You can now wear gigantic gauntlets on your giant hands.
The geomagnetic disc now benefits from being gigantic even while powered.
Engulfing creatures will now disgorge something they are digesting if they become part of the same party during the digestion process.
The temple mecha mk Ia's machined edge is no longer gigantic.
You will now auto-explore over fracti if it wouldn't damage you due to non-matching phase or faction reputation.
Fixed a bug that caused various coloration of creatures to be lost when in range of nightvision.
Fixed a bug that caused unidentified missile weapons to display their identified icon in the missle weapon status bar.
Fixed a bug that caused gigantic items to require even more limbs to equip if they were already equipped somewhere else.
Fixed a bug that caused creatures to immediately want to unequip a piece of gigantic equipment after equipping it.
Fixed a bug that caused equipment to not update how many limbs it uses after implanting giant hands.
Fixed a bug that caused giant hands to reduce the amount of limbs required to wear any item regardless of type, most notably gigantic armor.
Fixed a bug that caused the geomagnetic disc to sometimes consume double charge.
[modding] Dismembered limbs now copy all properties of their severed parts into a DismemberedProperties part.
[modding] Added AfterDismemberedEvent which can be used to add additional properties to the severed limb.
[debug] Added an 'implant' wish to directly add a cybernetic to yourself in an optional location: "implant:giant hands", "implant:pneumatic pistons:feet".
[debug] Added a 'modify' wish to create an item with a specific mod installed: "modify:crysteel gauntlets:gigantic".
It’s Alexandra from Kitfox Games with some development and community news! We are working towards the final, major content update before 1.0 release. Much like the Creatures of the 7th Plague, this one will have a ton of new features, bug fixes and improvements.
The team has been working on a full UI rework complete with fully mouseable, gamepadable, gorgeous updates for every screen. Here are some mockup screenshots of the new UI:
Joppa is also getting a refresh! Everyone’s favourite starting area is going to be as textured and lived-in as the rest of the world. More to show on this later!
Along with those major reworks, the update will also include:
Hundreds of new sound and visual effects
40 new achievements
Several new narrative touches
Big bug fixes and performance improvements
You can expect this update to be released in Q2.
Jam with us!
The folks in the Caves of Qud community are doing another mod jam!! The theme this time around is...Vignettes.
Like last time, they'll be compiling mods from the jam into a modpack. Unlike last time, they're allowing C# scripting - so they've also extended the duration to a week. Beginner modders are still very much welcome and encouraged to join! If you've ever been curious to try modding now is the perfect chance!
The jam will run from March 15, 6:00 PM to March 22 6:00 PM EST.
Added new descriptions for several pieces of armor and ceremonial vibrokhopesh.
Trash and scrap can no longer break or rust.
Creatures no longer expel their quills against inanimate objects.
Clues for the Kith and Kin quest are now properly marked as quest items, warning you before being sold.
Autoexplore no longer picks up Kith and Kin clues.
Gas masks and filters now reduce damage caused by dangerous gases only if they are dangerous to inhale, but when they are, the damage reduction is much more effective.
You are no longer prompted multiple times about your ability to swoop when flying.
Star kraken no longer extrude unidentifiable tubes.
The recoil ability can once again be used on the world map.
Made death by damage reflection messages a little more sensical.
Unidentified hoversleds are no longer seen as 'small boxes'.
Increased the value of rubber tree seed.
Fixed a bug that caused Eskhind to sometimes travel back towards the hollowed tree after returning to Bey Lah.
Fixed a bug that caused Keh-hind to sometimes not leave Bey Lah right away when exiled.
Fixed a bug that sometimes caused creatures to spawn directly over pits.
Fixed a bug that rarely caused creatures to spawn directly on top of spacetime vortices.
Fixed a bug that caused fish to sometimes spawn without water.
Fixed a bug that caused daggers in the thrown weapon slot to be eligible for Rejoinder.
Fixed a bug that prevented your notes from displaying properly on unidentified items.
Fixed a bug that caused walls and furniture to remain targeted even when out of line of sight.
Fixed a bug that caused death from thirst to be attributed to the last creature that damaged you.
Added the following grenades as rare drops on Explosives population tables: spring-turret, time dilation, plasma, gravity, glitter, and phase shift.
Added descriptions for several pieces of furniture.
Weapons with lots of ammo no longer cause the ammo display to overflow the bar.
