Added 40 achievements. They are visible from the in-game achievement manager (Main Menu > Achievements) but are not yet active on Steam or other platforms.
Added a system menu button to the top-right of the main play screen.
Added UI sounds for selections, some popups and picking targets.
Added an option for to disable interface sounds.
Added an option to disable text particle effects (Options > General > Use Text Particle VFX).
Renaming crysteel and zetachrome items no longer takes away their paperdoll shader.
Clarified Ruin of House Isner rules text.
You are no longer always stranded in waking dreams.
Gave eyewear mods a tinkering icon.
Improved the layout of the comparison tooltip.
Improved equipment drag and drop indicators.
Improved performance when wearing a lot of equipment.
Greatly improved memory overhead.
Multiple attempts are now made to delete save games that are in use by another process.
Added additional safeguards and debugging for player duplication.
Fixed Yurl having way too much ammo.
Fixed a bug that could look you out of Argyve dialog between knickknack quests.
Fixed an issue causing strange items to appear in your inventory as a result of showing comparison tooltips.
Fixed backswings being able to trigger additional backswings recursively.
Fixed a bug with liquids creates via warm static.
Fixed some item duping bugs.
Fixed a bug that would rarely cause the paperdoll equipment and inventory to vanish.
Fixed a bug where some scrollers wouldn't accept page up or page down.
Fixed an error when attempting to revisit a zone that was missing from the zone cache.
Fixed some bugs in the Mechanimist convert dialog.
Fixed objects attempting to enter the pool multiple times.
We are excited to announce that the Spring Molting update is live now in beta. We'll be testing for a few weeks and then releasing the update on the main branch June 6th. Full patch notes can be found at the end of this post, but here is a summary:
- đ¨ALL NEW INTERFACEđ¨ Our transformational UI redesign is complete! Fully mouseable, fully gamepaddable, and much prettier, but all carefully designed to maintain the essence of what makes Qud Qud. More polish is coming, but everything functional is in. - Support for Steam Cloud saves. Play between PCs or between Steam Deck and PC, at your leisure - a refresh of the starting town of Joppa, with the same lived-in texture as the rest of the world - hundreds of new sound and visual effects - several new narrative touches, big bug fixes, & performance improvements
To access the beta, select Caves of Qud in your Steam library> Preferences> Betas> Beta Branch. No password required. For bugs and feedback, please post here.
And if you want to get your friends in on Qud, there is a free demo available from now till May 13th. Access it from the Caves of Qud Steam store page.
Live and drink!
-Freehold + Kitfox
SPRING MOLTING PATCH NOTES
UI
We added an entire new UI. (ie, we completed work on the modern UI, for folks who've been following our progress). More polish will be coming over the next several weeks, but all the functionality is there.
There are too many changes to fully document, but here's a partial list of new screens: trade, quests, message log, character sheet, skills, equipment & inventory, tinkering, game summary, every journal tab, status effects, reputation, world generation, interact nearby, books, in-game terminals.
The new UI has full keyboard, mouse, and controller support.
The new UI plays natively on handhelds like Steam Deck.
Added a search bar to relevant screens.
SAVES
Added full support for Steam Cloud saves.
Vastly improved the performance of saves and loads.
Greatly reduced the number of files per save.
Greatly reduced save size.
Saves are now more resilient towards breakage, from mods or otherwise.
Saves now kept in the \Synced subdirectory, and unsynced files are kept in \Local.
WORLD
We refreshed the starting village of Joppa.
Added a new apothecary: Nima Ruda.
Replaced Warden Ualraig with a more fleshed-out version: Warden Yrame.
Gave all major NPCS new dialog and new descriptions.
Widened the range of artifacts that can be turned in to Argyve. Concurrently, we gave some true kin castes fewer starting trinkets.
Made some significant changes to O Glorious Shekhinah! These changes carry through to the generated village starts, and in fact are slightly different in each village type.
Gave the village a makeover, with several new walls, pieces of furniture, and monuments.
Joppa NPCs now point you to questgivers, like the villagers of dynamic villages do.
We refreshed the Naphtaali faction and culture.
Replaced or renamed several Naphtaali. Here's the new roster of creatures: Naphtaali forager, Naphtaali tinker, Naphtaali nimrod, Naphtaali jeer, and Naphtaali sap.
Replaced chrome idols with unplanished godheds, and their legendary counterparts, planished godheds.
Refreshed woodsprogs and added them to jungle populations.
Added Erah the ciderer to Kyakukya.
GAMEPLAY
Strong feelings creatures have due to actions you take (such as attacking them) now weaken over time instead of reverting suddenly when a map is unloaded.
Creatures belonging to multiple factions now take your reputation with all those factions into account when determining their attitude toward you.
Creatures no longer ignore changes to your faction reputation if they have a personal opinion of you.
Companions no longer revert to their base attitude when they lose track of their leader.
Creatures now get mad at you if you tell your companions to attack them.
Added a new piece of furniture: electric generator.
Tables randomly have items. on them more often.
MISC
COMING SOON THIS BETA: 40 new achievements
Added many, many new visual and sound effects.
Looping music tracks now play seamlessly.
Made some alterations to the track that plays during Reclamation.
Made some tweaks to hindren and mopango dialog.
Refreshed and polished the dynamic wall generation system used for villages (e.g., "dragonfly chitin tent")
Refreshed and polished the display names, tiles, and descriptions of uindentified artifacts and partially identified artifacts.
Added some new trinkets: Added bubble level, spiral iron, and salt mill.
Added a wrench and a pestle.
Reduced memory fragmentation over long play sessions.
Improved turn-by-turn performance.
Improved lightray casting performance during the day.
