Added a new signature dish to Chavvah: Crystal Delight.
Added a new tile for diplomacy droid.
Added a dynamic description for the [redacted].
Added more Barathrumite dialogue for late-game quests.
Refined the crystalline properties of Chavvah, the Tree of Life.
Made some refinements to the experience of getting dreamcrungled.
The pipes in [redacted] now flow with a mixture of primordial soup and your chosen catalyst.
The [redacted] crab is now correctly considered a proper noun.
Added abilites and equipment to Tau's companion.
Tweaked the stats of palladium mesh tabbard and psychodyne helmet.
Made some additional minor tweaks to psychodyne helmet, black mote, palladium mesh tabard, and dazzle cheek.
Added descriptions for grounding shunts and social co-processor.
Added descriptions for psychodyne helmet, black mote, palladium mesh tabard, dazzle cheek, crystalline halo, and crystalline jile.
Added descriptions for crystalline trunk, crystalline branch, crystalline taproot, crystal leaves, crystal key, spiral staircase, chiming rock, and glowing soft.
Added descriptions for Dyvvrach, Miryam, Tzedech, Tivka, _, Thicksalt, Tammuz, the Tau variants, Aoyg-no-Longer, and the still chime.
Updated several sounds.
Removed the watervine step sound.
Added some chronology entries for important Moon Stair actions.
Changed the color of severed [redacted] limbs.
Warm static now distorts skills as well as powers.
Ejection seats now lock into place when returned after ejecting.
Added a new option under the Controls section named "MacOS13 Unity Keypad Bug Workaround" as a prospective fix for users on MacOS 13.x having issues with numpad.
Fixed some issues with temporary mutations not granting their abilities and bonuses.
Fixed a bug that sometimes caused you to turn blue.
Fixed a bug that made gigantic trade goods much more common than they should be.
Fixed a bug that caused [redacted] without poetic features to be unbuildable.
Fixed a bug that caused the interior of [redacted] that survived death via effects like Precognition to behave strangely.
Fixed a bug that caused zones to be suspended almost immediately upon leaving them.
Fixed a bug that caused you to become stranded upon completing a crungle.
Fixed a bug that caused non-standard metachrome limbs (such as Back, Feet, or Arm weapons) to be ineligible for offhand attacks.
Fixed a bug that caused psychic hunters to spawn over pits that'd cause them to immediately fall to their death.
Fixed a bug that caused some popups in the classic UI to cut off the last word.
Fixed an exception when warm static applied the Springing effect.
Fixed an issue where Suppressive Fire wasn't showing up in the abilities menu.
Fixed a few crash and a few other bugs with the Continue screen when there were invalid or corrupt info files.
Added [redacted] to the bottom of the asphalt mines.
Added sated dreamcrungles.
After escaping the waking dream of a dreamcrungle, it now either dies or becomes sated.
Added a new preservable/piece of butcherable equipment: dream rondure.
Added a new cooking ingredient: dream smoke.
Added a new 'Flip' mode to the modern dock. It has behavior similar to the original text sidebar.
Made some tweaks to Crystal of Eve.
Added young crystalline roots to the subterranean Moon Stair. They very rarely spawn with harvestable crystals of Eve.
Added descriptions for the following objects: monad, crystal of Eve, crystalline root.
Noisegrass now only appears on the Moon Stair surface.
Pax Klanq now takes three days to construct the [redacted].
Clarified in Pax Klanq's dialog that the hamsa must weigh 5 lbs. or less.
Pre-existing natural weapons of a [redacted] now match the armament skill.
Baetyl rewards awarded during [redacted] creation are now gigantic when applicable.
A popup is now displayed when your follower is unable to enter your [redacted].
Cragsmench [redacted] no longer spawn with hoary fists.
If you get stranded in a waking dream by a dreamcrungle, the reward or penalty for completing the crungle is now applied to your new body.
Tweaked the screen transitions when hit by a dreamcrungle while using the classic interface.
