Feature Friday - November 3, 2023

Caves of Qud

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 [list] [*]Added new cybernetic implants: stasis entangler, polyphase modulator, and precision force lathe. [*]We made some refinements to temple mecha. [list] [*]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. [/list] [*]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. [/list]