Caves of Qud - ptychomancer
  • 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.
Caves of Qud - ptychomancer
  • 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.
Caves of Qud - AlphaBeard
  • 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.
Caves of Qud - AlphaBeard
  • 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.
Caves of Qud - AlphaBeard
  • 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.
Caves of Qud - AlphaBeard
  • 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.
Caves of Qud - ptychomancer
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!
Caves of Qud - ptychomancer
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!
Caves of Qud - AlphaBeard
  • 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.
Caves of Qud - AlphaBeard
  • 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.
...