It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
201.85/202.45

• 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 [url=https://cavesofqud.fandom.com/wiki/Modding:Conversation]https://cavesofqud.fandom.com/wiki/Modding:Conversation[/url] 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.
high rated
201.85/202.45
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 [url=https://cavesofqud.fandom.com/wiki/Modding:Conversation]https://cavesofqud.fandom.com/wiki/Modding:Conversation[/url] 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.
high rated
201.88/202.48
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.
high rated
201.89/202.49
[list]
[*]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.
[list]
[*]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.
[/list]
[/list]
high rated
201.97/202.57
[list]
[*]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.)
[/list]
high rated
201.98/202.58
[list]
[*]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.
[/list]
201.99
[list]
[*]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.
[/list]

202.59 'beta' branch
[list]
[*]We added new game modes.
[list]
[*]Classic
[list]
[*]This is the standard Qud experience with permadeath. Nothing has changed.
[/list]
[*]Roleplay
[list]
[*]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'.
[/list]
[*]Wander
[list]
[*]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.
[/list]
[*]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.
[/list]
[*]We reworded the debug options around disabling permadeath to make them clearer.
[/list]
201.102/202.62
[list]
[*]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.
[list]