Charging Strike for axes and Charging Strike for cudgels are now the same skill.
Village ovens can no longer recipes that have wild rice as an ingredient.
Added an option to disable mouse zoom.
The selected ability bar button is now only highlighted if the "Use Ability" command has an active bind.
The User Interface option "Pressing shift will hide the sidebar" now affects the modern UI dock and undocked windows.
Gibbons are now correctly classified as apes.
Twinning and trining lamprey are now correctly classified as fish.
Reclassified some robots.
Turret [redacted] now have the correct tile.
Goatfolk [redacted] no longer spawn with equipment.
Changed some verbiage with consuming or getting covered in warm static.
Renamed Chavvah root to crystalline root.
Tweaked some properties of crystalline roots.
The dock drag handle's opacity now respects the dock background opacity setting.
Pathfinding now considers standing next to dangerous gases to pose some fraction of the danger of standing in them.
Deploy Turret, Flaming Hands, Freezing Hands, and Freeze Breath can no longer be used on the world map.
Robot sensor arrays and hardpoints may now be marked as scrap independently of each other.
Non-takeable items that theoretically have a reputation modifier (such as painted or engraved immobile furniture) no longer show the reputation modifier in their description.
Fixed several bugs where effects obtained from dilute warm static could be applied multiple times.
Fixed a bug that caused grazing animals used as in the creation of the [redacted] to incorrectly be assigned the goat body type.
Fixed a bug that caused the still crystal chime to disappear from your inventory.
Fixed a bug that caused the follower buff from certain hamsas to flicker on creatures with enhanced quickness.
Fixed a bug that caused autoact to be interrupted when a follower's maximum HP changed.
Fixed an issue with ability bar navigation improperly respecting the alternate modifier button.
Fixed an issue that caused the message log to sometimes not scroll fully to the bottom when passing nearby objects.
Fixed an issue that prevented right-stick look navigation in the prerelease input manager.
Fixed a bug that made morphogenetic weapons apply the compute power of their target to their effect rather than that of their wielder.
Fixed a bug that made Barathrum clocks with Q Girl pendulums disassemblable for no bits.
The following cybernetic implants all had their bonuses raised from +1 to +2: bionic hands, bionic arm, bionic heart, dopamine synth, and beautiful visage.
Beautiful visage now costs 3 license points.
Added some cybernetic credits wedges to certain places on the Moon Stair.
Added wheeled, goat, and crystal variants of [redacted].
We made some balance changes to blast cannon.
Increased accuracy.
Increased damage.
Increased concussive force on impact.
Increased cell energy cost per fire.
Changed the cooldown from 1d4 to 2.
Relic containers are now considered important.
Added a variety of visual effects for Moon Stair objects and interactions.
Added descriptions for the following creatures and items: zero jell, unimax, dreamcrungle, dawning ape, n-dimensional starshell, drem wren, leering stalker, chrome pyramid, blast cannon, and swarm rack.
Renamed the liquid container zero jells occasionally drop to entropy cyst and gave it a new tile.
Added a new tile for recoilers.
Added a new tile for Santalalotze.
Changed leering stalker's ASCII color to bright red.
Fixed an issue with page up and page down binds overriding some ctrl+up and ctrl+down binds. You may have to rebind existing binds using those keys if you have customized them.
Fixed an issue with page up and page down binds in the prerelease input manager.
Fixed a bug where some creatures were incorrectly receiving bonuses for mutations they had as if they were rank 1 instead of the rank they actually were.
Fixed a bug with autoget while flying that required landing to take items on the ground.
Fixed a bug when a non-player creature used a timecube that caused you to get messages as if you used it.
Fixed a bug that caused the new missile weapon UI to not update properly.
[modding] added 'findimportant' and 'fetchimportant' wishes.
Moved the Pixel Perfect and Dock options to the Overlay UI section.
Added a new option for "Play area scale" with three choices.
Fit - fits the whole play area on screen. May necessitate letterboxing.
