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Added release notes for 206.59
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==Update status==
==Update status==
Caves of Qud is currently in Early Access, and is updated every Friday, unless there's something special going on. Patch notes are posted on [https://steamcommunity.com/app/333640/discussions/0/530646080848194826/ Steam], [https://freeholdgames.itch.io/cavesofqud/devlog itch.io], [https://twitter.com/cavesofqud Twitter], [[Official Discord server|Discord]], and [https://forums.somethingawful.com/showthread.php?threadid=3739217 the Caves of Qud thread] on the Something Awful forums.
Caves of Qud 1.0 was released December 5, 2024. Before that, it was in early access for 9 years and was updated every Friday, unless there was something special going on. Patch notes are posted on [https://steamcommunity.com/app/333640/discussions/0/530646080848194826/ Steam], [https://freeholdgames.itch.io/cavesofqud/devlog itch.io], [https://twitter.com/cavesofqud Twitter], [[Official Discord server|Discord]], and [https://forums.somethingawful.com/showthread.php?threadid=3739217 the Caves of Qud thread] on the Something Awful forums.


Often these updates break save compatibility with games saved in the previous version. If you'd like to continue a save from a previous patch, you can switch back to that patch's branch. From Steam, right-click Caves of Qud > Properties > Betas > choose a branch.
Often these updates break save compatibility with games saved in the previous version. If you'd like to continue a save from a previous patch, you can switch back to that patch's branch. From Steam, right-click Caves of Qud > Properties > Betas > choose a branch.
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{{Version History Nav}}
{{Version History Nav}}
== 2024 ==
==2025==
=== 206.59 ===
=== 1.0.4 (build 210.10) ===
[https://store.steampowered.com/news/app/333640/view/547861811992461888 Released May 22, 2025]


[https://freeholdgames.itch.io/cavesofqud/devlog/668194/feature-friday-january-19-2024 Released January 19, 2024.]
==== GAMEPLAY & UI ====


* Long trader names are now properly clipped on the trade screen.
* Added a new advanced option in the Prompts section: 'Show popups when you dismember or decapitate someone'.
* Gave lover's blossom a new tile.
* Added a new advanced option in the Debug section: 'Strip color formatting from UI text'.
* Autoexplore now avoids osseous ash.
* Added new directional keybinds to autowalk to specific edges of the map.
* Traders are now referred to by name in messages explaining they don't have the skill to recharge or repair something.
* Added a fallback font for the modern UI with many previously missing international unicode characters.
* Urchin cherubim now grow their cherubic spines on their body instead of their arms, which they don't have.
* Search text is now cleared when reopening the options or control bind menus.
* Qas and Qon are now immune to confusing gas.
* Search on the Skills screen now searches all skills, including unexpanded categories.
* Glass doors are no longer opaque.
* Options that require a game restart to take effect now prompt you to do so upon exiting the menu.
* The quest text of A Signal in the Noise no longer references Joppa.
* Creatures with photosynthetic skin now bask in the sunlight.
* Made some tweaks to mid and late-game armor tables.
* The endgame score screen now displays the correct number of lairs you found.
* Creatures with glotrot can no longer use Sticky Tongue.
* Switched the icons of Steady Hand and Steady Hands.
* Thrown objects now use the proper unidentified tile if you don't know what they are.
* Clarified that some abilities let you jump over creatures in Jump's skill description.
* Multiple ejection seats can no longer lock in place in the same tile.
* The legendary mecha in Reclamation is now loved by the Putus Templar.
* Reaching loved reputation now only creates an entry in your chronology once per faction.
* Walls created via 3D cobblers or step sowers no longer inherit your phase.
* Greatly improved the performance and memory utilization of pathfinding.
* Love tonic effects should more reliably expire when old zones are loaded.
* Improved the performance of breeders.
* Restocking merchants should more reliably dispose of unimportant items sold to them.
* Fixed a bug that caused Putus Templar party leaders in faction encounters to get double their inventory.
* Particle effects now respect visibility and won't render on top of objects that stand over them.
* Gave Putus Templar party leaders the chance to have more than one Eaters' nectar tonic.
* The message for blocking now includes what shield you blocked with.
* Fixed a bug with the scoring of A Call to Arms that caused chain laser emplacements and waydroids to be treated as full Barathrumite persons.
* Minorly improved performance across the board.
* Fixed a bug that caused gigantic energy cells to never generate with more than half charge.
* Improved performance when many particle effects were active onscreen.
* Fixed a bug that put proselytize on cooldown with no effect when targeting a baetyl.
* Improved performance when you hold a light source at night.
* Fixed a bug that caused spaser gas to emit from the attacker instead of the defender when killing a target in one shot.
* Improved performance when you move.
* Fixed a recurring bug where some legendary creatures had malformed titles.
* Increased the render layer of the still chime.
* Fixed a bug that allowed the deployment of portable walls on the world map.
* Windows builds are now 64-bit.
* Fixed a bug that caused Hobbled to become less effective as your move speed increased, and increase it once your move speed was above 200.
* DLC is no longer subject to the 'Enable mods' option.
* Fixed a bug that prevented levels deep underneath Ezra from building properly.
* Fixed a bug that caused a big performance hit when a creature was boxed in and unable to move.
* Fixed some grammar errors in books without titles.
* Fixed a text generation issue with sultan titles.
* [debug] Added "hobbled" wish.
* [modding] Added object, int, and float properties to factions.  