Creatures can no longer be woken up the turn they fall asleep, which will prevent some issues like a backswing from a blow that knocked a creature unconscious immediately waking them up.
Weapons that stun on impact now stun when they are thrown as well.
Boosted the disassemble performance of unpowered advanced toolkits to match that of basic toolkits, as clained in the rules text.
In look descriptions, fungal infections now show up under "Physical Features" instead of "Equipped".
Creatures who prefer not to sell specific items or types of items now agree to sell them to you if they are your companion.
Added a sound effect to the "you feel increasingly unstable" mutating message.
Liquid-fueled energy cells are now tagged as ammo.
Killing all the girshlings in Redrock before accepting What's Eating the Watervine? no longer prevents the quest's completion.
Gave Saad Amos the Rebuke Robot skill.
Removed how many seconds are left on a bombs timer from its description. It still appears in the display name.
Active fungi now have a higher render layer.
Fixed a bug that caused clues to the location of Ruin of House Isner to disappear from loaded games.
Fixed a bug that caused unequipping the amaranthine prism via Precognition to not disappoint someone, if the prism was not in your inventory prior.
Fixed a bug that caused averaged armor values from multiple limbs of the same type to sometimes not update when one of the limbs was lost.
Fixed a bug that caused you to always receive blame for unequipping the prism, regardless of whom it was equipped to. (You'll still be blamed if it's your companion doing the unequipping.)
Fixed a bug that caused the Decarbonizer module to permanently stop working if its beam was interrupted.
Fixed a bug that caused the golem's ability to recall to the Court of Sultans to stop working if recalled or reshaped via the reshaping nook.
Fixed a bug that caused the 'Eat the God's Flesh' step to not complete correctly.
Fixed a bug that caused Wandering Tau to wander off as if she were preparing to join the Seekers of the Sightless way.
Fixed a bug that prevented Wandering Tau from being a follower after If, Then, Else was completed.
Fixed a grammar issue with falling through open air.
[modding] Folded Staging.xml blueprints into their respective data files.
[modding] Added IfHaveItemDescendsFrom conversation delegate which checks your inventory and equipment for an object with a descendant blueprint.
[modding] RecoilOnDeath now checks its active status, meaning it can be disabled by normality, EMP, rust, et cetera if flagged as vulnerable.
Mountain and hill maps now have a little more unique character and no longer generate without any open spaces.
Improved the generation of rivers in villages.
When you get lost, you generally no longer get plopped down in a tile with spawn-blocking objects like fracti and pits.
Santalalotze now has tier 8 wares instead of tier 7 (very similar population but slightly more weighted toward the highest-end stuff).
Temple mecha are no longer included among a newfather's domesticants.
The game no longer thinks the plural of 'human' is 'humen'.
Tweaked the description of Short Blade Expertise to match other references to action cost.
Molting basilisk husk now has the right description.
The sacred well should be less flammable.
Messages now refer to 'the' amaranthine prism instead of 'an' amaranthine prism.
Improved the consistency of object placement inside of village buildings.
Fixed several map generation issues due to reachability being incorrectly calculated.
Fixed an issue with village generation that caused a bunch of random objects to appear in random areas, particularly in the upper left region of the map.
Fixed a bug in village generation that caused partial, garbled WFC-generated buildings.
Fixed a bug in village generation issue that caused extra holes in buildings.
Fixed a rare world generation exception.
Fixed a rare village generatione exception.
Fixed an issue that caused garbage liquids to leak into system memory and cause crashes in Golgotha.
Fixed the display name of small sphere of negative weight when it's offered as a reward for completing a village quest.
Fixed some plurality issues in messages generated about identifying cybernetic implants.
Fixed a capitalization issue with generated messages about pulsed field magnets interrupting autoact.
Fixed a bug that caused the 'S' after an possessive apostrophe to be capitalized when naming an item.
Fixed a bug that caused water ritual options to be disabled if you did not have enough reputation to afford them without the social coprocessor.
Fixed a bug that caused Tinker and Artifex starts to not receive their schematic from Tinker I and II.
Fixed a bug that prevented the Yd Freehold asterisk from affecting the reputation cost of pacifying nephilim.
Tagged some objects as mass nouns.
[modding] The DestroyContiguous part of nullray can now be used for melee weapons on hit.
[modding] GiganticInventory now makes restocked inventories gigantic.