Caves of Qud - AlphaBeard
  • 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.
Caves of Qud - AlphaBeard
  • 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.
Caves of Qud - AlphaBeard
  • 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.
Caves of Qud - AlphaBeard
  • 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.
Caves of Qud - AlphaBeard
  • 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.
Caves of Qud - AlphaBeard
  • 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.
Caves of Qud - Freehold Games
  • 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.
Caves of Qud - AlphaBeard
  • 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.
Caves of Qud - Freehold Games
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.
Caves of Qud - Freehold Games
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.
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