Cover - ensures the play area covers the screen. Minimizes letterboxing.
Pixel Perfect - sizes the play area to an integer multiple of the pixel art. Maximizes sharpness.
Changed the default setting for the modern UI play scale from Fit to Cover.
General UI note: if the camera is zoomed in so that the whole play area doesn't fit on the screen, you may notice the UI switching to fullscreen Fit mode when you take certain actions that still have unfinished UI elements (like Interact nearby). This is done to prevent the old UI elements from becoming unreadable at the zoomed in scales. As we add continue to add modern UI elements, it'll stop happening.
Added a new option to disable the mouse-clickable zone transition arrows that appear when the map is zoomed in (Options > Overlay UI > Disable mouse-clickable zone transition border arrows).
The mouse cursor now hides itself when the mouse is stationary.
Removed the unintentional fade-in effect when tooltips appear.
The "lost" status effect now transfers between you and your [redacted]. You can no longer ask your [redacted] for directions.
Firing ranged weapons now more accurately targets flying creatures rather than the trash beneath them.
Added ability bar navigation and activation keybinds to the legacy input manager.
Fixed a bug with modern UI keybinds using modifier keys in the legacy input manager.
Fixed a bug that caused music tracks to improperly restart when entering a new zone.
Fixed a bug where having the "Enable additional overlay UI elements" on and then disabling the "Enable modern UI elements" option left the game in an unusable state.
Fixed a bug that caused Astral creatures to flicker in and out of phase while traveling on the world map
Fixed an exception with throw animations.
Fixed a rare exception in the "corrected vision" status effect.
Fixed a rare exception in the "immobilized" status effect.
The beta for our latest feature arc, the Moon Stair, is here. Big picture, this arc includes the last late-game region, a new quest in the main questline, significant updates to the new UI, all new sound effects, and many, many gameplay changes. Everything is quite functional, but -- per usual -- it is subject to change and will get additional polish over the next several weeks.
If you'd like to help us test it, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. Note: previous saves won't be compatible with this beta. Check out this thread if you want to post your feedback, or get access to a debug wish to fast-forward to the new quest.
Here are the patch notes, with the usual caveat that some small changes may be missing.
Live and drink!
NEW QUEST IN THE MAIN QUESTLINE
There is now a new quest after returning from the Tomb of the Eaters. Talk to Barathrum in his study to learn more.
Added a new system for the creation of [redacted] in support of this quest.
NEW LATE-GAME REGION
Added the last late-game region: the Moon Stair
Added new creatures: zero jell, unimax, dawning ape, n-dimensional starshell, dreamcrungle, monad, and dream wren.
Added a new village-like location -- Chavvah, the Tree of Life -- with several new NPCs.
Added a new side quest at Chavvah.
Added psychic biomes, limited to the Moon Stair.
UI
Added a new Pixel Perfect mode, which forces zoom to snap to a perfect multiple of the pixel art. You can toggle it in the General options menu.
Added a new Docked mode that locks the combat log, nearby items list, and minimap. You can toggle it in the General options menu.
Added new UI for target pickers.
Added new UI for examining things with the Look function.
Added a new target reticle for some contexts.
The information bar when using the look/target pickers is now at the top of the screen.
The ability bar is now fully functional.
Added a new UI for the Options screen.
Added a new UI for the High Scores screen.
Added a new UI for the Help screen.
Added tooltips and highlights to attributes with bonuses during character creation.
You can now look at who you're talking to from the conversation UI.
Added binds for page up and page down.
Removed option to show tooltips when looking. It's now always works this way when the modern UI is enabled.
Tooltips shown by mouseclick now hide when keyboard or joystick buttons are pressed (please report any tooltips that do not behave this way).
Added a tooltip to the window layout lock button
Look now is now bound to left stick button by default in the modern input manager.
After firing a ranged weapon, your target for future shots is now more reliably what you shot at instead of what you hit.
