouse support to Pick Mutations and Select Calling screens during character creation.
  • Creatures now attack with their torsos less often. When a creature's primary appendage is severed, it'll prefer making offhand attacks with hand-type appendages. If it doesn't have any, a torso attack is still a possibility.
  • We made some updates to the High Scores screen.
    • Fixed it to work at all.
    • Made it scrollable.
    • You can press space or enter on a high scores entry to see its tombstone file.

  • Vomiting now produces 2-3 drams of putrescence (look, it's necessary for related bit of design).
  • We're in the middle of putting into place a new design for sludges created from primordial soup. When soup is mixed with a liquid, it now creates a monosludge. For example, 'acidic monosludge' or 'oily monosludge'. When the monosludge moves through a pool of a second type of liquid, it catalyzes into a disludge. E.g., 'acidic spiced disludge.' Then a trisludge. And so on. Stay tuned for updates to the effects each liquid applies to a sludge.


  • [ 2016-04-23 04:06:59 CET ] [ Original post ]

    Feature Friday - April 15, 2016

  • We made some optimizations to memory usage and saved games. NOTE: This patch breaks save compatibility. If you want to continue playing your old saves, switch to the 'previousstable' branch (Right-click Caves of Qud in your Steam library > Properties > Betas > select 'previousstable').

    • Reduced the size of saved games by about 80%!
    • Reduced the time to freeze and thaw zones by about 80%!
    • Reduced the size of frozen zone files by about 80%.
    • Reduced the save size of most underground levels by an extra 30% or so.
    • Greatly reduced the save overhead of commonly stacked inventory objects.
    • Reduced memory usage by about 75MB.

  • Added tiles for the following creatures.

    • pygmy forager
    • pygmy runt
    • pygmy blowgunner
    • pygmy stalker
    • chrome idol
    • cloneling
    • drillbot
    • honey skunk
    • agolzvuv
    • glow-wight cultist of Bethsaida
    • young ivory
    • seed-spitting vine

  • Added tiles for the following items.

    • nylon bodypack
    • copper wire
    • cybernetics credit wedge
    • light-obfuscating lens
    • amaranthine prism
    • symbiotic firefly

  • Fixed hostile creatures not appearing red in the alt overlay.
  • Molting basilisks and their husks no longer have different tiles.
  • Repaved the Coral Path with bricks.
  • Renamed 'Godshroom' to 'Eater's Flesh' and changed its tile.
  • Eater's fleshcaps are now harvestable with Master Harvestry.
  • Added an Eater's flesh patch to the center of the fungal jungle.
  • Added some human remains to the flesh patch.


  • [ 2016-04-16 04:37:42 CET ] [ Original post ]

    Feature Friday - April 8, 2016

  • Added tiles for the following creatures.
    • salt kraken
    • Issachari raider
    • Issachari rifler
    • twinning lamprey

  • Qud's cartographers made great strides this week, discovering not only that the fungal jungle looks nothing like it was conjectured, but also that it's located in an entirely different region of Qud.
    • The fungal jungle was moved to a more southernly location.
    • The fungal jungle overland terrain tiles were changed.
    • Added a few new grass tiles.
    • Liquid-secreting lichens were renamed to liquid weeps. For example, 'acid-secreting lichen' -> 'acid weep'.
    • Added more weeps! Water, cider, gel, asphalt, salt, oil, wine, and slime.
    • As it turns out, there are mushrooms in the fungal jungle. Added spotted shagspooks, dandy caps, and brooding puffs.
    • Mushrooms take on the pigment of their nearby weeps.
    • Oozes no longer hate fungi.
    • The hallucination effect was changed. It should induce fewer headaches now.

  • Added support for pinch gestures.
  • Add mouse support to Select Arcology and Caste screen for true kin.
  • Hovering over conversation choices now highlights them.
  • Fixed left click not closing text input dialogs.
  • Fixed some issues that caused stairs not to generate in Bethesda Susa.
  • Fixed an issue that caused overland encounters not to trigger.
  • Reduced saved game file size by ~60%!
  • Popup dialog choices are now clickable.
  • Fixed an exception when applying the Rusty creature template to robots.


