Caves of Qud - AlphaBeard
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/
Caves of Qud - ptychomancer
200.17

We've posted an update to the Tomb of the Eaters beta on the beta branch.

Tomb-related notes
  • 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.


    General notes
  • 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.
Caves of Qud - AlphaBeard
  • 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.



Dec 20, 2019
Caves of Qud - ptychomancer
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.
Caves of Qud - ptychomancer
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.
Caves of Qud - ptychomancer
Hey all,
There'll be no patch this Friday. Instead, we're posting an early version of the Tomb of the Eaters feature arc—the first of the final few legs of the main quest—on 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.
Caves of Qud - AlphaBeard
199.0

  • 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.
Caves of Qud - AlphaBeard
198.0

  • 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.
Caves of Qud - ptychomancer
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.
Caves of Qud - AlphaBeard
196.0

  • 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.
...