Added two options for filtering the nearby items list to only takeable items and only items in the current tile (Options > Overlay UI > enable Show overlay nearby objects list). When both are enabled, the behavior approximates the legacy UI "only show contents of the current cell" option.
Refactored the imposter system for visual effects. This fixes many bugs where visual effect artifacts remained on the screen improperly.
Removed code and unused bits of Overlay UI that have been replaced with the Modern UI.
SOUNDS & MUSIC
We're in the process of adding all new sound effects to the game. Several hundred have already been added. More to come.
Added ambient environmental sounds. For now: to Joppa, the salt marsh, and subterranean caves. More to come.
Added a new toggle and volume slider for ambient sounds to the General options menu.
Added a new music track in the Moon Stair.
NEW THINGS
Added new cybernetic implants: grounding shunts and social coprocessor.
Added new items: palladium weave tabard, dazzle cheek, psychodyne helmet, black mote, and stasis casque.
Added a new liquid: warm static.
GAMEPLAY CHANGES
We made some balance tweaks to the attributes of merchants.
Stiltground merchants are now higher level and have more Willpower.
Legendary merchants are now leveled appropriately for the difficulty tier their workshops are found in.
More kinds of merchants now have hired guards.
Adjusted the number of hired guards for several kinds of merchants.
We changed how the item mod 'gigantic' works and classified some creatures as 'colossal'.
The following creatures are classified as colossal: salt kraken, star kraken, great saltback, great magma crab, Rodanis Y, chrome pyramid, and [redacted].
Colossal creatures can no longer wear non-gigantic gear.
Non-colossal creatures can no longer wear gigantic gear, with the exception of gigantic weapons, which can be wielded in twice the number of hands they normally take to wield.
Most types of items can now be gigantic.
Gigantic weapons deal additional damage and may have other effects, depending on the weapon class.
Gigantic vessels now store twice as much liquid.
Gigantic grenades have double the radius.
Gigantic gems and precious nuggets have 5x the trade value.
Gigantic energy cells have twice the energy capacity.
Swarm racks are now gigantic and no longer occupy back or arm slots.
The Quantum Jitters defect is now worth 4 points.
Svardym are no longer considered a sultanate faction.
There is now a teleport gate in the rusted archway.
You can no longer trade with creatures who are engaged in melee combat.
Having an adjacent inanimate object as a target no longer counts as being engaged in melee combat.
Robots with the Wings module can no longer fly while EMP'd.
Set the region tier of the Six Day Stilt to 2.
Krakens who have a party leader no longer wander in the characteristic kraken style.
Item-based bonuses to throwing range are now functional on geomagnetic discs.
Cheap credit wedges are now excluded from dynamic encounters.
MISCELLANEOUS
Autoget can now unload weapons and empty liquid containers.
Campfires and torch sconces are now avoided to a much lesser degree by pathfinding.
Sometimes pilgrims you encounter are now lost. You can give them directions.
Teleport gates are now points of interest.
All creatures with proper names who are not player companions are now considered points of interest.
Artifact functionality that displays status indications in item descriptions, such as (nonfunctional) or (unpowered), no longer does so in context of tinkering item descriptions.
BUGFIXES
Fixed a bug that prevented legendary creatures from awarding extra XP in some contexts.
Fixed a bug that caused legendary creatures to have too little XP for their level.
Relic missile weapons with the vibro effect now get any penetration bonuses they may have applied on top of the vibro effect.
Fixed a bug that caused armor categorized as Clothing to auto-equip as held in hand rather than worn.
Fixed a bug in pathfinding that caused occasional mishaps, in particular inexplicable penchants for walking through fractus.
Fixed a grammar error in some messages resulting from you decapitating your companion.
Legendary villagers no longer sometimes erroneously have two names.
DEBUG & MODDING
When using the debug option 'Show quickstart option during character generation, pressing the keybind now only works on the first screen.
