Caves of Qud - AlphaBeard
204.68
  • We made some changes to geomagnetic discs.
    • They no longer bypass walls or doors.
    • They no longer have unlimited range for reaching their initial target.
    • They no longer target the same creature twice in a given throw.
    • They no longer rely on the thrower's vision to find targets.
    • Their base charge use is lower.
    • Their charge use is now asserted on every bounce.
    • When disabled due to lack of charge, they now fail to activate and are not thrown.
    • When targets are out of phase with them, they now attempt to hit the target and fail, rather than refraining from the attempt.
    • Previously, when used by NPCs, they would use the NPC's strength bonus for the to-hit calculation rather than agility bonus if the strength bonus was higher. They no longer do this.
    • Deft Throwing and parabolic muscular subroutines now improve their chance to hit.
    • Their appearance in flight is now that of their tile.
    • Seeing one in action now identifies it.
    • Fixed a bug that made them fail to target some hostile creatures who had not yet noticed the player.
  • The move speed penalty from equipping heavy weapons is now surfaced as a status effect, Hampered.
  • You can no longer open or close doors if you are unable to move your extremities.
  • Creatures with no hands or hand-likes can no longer open or close doors.
  • A chronology entries is no longer recorded for trying to rename a companion who already has a proper name.
  • Unidentified thrown weapons no longer autoequip to the thrown weapon slot.
  • Equipment, inventory, and some companions now persist when an object is glitched via warm static. ((Beguiled/proselytized creatures will still lose interest if new body can't support them))
  • Reduced the number of "target temperature reached" messages issued by transkinetic cuffs.
  • Improved the journal verbiage when you learn a secret that's known by a faction but not the faction you learned the secret from.
  • Improved the grammar across many spots in text generation.
  • Fixed a bug that caused Spread Klanq quest steps not to complete after a save/load cycle.
  • Fixed some situations where inanimate objects would become targeted during a multi-weapon ranged attack.
  • Fixed a bug that occasionally caused you to fall in love with quest-related statues or statues created by lithofex gazes, even if there was no reason to love them.
  • Fixed a bug that caused pure warm static to not glitch objects its container shattered on.
  • Fixed a bug that caused the inventory or equipment screen to be rendered blank when you glitched yourself via warm static.
  • Fixed a bug that made fungal infections not operate properly when occupying left/right/upper/lower body parts. This fix won't affect existing fungal infections in saved games.
  • Fixed a bug that caused dynamic quests steps requiring an item not to complete in some circumstances, like receiving the item as a gift during the water ritual.
  • Fixed a bug that caused dynamic quest steps requiring an item not to complete if you already had the item in your inventory at the start of the quest.
  • Fixed a bug that made in-place disassembly of energy cells slotted into sockets often fail if you had other energy cells that could stack with that one in your inventory.
  • Fixed a bug that caused [owned by you] to appear on sold items if you had stored them in a container at any point prior.
  • Fixed a grammar error in some sentences involving compacted bone matter.
Caves of Qud - AlphaBeard
204.67
  • Quests to recover historic relics now include the name of the historic site in the quest text, in addition to the name of the level the relic is on. This does not necessarily mean the location of the historic site is revealed when you get the quest, though.
  • Leeches are no longer implied to produce chitin.
  • Spitting slugs now spit salty acid that evaporates over time.
  • Tweaked the artifact identification messaging.
  • Using an unidentified tonic now indicates that you have identified it with a message.
  • Large lists of pickable items with similar names now have a consistent sorting order, rather than items sometimes moving around in the list as you navigate it.
  • Colorless generic brooding puffs no longer appear in fungal sites.
  • Tree cherubim now equip their cherubic bark in the right place.
  • Non-player creatures who use Teleportation are now subject to its accuracy limitations.
  • Companions with force bubbles active no longer attempt to pathfind right up next to you, pushing you around.
  • There is a new companion interaction available, direct to change follow distance, that lets you direct companions to follow close by, at medium range, or far away.
  • Inanimate objects that are brought to life can no longer be brought to life a second time.
  • You can no longer activate the Flume-Flier of the Sky-Bear when wielding it is a weapon.
  • Gave the sizzling effect on liquid containers a more informative description.
  • Fixed a regression that allowed you to get infinite chrome keys from Otho.
  • Fixed a bug that caused physical transformations to incorrectly increase the base rank of other mutations.
  • Fixed a bug with generated village history text involving worshipped sultans.
  • Fixed a bug that prevented unlocking the Mutagenic Mastery achievement.
  • Fixed a bug that caused the Cloaca Surprise to give you an extra tail.
  • Fixed a bug that caused you to be unable to leave the current screen when possessing a creature with a party leader.
  • Fixed a bug that caused corpses and other objects to become targets after killing a primary target with akimbo pistols.
  • Fixed some grammar errors in damage messages.
  • Fixed a pluralization error when learning crafting recipes via the water ritual.
Caves of Qud - AlphaBeard
204.66

