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.
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.
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.
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 ) { } }
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
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
}
}
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.
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).
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.