Autoget is now handled with the AutoexploreObjectEvent. Set E.Want = true and E.FromAdjacent = "Autoget". Users of the AutoexploreObjectEvent should now check the AutogetOnlyMode flag. You should only return "Autoget" (or equivalent) actions when this flag is true.
Moved MenuOption class from XRL.CharacterBuilds.UI to the XRL.UI.Framework namespace.
Removed old character code entries (Code="ab") from Mutations.xml, Subtypes.xml, and Genotypes.xml. Also removed the properties XRL.MutationEntry.MutationCode, XRL.SubtypeEntry.Code, and XRL.GenotypeEntry.Code.
The ModManager UI has an additional tag for loaded mods which have Harmony Patches.
Fixed overriding color palette in Display.txt
Added some helper methods to make color string templates easier: Markup.Color(color, text) and StringBuilder.AddColored(color, text)
ObjectBlueprints.xml now logs errors when setting a <part> parameter that does not exist, or if the value can not be parsed.
Hello folks, Yesterday's patch will be the last Feature Friday for a while as we tighten focus on our upcoming feature arc, the Moon Stair. We're still some weeks out, but our next step will be to put up a Moon Stair beta. So be on the lookout.
Mysterious gunslingers now often generate with wide-brimmed hats and woven tunics.
When you put extradimensional gemstones in a rock tumbler, you now get their extradimensional smooth varieties out.
Newly sentient beings with onboard power generation can now power Jacked equipment. This change won't apply to creatures that already exist in saved games.
Dangerous liquids that are out of phase or that you're flying over no longer prompt you with a movement warning in autoexplore.
The default option when prompted to confirm the deletion of a save is no longer Yes.
The flattened remains one occasionally stumbles onto in the salt marsh is now considered interesting.
A creature ceasing to fly in the same tile as a giant clam now uses the same behavior as walking into that tile.
Bep no longer minds if you use the rock tumbler in the Yd Freehold.
Hookahs can now be sealed. This change won't apply to hookahs that already exist in saved games.
Creatures no longer attempt to equip Templar phylacteries in their primary hands.
Very smart creatures no longer activate Templar phylacteries if the wraith-knight would be hostile to them.
When you attempt to move into a tile with an animated door that's locked, you no longer attempt to open them.
"Kin" is now recognized as a plural noun.
Removed some unimplemented mutations from various creatures.
The bonus item mod chance from equipping multiple copies of the Otherpearl once again stacks multiplicatively.
Added a message when selecting 'replay last character' and no valid last character is present.
Fixed a bug that caused the mental action cost reduction from Two-headed to not get applied.
Fixed a bug that made point-defense drones fail to fire at some thrown objects.
Fixed some issues with the tile display of walls in villages.
Fixed a bug that caused some named items to have their original item type described strangely.
Fixed a bug that made it so that if fungal infections were occupying two Hand slots, each would try to also occupy a Hands slot rather than sharing one.
Fixed a bug that made it so that a fungal infection occupying a Hand slot could also occupy a Hands slot that was not the one associated with the Hand slot.
Fixed a bug that caused an invalid detail color to crash the game.
[modding] All wall tiles have been updated to use DetailColor as their secondary color instead of BackgroundColor.
You and your companions are now highlighted blue instead of green on the alt overlay.
Obtaining a base skill by drinking brain brine now unlocks the skill tree instead of only unlocking the skill itself.
Books and artifacts marked important by default, but not explicitly marked important by you, are no longer excluded from the donation list.
Changed the donation message when the only books or artifacts you have are marked important.
You're no longer asked for confirmation when you move into a space with a pool of dangerous liquid if you're flying over the pool or not in phase with it.
Fixed a bug that caused the stat bonuses from Graftek grafts to carry over to clones even through the graft did not.
Fixed a bug that caused merchant advertisements not to generate.
Fixed a bug that caused the music tracks for Grit Gate and Ezra to allocate large amounts of memory.
Fixed a bug that caused the game to crash when choosing to start a new game.
Fixed a rare bug that caused reality stabilization fields to fire random events, causing world state to fluctuate.