  • Great magma crabs now leave behind basalt when they die.
  • Creatures will no longer prioritize equipping the gaslight chisel over better weapons.
  • The stated neutron flux requirement for the [redacted] quest now matches what Klanq requires.
  • Fire ant queens, segmented mirthworms, and worms of the earth can no longer spawn creatures on the world map.
  • Walls with pipes installed in them now get their ignition temperature raised to 1200 degrees if it was below 1200 degrees, preventing random villages with lava-based hydraulics in their wooden walls from instantly bursting into flame.
  • The Barathrum clock with Q Girl pendulum no longer sometimes break adjacent power systems when picked up. This will not affect clocks already loaded in existing save games.
  • Applied a probable fix for magnetic bottles issuing a warning while traveling on the world map, then exploding before the player has a chance to address the situation.
  • In most cases, any mods that could be applied to a piece of armor prior to magnetization can now also be applied to it afterward.
  • Tweaked item population tables.
  • Made some further improvements to electrical arc messaging.
  • Fixed a bug that caused bows to not automatically reload after firing.
  • Fixed a bug that caused bows to bring up a menu for type of ammo to reload with any time you had more than one type of arrow instead of automatically reloading with the same type of arrow if available.
  • Fixed a bug that caused the bilge sphincter to replace your stinger.
  • Fixed a bug that caused electrical arcs emanating from equipment to be described as coming from "somewhere".
  • Fixed a bug that made electrical arcs with no place to go cause errors.
  • Fixed a bug that caused some corners of the river Yonth to generate as blank zones.
  • Fixed a crash that occurred when multiple creatures occupying the same cell attempted to swap positions.
  • Fixed a typo in ixlthyxl's description.
  • Fixed a bug that made it possible to contract blurry vision and monochrome at the same time under exotic circumstances, potentially resulting in incurable monochrome.
  • [modding] Bonded companions with proper names now have display names of the form "Gatt Alhonyawr, hired guard" rather than "Gatt Alhonyawr and hired guard".
  • Added a "soundlog" wish to show the last 20 requests processed by the sound engine
Caves of Qud - AlphaBeard
204.63

  • We made some changes to how electrical conductivity works (ie, what determines which objects electrical arcs leap to).
    • Liquid pools now have their conductivity correctly calculated based on their component mixtures. Electrical arcs now correctly leap across conductive pools of liquid.
    • Made some tweaks to creature conductivity calculations.
    • A creature who wears footwear that's less conductive than they are now gets some additional anti-conductivity protection.
    • Arcs no longer leap to flying creatures unless they are the initial target of a discharge.
    • Arcs can now travel diagonally.
    • Improved the messaging around arc leaping, especially for when a creature avoids an arc due to anti-conductive footwear.
  • Added some alternate tiles for bookshelves with items in them.
  • Dynamic quest rewards are now identified.
  • Data disks offered as dynamic quest rewards now display the item blueprint they teach.
  • You now need to have the appropriate Tinker skill level to build an item, rather than have that skill level only when learning the blueprint.
  • Village tinkers can no longer recharge broken or rusted energy cells.
  • Legendary pilgrims no longer abandon their lairs.
  • Conservators shoot their lightlocks again.
  • Fixed a bug that caused Sunder Mind to be cancelled as if your concentration slipped when you had high quickness and your target died prematurely.
  • Fixed a bug that caused traipsing mortars to fail to equip their natural melee weapons.
  • Fixed a bug that caused villagers in villages with pets to talk about nothing except those pets.
  • Fixed a bug that caused stingers to repeatedly re-equip themselves when mutations changed.
  • Fixed a crash that occurred when a creature fell in love with itself after stepping in dilute warm static.
  • Fixed a bug that caused creatures not to receive random cybernetics.
  • [modding] Common rendering colors are now accessible in C# via The.Color API. For example, The.Color.Red returns the Color value of 'R' previously accessed from the ColorUtility.ColorMap dictionary.
Caves of Qud - ptychomancer
Hello all,
We're skipping this week's patch due to some more travel. We'll be back on schedule the Friday after (3/31).