  • [ 2016-04-09 05:48:42 CET ] [ Original post ]

    Feature Friday - April 1, 2015

    • Qud just got more picturesque. Added new tiles for the following creatures and objects.
      • chrome pyramid
      • booster bot
      • scrap shoveler
      • ice frog
      • leech
      • bloated leech
      • segmented mirthworm
      • quillipede
      • scorpiock
      • spark tick
      • irritable tortoise
      • small, medium, and large boulders
      • campfire
      • copper, silver, and gold nuggets

    • Qud just got more descriptive. Added new descriptions for the following creatures and objects.
      • girshling corpse
      • glowfish corpse
      • young ivory
      • goatfolk
      • hide-sheathed hermit
      • horned chameleon
      • knollworm
      • knollworm jerky
      • plated knollworm
      • ice frog

    • The wire strand description now makes it clear that it's copper wire.
    • Added a hallucinogen to the fungal jungle (more info to come).
    • The fungal jungle no longer has procedural biomes.
    • Roads and salt water rivers no longer appear in the fungal jungle.
    • Fungal jungle maps now generate with their lichen-fueled pools pre-secreted.
    • A prodigy mushroom scientist has taken residence in the fungal jungle, half a dimension over.
    • Fixed an issue causing the High Scores screen to be blank.
    • Fixed an issue causing the Joppa graveyard fence to be removed along the border of the map.


    [ 2016-04-01 23:55:20 CET ] [ Original post ]

    Feature Friday - March 25, 2016


    • Added tiles for the following creatures.

      • rhinox
      • yempuris phi
      • disciple of the sightless way
      • -novice of the sightless way
      • sewage eel
      • ironshroom
      • lurking beth
      • yonderbrush
      • agolmaggot
      • plastronoid
      • rimewyk
      • voider
      • spitting slug
      • Slog of the Cloaca
      • Jotun, Who Parts Limbs
      • Fjorn-Kosef, Who Knits the Icy Lattice
      • Haggabah, Who Plies the Umbral Path

    • Added 3 grades of a rust-based biome: rusty, rust-shrouded, and rust bog.
    • Added some creature templates for creatures generated in rust-based biomes: rusted (for robots) and qudzu symbiote (for living creatures).
    • Added a rust-chewed reward in rust bogs.
    • Biomes no longer appear in certain preset locations such as Joppa, Golgotha, and Bethesda Susa.
    • Reduced the density of slime and asphalt pools in slimy and tarry biomes.
    • Added a new plant to the slime biomes: scumgrass.
    • Maps align much more cleanly now. If a tile is open at the edge of a map, you can proceed to the adjacent map (under most circumstances).
    • Added an HP bar to the prototype overlay UI.
    • The overlay message log and status bar are now seperate UI options ['Show overlay message log' and 'Show overlay status bar'].
    • Fixed some memory and crash issues during character creation.
    • Fixed some issues with the mouse cursor jumping around.
    • Fixed an issue in the asphalt mines that caused stairs to sometimes not be generated.


    [ 2016-03-26 02:50:19 CET ] [ Original post ]

    GDC: No Feature Friday This Week (March 18th)

    Hi everyone,
    We're attending the gamedev conference GDC this week, so we're skipping our Friday feature patch. Feature Friday will resume the following week, on March 25th [and on and on from there]. Thanks for understanding, and happy mutating.


    [ 2016-03-14 17:53:20 CET ] [ Original post ]

    Feature Friday - March 12, 2016

    *Added a prototype design for biomes, which alter the flora and fauna of maps and appear procedurally throughout the overworld and underground each game. Biomes have multiple grades and are generated with gradient noise maps. To try them out, from the Options menu, select 'Enable unfinished biome content' under Debug. We'll be refining them in coming weeks.
    -Added 3 grades of a slime-based biome: slimy, slime-drenched, and slime bog.
    -Added 3 grades of an asphalt-based biome: tarry, tar pools, and flaming pits.
    -Added some creature templates for creatures generated in slime-based biomes: web-toed, slimy-finned, and slime-spitting.
    -Added some creature templates for creatures generated in asphalt-based biomes: kindlethumbed and firethumbed.
    -Added a special reward in slime bogs (hint: it's a puddle of rare liquid).
    -Added a special reward in flaming pits (hint: fossils).
    *Added an option for smaller overlay buttons: From the Options menu, choose 'Show overlay user interface (small buttons)' under User Interface.
    *Added mouse support to the main menu and some character creation screens.
    *Enhanced framework for more mouse support in the coming weeks.