Changed Issachari renderstring to 'h'.
BUGFIXES
We made many, many fixes to long-standing issues around creature attitudes, including creatures losing their
Fixed Asphodel's followerss being limited to 8.
Fixed nonspecific gender verb conjugation.
Fixed several cases of messages referring to a *PooledObject.
Fixed the performance impact when many creatures had died or objects had been destroyed.
Fixed non-human village tinkers and apothecaries not having tier-appropriate stock.
Fixed many other small issues.
MODDING AND DEBUGGING
[modding] Creatures now have action-specific opinions of others. For example, being attacked by someone's ally now garners the OpinionAttackAlly opinion.
[modding] Creatures now maintain a history of allegiance. For example: "On the 3rd of Ut yara Ux, <creature> was constructed by a turret tinker." and "On the 12th of Tuum Ut, <creature> was proselytized by you."
[modding] Many invalid components are now removed gracefully when loading a saved game, making it possible to remove a mod from a saved game and continue playing.
[modding] Made the Leader part more general and functional. Use it to generate a creature with companions.
[modding] MinEvents now support registration with prioritized execution and optional serialization.
[modding] Any class can now register for a MinEvent by implementing the IEventHandler interface.
[modding] Event handlers now use event registrars to handle both registration and unregistration with a single method implementation.
[modding] Some events are now sent and can be listened for on the global game level, such as AfterPlayerBodyChangeEvent.
[modding] Added ModSingletonEvent, ModPooledEvent and IModEventHandler, which allow creating modded events with native performance. See XML docs for examples.
[modding] Object instances can now tokenize themselves for the serializer by implementing the ITokenized interface.
[modding] IParts can now define a priority which determines their order within the parent object's list. This has an effect on the orders of event processing and serialization.
[modding] Inert parts with no functionality, such as those gained from some skills, can now define a skip priority that excludes them from event processing, for a minor performance benefit.
[modding] Ported blueprint builders to be IObjectBuilders, which are singletons that can process many game objects without creating garbage or polluting the object's parts.
[modding] Text variable replacers, such as "=verb:shloop=" or "=player.waterRitualLiquid|capitalize=", are now moddable by decorating a class and method with the related attributes.
[modding] Complex and/or custom text variable operations can now use the Text.StartReplace() builder to do every replacement in a single pass.
[modding] Abilities can now set IsWorldMapUsable to allow activation on the world map.
[debug] Added a 'show attitude' action to creatures when debug information on object internals is enabled.
Freehold Games' resident snapjaw v-tuber Gra is streaming live right here on Steam! She will be playing the beta for the Spring Molting update, which will be out tomorrow on the public beta branch.
Caves of Qud is also part of the official selection for this year's Ludonarracon, check out the entire event over here.
Love Qud but want to get your friends in on the action too? You're in luck because there is a free demo available from now till May 13th. You can access the demo from the Caves of Qud Steam store page
Hey there, Here's an update on last week's Feature Friday plus some other news. Since it's already Thursday, we've decided to just wait and post Feature Friday along with this week's patch tomorrow. Then, we'll be skipping Feature Friday next week, because: the following week we're posting the Spring Molting beta!
So the schedule is
Friday, April 26th: Feature Friday
Friday, May 3rd: no Feature Friday; patch skipped
Sometime between May 6th - May 10th: Spring Molting beta
You can read about Spring Molting and our roadmap for 1.0 and beyond here.
As you probably know, we announced that Caves of Qud is finally releasing on Steam in its full glory later this year, after more than 15 years of work. But we havenât talked a ton about how we get there and whatâs left to do. So letâs get to it!
Very Soon: Spring Molting
Weâve decided to put out one last pre-release feature arc on our Journey to 1.0. This update is already in private beta, coming to Patreon supporters extremely soon, and then going to open beta in early May & releasing a few weeks after that. Hereâs whatâs included:
- đ¨ALL NEW INTERFACEđ¨ The much-touted, transformational UI redesign is complete! Fully mouseable, fully gamepaddable, and gorgeous, but all carefully designed to maintain the essence of what makes Qud Qud. - a refresh of the starting town of Joppa, with as much texture & lived-in feeling as the rest of the world - hundreds of new sound and visual effects - 40 new achievements - several new narrative touches, big bug fixes, & performance improvements
We donât want to spoil everything, but throughout summer and fall our central project will be to finish the main quest, and then add something to satisfy those who complete the entire narrative arc of Caves of Qud. Weâll add a more hands-on tutorial, too.
Thereâs also always tons of tâs to cross and iâs to dot when finishing a game: those last achievements, missing sounds and visual effects, more bugfixes, etc. All of these things will need to be built and tested behind closed doors, and theyâll keep us busy.
Late 2024: Launch
No, we donât have a date, as itâs still awhile away and we donât want to be up against the marketing budget of the next Assassinâs Cry: Breath of the Duty (trademark pending).
Part of the lead-up to launch is preparing the game architecture so we can properly handle big meaty updates post-launch. Which begs the questionâŚ
What About After Launch?
Yep! Weâre going to keep updating the game! Major content and system releases. Of course how many exactly does depend on the financial realities of sales, but no matter what, we have two big DLCs planned already. We honestly donât know yet if theyâll be paid purchases or free upgrades, but weâre thinking about the right approach.
Weâre also considering how to best support other platforms. Itâs not urgent or pressing, but we want to make sure we donât code ourselves into a corner if/when the time comes to maintain several control schemes, hardware, etc.
Back to Work!
Those are all the updates for now. Weâll shout-n-video when we have Spring Molting up on Steam for you, but hopefully this clears up any lingering confusion about what comes next. Feel free to keep asking us questions on the Discord; weâre watching out for âem.