Until then,
Live and drink.
Caves of Qud - AlphaBeard
204.62

  • The Barathrumites now offer the choice between a masterwork carbine and a masterwork chain pistol upon completing a certain quest.
  • Companions who can technologically generate force bubbles now respect being told not to.
  • Dawning apes are now more convincingly considered robots.
  • Added spitting slugs back to regional populations.
  • Cages now have a new tile and can be entered.
  • Faundren villagers are now docile by default.
  • Made some improvements to liquid freezing.
    • It now takes a larger, more sensible volume of liquid to freeze into large rock walls, for those liquids that freeze into rock.
    • Freezing containers of convalessence no longer obliterates them.
    • Creatures in the same tile as a liquid that freezes into a solid wall now become stuck.
    • Creatures that become stuck from a pool of liquid freezing under them are now immediately freed if the pool melts or is destroyed.
  • Being stuck is now included in creatures' display name, like sitting or lying down.
  • The stuck effect now displays more information about what you're stuck in.
  • When you talk to Sparafucile during A Call to Arms, you no longer reference equipped items you don't actually have equipped.
  • Turbow and linear cannon now have appropriate tinker categories for the purpose of SchemaSoft implants.
  • Added a heavy weapons category to SchemaSoft.
  • Changed the tile and color for fossilized remains.
  • Short display names for liquid pools no longer display the number of drams in the pool.
  • Achievements based on equipping things now only trigger if the item is equipped properly.
  • Food no longer typically has 'equip' as its default action.
  • When navigating to a point of interest that's a creature, you now more reliably go to that creature's new location if they move.
  • Fixed a bug that allowed item duplication when twinning and trining lampreys made new lampreys.
  • Fixed a bug that caused the Non-Locally Sourced achievement to be uncompleteable.
  • Fixed a typo in the message displayed when something falls on a creature.
  • Fixed some grammar errors in tomb inscriptions.
  • [modding] Conversations now support negated versions of the IfHasBlueprint and IfWearingBlueprint predicates, IfNotHasBlueprint and IfNotWearingBlueprint.
Caves of Qud - AlphaBeard
204.61

  • Gaze and light-based attacks are now blocked by vantabud and vantabloom darkness.
  • Spaser rifles now deal plasma damage instead of light damage.
  • Phase cannons and decarbonizers now deal disintegration damage instead of light damage.
  • Plasma damage now has its own death message.
  • Nerfed psychodyne helmet.
  • Added several new wall descriptions.
  • Added an Ego requirement to [redacted].
  • You now need to be adjacent to a creature to perform the water ritual.
  • Primordial soup no longer cools into shale.
  • Removed an outdated version of cryokinesis from ice frogs and gave them Freezing Ray.
  • Star kraken no longer excrete quasi-real starch and lignin.
  • It's no longer possible to deal negative damage.
  • Dromad traders now politely pretend to be fooled by the disguises their customers wear.
  • Made further adjustments to make creatures prefer not to use non-weapon equipment as improvised weapons.
  • Messages displayed for taking zero damage now say "no damage" rather than "0 damage".
  • Added rules text for what camel bladder does.
  • Accomplishments based on eating something no longer complete if you fail to eat the thing.
  • Pyrokinesis and Cryokinesis can no longer be activated on the world map.
  • Cooking effects triggered by drinking freshwater no longer trigger on the world map.
  • Added a basic description to Rebuke Robot ability.
  • The heads of high-level robots now more consistently contain high-level bits.
  • You now get an appropriate message when you attempt to shield slam a target you can't reach because it's playing.
  • You now get an appropriate message when you attempt to shield slam a target who's out of phase with you.
  • Twinning and trining lampreys now spawn with the same effects in place that the lamprey spawning them has.
  • Fixed various bugs that caused the allegiance of twinning and trining lampreys to behave strangely in some interactions of their spawning behavior, Proselytize, Beguiling, love injectors, and/or cloning.
  • Fixed a bug that caused Disintegration, Light Manipulation, and Stunning Force not to benefit from Two-Headed.
  • Fixed a bug that allowed you to eat a luminous hoarshroom at no action cost if you did it through thethe overlay UI inventory view.
  • Fixed a bug that caused agolmaggots to lack any natural weapons.
  • Fixed a bug that made non-companion creatures sucked through spacetime vortices create action queue inconsistencies.