    [ 2016-03-12 06:40:13 CET ] [ Original post ]

    Feature Friday - March 5, 2016

    *Added new barathrumite: Q Girl.
    *Tweaked the quest 'Decoding the Signal' to include an extra step. You must talk to Q Girl now.
    *Moved Sparafucile across the workshop.
    *Added chronology entries for visiting certain named locations.
    *You are no longer asked to empty a container if it contains a liquid identical to the liquid you're trying to fill it with.
    *We enhanced the prototype UI for mouse and touch-driven controls.
    -The overlay message log ['Show overlay message log' option] now includes all the info from the sidebar.
    -The overlay UI ['Show overlay user interface' option] now includes a set of clickable buttons to perform a variety of actions.
    -Added a new option, 'Show overlay directional compass'. It displays a navigational compass, useful for mouse or touch navigation.
    -Added an 'alt' button to the compass that can be toggled for alternate button use. Currently, the only alternate is force-attacking on move.
    -Certain overlay buttons are now accessible from menus.
    -Added full mouse support for picking a target.
    -Added full mouse support for firing a missile weapon.
    -Added support for mousewheeling through lists.
    -You can now click, drag, and pan while 'l'ooking at something.
    -Fixed some popup menus that wouldn't respond to mouse clicks.


    [ 2016-03-05 06:41:19 CET ] [ Original post ]

    Feature Friday - February 26, 2016

    *We got basic mouse support working again (it's a work in progress). To turn it on, from Options, enable 'Allow mouse input' under User Interface.
    -Left click on a non-adjacent tile to move to it.
    -Left click on an adjacent tile to contextually attack, use, or move.
    -Left click on yourself to wait a turn
    -Right click on a tile to look.
    -You can click conversation options.
    -You can click a tile when choosing a direction.
    *We added a starter UI for mouse and touch-driven controls (it's a work in progress). To try it out, from Options, enable 'Show Overlay User Interface' under User Interface.
    *We added preliminary support for a pannable, zoomable view that centers on your character (it's also a work in progress). To try it out, from Options, enable 'Allow map to be zoomed and panned' under User Interface.
    *Added character level to the game summary.
    *You can no longer mod an item with the same mod multiple times.
    *Variables such as '=Name=' are now correctly replaced in conversations.
    *Autoexplore will now halt when an enemy attempts to attack you with a missile weapon, regardless of if it hits or not
    *Fixed an issue where liquid colors weren't updating after mixing liquids.
    *Metamorphic polygel no longer creates bugged item clones.
    *Nature's going wild over in the fungal jungle [extremely prototypical].
    -A dense canopy of spores makes overworld navigation near impossible.
    -A new liquid, primordial soup, is oozing from the ground. When mixed with other liquids in large quantities, it.... reacts.
    -3 curious species of lichen were discovered: acid-secreting lichen, honey-secreting lichen, and lava-secreting lic


    [ 2016-02-27 03:34:09 CET ] [ Original post ]

    Feature Friday - February 19, 2016

    *We improved the game summary (death) screen.
    -Made the text more sentence-like.
    -Added a 'Chronology' section that displays significant events in your character's life, including:
    --storied items you discovered
    --named creatures you slew or offered gifts to
    --lairs you discovered
    --mutations you gained
    --cybernetics you installed
    --baetyls you appeased
    --books you read
    --diseases you caught
    --diseases you cured
    --times you gave a book to Sheba Hagadias
    --times your tongue rotted or regrew
    --times you wered sucked into a space-time vortex
    --times you drank lava
    --and others
    -Added a 'Final message log' section that displays the last 30 lines of the message log leading up to your death.
    -Added a scrollbar to the game summary screen.
    -Fixed pagedown not working on the game summary screen.
    -Re-enabled the saving of tombstone files with game summary info.
    *Added an option to grab the current game's world seed. Press 'Esc' then 'W'.
    *Added some color to the overworld jungle tiles.
    *Fixed an autosave exception when it was triggered by entering the world map
    *Added new tiles for the Barathrumites: Otho, Jacobo, Mafeo, Sparafucile, Dardi, and Aloysius.
    *Added new floor tiles to the Six Day Stilt cathedral.
    *Added a stand-in zone for the next upcoming region: the fungal jungle.


