Caves of Qud is a science fantasy roguelike epic steeped in retrofuturism, deep simulation, and swathes of sentient plants. Come inhabit an exotic world and chisel through layers of thousand-year-old civilizations.
Note: this update breaks save compatibility with previous versions.
206.17 - 'beta' branch
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[*]Added new cybernetic implants: stasis entangler, polyphase modulator, and precision force lathe.
[*]We made some refinements to temple mecha.
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[*]Added special mechanics for infiltrating piloted mecha.
[*]Added a new requirement for piloting an unaccessed mecha.
[*]Mecha no longer heal on their own and must be repaired with 7 or 8 bits.
[*]Mecha now require a special type of energy cell to function: mecha power core.
[*]Piloted temple mecha now appear in dynamic encounters.
[*]Unpiloted temple mecha can now be found, very rarely, abandoned in caves.
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[*]Gyre wights now sometimes camp on the Stiltgrounds.
[*]Added new legendary names and titles for gyre wights.
[*]Added new gyre wight dialog.
[*]The approaches to Girsh cradles are no longer considered holy sites to gyre wights. Golgotha and Bethesda Susa themselves stil are, however.
[*]Rank girshlings and plasmatic girshlings now occasionally leave corpses behind on death, like other girshlings.
[*]Neutral-temperature liquids now stabilize their containers' temperature, including in the case of liquid-cooled overloaded weapons.
[*]Holograms are no longer immune to normality fields.
[*]Granite and tangled mudroot are now treated grammatically as mass nouns.
[*]Sparking baetyls no longer ask you for things you have equipped and cannot unequip.
[*]Prevented some cases of named creatures being randomly assigned the same term in multiple elements of their name.
[*]Friendly creatures can no longer swap you out of their way.
[*]Fixed several issues with yes/no/cancel dialogs in console mode.
[*]Fixed a bug that caused no keybinding to be displayed for some popups in console mode when playing with a gamepad.
[*]Fixed a bug that sometimes caused a long pause when returning the application to focus.
[*]Fixed a bug that caused you to be unable to enter some interiors if the entrance was blocked.
[*]Fixed a bug that caused keyboard input not to register on prerelease inventory and trade screens. Note: Directional navigation of prerelease trade and inventory screens won't respect binds and only responds to arrows and numpad.
[*]Fixed a number of issues involving environmental power systems when entering a zone.
[*]Fixed some message composition issues in mimic, jilted lover, and livid creeper special attacks.
[*]Fixed some issues causing NPCs to interfere with and delay each other in combat by swapping positions.
[*][modding] The Impaler part now has a field NeedsToBeHidden, true by default, which if set to false makes being hidden unnecessary for the impalement functionality to work.
[*][modding] Added weights to water ritual secrets and journal entries, making secrets more or less likely to be shared and discovered.
[*][modding] Added weight modifiers to interests in Factions.xml, specified via a Weight attribute. Ex: Weight="50".
[*][modding] Added GetWaterRitualSecretWeightEvent, which can modify the final weight of secrets in the water ritual.
[*][modding] Added BuySecretWeight and SellSecretWeight attributes to the water ritual xtag, which can override a creature's weighting of secrets by id.
[*][modding] Added EntityID and EventID to factions, allowing retrieval of their historic entities and events, respectively, when they exist. Example use is to get the village inhabited by a given village faction.
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