Caves of Qud - AlphaBeard
204.60
  • We refreshed the corpus of game text used to generate text for white-titled books, graffiti, urn inscriptions, and bird dialog. You'll now see text from the last several updates appear.
  • Beak and hooks for feet no longer benefit from having the Horns mutation.
  • Quantum ripplers have a new tile.
  • Two quantum ripplers a space apart now spawn a spacetime rift between them and stabilize it so that nothing emerges.
  • Dyvvrach now only mentions the chiming rock if you've talked to it.
  • Acid humors now leave behind brackish acid pools rather than pure acid pools, meaning they'll evaporate over time.
  • Creatures now have considerably greater tolerance for friendly fire incidents from allied creatures that are not controlled by the player.
  • Flashbang grenades can now confuse creatures that are immune to psychic confusion.
  • Being confused now prevents vantabuds and vantablooms from absorbing light.
  • Unidentified modded pickaxes no longer appear as small boxes.
  • Creatures are now less willing to equip items that have missile weapon, shield, or thrown weapon functionality as melee weapons.
  • Flying companions are now more mindful when swooping with friendlies in their paths.
  • Exiled Keh & Kesehind no longer immediately disappear when dismissed as proselytes.
  • Crafting recipes listed in the water ritual no longer include the penetration and damage values of weapons.
  • Fixed a bug that made thrown phials of neutron flux fail to explode and instead leave behind a strange puddle of null liquid.
  • Fixed a bug that caused gigantic pieces of armor to be considered highly potent melee weapons by NPCs.
  • Fixed a bug that caused Stingers to not always sting when charging or lunging.
  • Fixed a bug that caused jump animations to play on inactive zones.
  • [modding] Implanted missile weapons now validate whether they are equipped on an appropriate body part using CyberneticsBaseItem.Slots rather than Physics.UsesSlots or MissileWeapon.SlotType.
  • [modding] Previously, when objects were being destroyed with the Obliterate flag, the return value of BeforeDestroyObjectEvent was ignored, meaning the normal object destroy process continued (as opposed to without Obliterate, where returning false would prevent destroy). Now, the return value of BeforeDestroyObjectEvent is always honored, and BeforeDestroyObjectEvent handlers are responsible for checking the Obliterate flag if they need to before returning false.

Caves of Qud - ptychomancer
Hi all,
We're skipping the patch this week due to some travel. We'll be back next week!

Live and drink.
Caves of Qud - AlphaBeard
204.59
  • Spacetime vortices can no longer be coated in liquids.
  • We made some performance improvements to spacetime vortices. They no longer immediately load new zones when spawned, meaning playing with Spacetime Vortex and Quantum Jitters should be smoother.
  • The Discharge power from the Electrical Generation mutation now requests confirmation before targeting yourself.
  • Barathrumite tinkers now spawn with a leather cloak rather than a cloth robe they cannot wear.
  • Baetyl rewards received as part of the [redacted] creation process are now written to the message log.
  • Gaslight weapons now consistently display their powered performance in the tinkering UI, rather than gaslighting you about their stats.
  • Fixed a bug that caused the reputation bonus from the custom visage implant to persist when swapping bodies.
  • Fixed a bug that made creatures with random cybernetic implants sometimes receive implants in excess of their license tier.
  • Fixed some bugs with Juke, like how juking out of your own force bubble left the forcefield in place until you moved again.
  • Fixed a bug that prevented dreamcrungles from becoming sated after you woke up peacefully.
  • Fixed a bug that caused mutation ranks not to stack with the [redacted] if you gained ranks from multiple sources.
  • Fixed a bug that caused [redacteds] with the custom visage implant not to apply their reputation bonus when controlled.
  • Fixed a coloration issue with dromad caravan journal entries.
  • [modding] Added IfZoneVisited conversation predicate, which is true when the specified zone ID has been visited by the player. Fixed the RemoveItem/RemoveSpeakerItem delegates.
...