    [ 2016-02-20 04:21:40 CET ] [ Original post ]

    Feature Friday - February 12, 2016

    We fixed a bunch of bugs this week and added a few new features.
    *You can rename a follower now as long as they don't already have a proper name. 'L'ook at the follower and hit 'R' to rename them.
    *Added appropriate body types for fish, oozes, crabs, and turrets.
    *Added an option under Automation to automatically light and douse torches (defaults to off).
    *Added an option under Automation to autosave every 5 zone transitions (defaults to off).
    *Added an alchemist table tile.
    *Changed Warden Indrix's tile.
    *Fixed the marble dais tiles in the Six Day Stilt cathedral.
    *Using all your Light Manipulation charges no longer toggles the light off.
    *Changed several items to stack even with minor status effect differences (lead slugs, shotgun shells, missiles, arrows, and bandages).
    *Fixed solar cells not recharging while socketed.
    *Fixed the AI going dormant when presented with a missile weapon it needed to reload but no appropriate ammo.
    *Fixed some corner cases where the Carpace DV penality would become permanent.
    *Fixed Kyakukya hunters having no weapons.
    *Fixed Mayor Nuntu having only 1 HP.
    *Fixed some issues with Psychometry not properly identifying objects and sometimes showing modded object names in the schematics you discover.
    *You no longer autoeat while asleep.
    *Fixed bridges and dirt roads sometimes spawning multiple times in a cell.
    *Fixed one cause of stairs spawning on top of each other.
    *Fixed several map types incorrectly marking small, closed-off areas as reachable.
    *Fixed several of the character creation options, including the weekly challenge, not being selectable if you didn't have a most recent character template.
    *Fixed a zone build crash.
    *Fixed stair placement sometimes failing even when valid placement locations were available.
    *Fixed some instances of zone build failures due to stair placement.
    *Fixed some instances of surface zones failing to build when stairs were requried (particularly the 8 zones around named dungeons).
    *Fixed some named dungeons being unreachable through surface travel.
    *Fixed canyon builders not being aware of stair locations.
    *Fixed a bunch of typos and formatting issues.


    [ 2016-02-13 03:54:03 CET ] [ Original post ]

    Feature Friday - February 5, 2016

    *We made some more tweaks to Tinkering.
    -When you disassemble an item, you now always get the highest tier bit in that item's schematic. You also get a 50% chance at each remaining bit.
    -You can now disassemble tinkered items.
    -Item and mod descriptions are now displayed on the Tinkering screen. We'll improve the UI for this text box in a future patch.
    -All of your learned mods are now displayed below the list of items on the Tinkering > Mod screen, under 'Known Modifications'.
    -Item schematic bits are now sorted from lowest to highest tier.
    -Modding a stack of items no longer results in the modded item disappearing.
    -We fixed an issue that caused incorrect bit costs to sometimes be displayed on the Tinkering screen.
    *When you buy a new mutation, the mutation descriptions are now displayed on the Choose Mutation screen. We'll improve the UI for this text box in a future patch.
    -Factions now have preferences for certain types of items. The preferences change per world seed.
    -The faction reward for completing one of the branches of The Earl of Omonporch was changed to a faction heirloom. The heirloom is of the faction's preferred item type.
    -New book: Heirlooms of Qud.
    -We fixed the broken identation for all in-game books.
    -Quditor now supports ctrl+left click to paint continuously.
    -Quditor now supports ctrl+right to remove an object.
    *Fixed some situations where the game would incorrectly delete the Mods folder


    [ 2016-02-06 03:12:15 CET ] [ Original post ]