=== 206.57 ===
==== BUGFIXES ====


[https://freeholdgames.itch.io/cavesofqud/devlog/664714/feature-friday-january-12-2024 Released January 12, 2024.]
* Fixed a bug that caused creatures to prioritize hostiles farther away, resulting in them frequently getting blocked in narrow passages.
* Fixed a bug that caused creatures to sometimes ignore stationary hostiles that were shooting at them.
* Fixed a bug that caused some epilogue conversations to be inaccessible when marooned.
* Fixed a bug that caused Jab to sometimes not work with chimeric hands.
* Fixed a bug that caused you to lose your followers when recoming at Gyl.
* Fixed a bug that caused custom time clocks to not display in other planes.
* Fixed a bug that caused water rituals with followers to skip awarding reputation for loved factions beyond the first.
* Fixed a bug that caused some control binds on non-English keyboard layouts to render incorrectly.
* Fixed some dynamic language when describing unknown jewelry.
* Fixed a typo in tongue twist.
* Fixed dynamic grammar issue with hindren scout's description.
* Fixed a bug that caused tooltips to get stuck open.
* Fixed a bug that caused tinkering line items to be unclickable.
* Fixed a rare bug in zone generation due to random baetyl rewards not generating properly.
* Fixed a bug that caused you to have multiple primary limbs if you regenerated a previously dismembered primary limb.
* Fixed a bug that caused 3D cobblers to ignore walls of the same type, even if they were visually different.
* Fixed a bug that caused the poisoned effect to sometimes ignore immunity.
* Fixed a bug on the Windows builds that caused prompts for opening Player.log to instead open an unrelated folder.
* Fixed a bug that caused the mod manager to close after a popup was dismissed.
* Fixed a bug that caused the mod manager to still receive key input while a popup was displayed.
* Fixed a bug that caused important items to be traded or stored when toggling all items to trade.
* Fixed a visual bug in the popup frame decoration.
* Fixed a bug that caused rare sultan statues to appear with missing textures.
* Fixed a bug that caused 'Melee attack nearest enemy' to walk on top of plants like dreadroots.
* Fixed a bug that caused items placed next to the golem mound to report as valid for construction but fail when asking Klanq to build it.
* Fixed a bug that caused Girsh Qon to lose the use of her shave flaps when absorbing the chord of Agolgot.
* Fixed a bug that caused Girsh Qon to confuse herself if under your control.
* Fixed a bug that caused various messages involving pariahs, such as those for petting, to become malformed.
* Fixed a bug that caused the individual steps for 'The Golem' quest to not complete when providing materials.
* Fixed a bug that prevented opening the character status screen if you had a mutation with an invalid variant.
* Fixed a message that referred to the wrong object when attacking a creature that blinks away on damage.
* Fixed a bug that caused disabling the zone transition autosaves to instead save on every transition.
* Fixed a typo in "Chiliad Creature Hoof" which prevented the blueprint from loading.
* Fixed a bug where the teleport animation didn't respect tile flippedness.
* Fixed a bug where Ornate Tables would change colors when items were placed on them.
* Fixed a bug where enclosed objects could appear above their encloser.
* Fixed a bug that caused some historic regions to generate without articles.
* Fixed a bug that caused common phrases for "cooking" to not generate.


* Mountain and hill maps now have a little more unique character and no longer generate without any open spaces.
==== MODDING & DEBUG ====
* 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.


=== 206.52 ===
* [modding] Steam workshop mods now check for updates and prompt downloads if you've declared a version in your manifest.json.
* [modding] You can now add HistorySpice.json files to your mod, which will merge with the base HistorySpice.
* [modding] Added LoadBefore and LoadAfter to manifest.json, which can influence mod load order without creating dependency cycles.
* [modding] The XRL namespace is now checked for type name conflicts, which should prevent cases of silent incompatibilities between mods.
* [modding] Map files in subdirectories now merge together by their ID. If no ID is defined, the relative path is used.
* [modding] The game is now restarted when the mod configuration is changed to fully unload old mod data.
* [modding] Mod approval has been replaced by a one-time option to opt-in when installing a script mod for the first time.
* [modding] We added some new features to manifest.json.
** Mod dependencies can now be declared, allowing your mod to require and be loaded after others.
** Separate subdirectories can be loaded depending on what version of the game is running, allowing further mod compatibility.
** Subdirectories can also be loaded only if a certain mod is present, allowing optional interwoven features.
** Defining a manual LoadOrder is deprecated, in favor of dependencies.
** Refer here for usage: wiki.
* [modding] You can now add a 'Textures' folders for your sprites anywhere in your project, respecting your manifest.json directories.
* [modding] Added an alert to the main menu if enabled mods are missing dependencies.
* [modding] Added a new GetBleedLiquidEvent, which defaults to the old BleedLiquid tag or property.
* [modding] XML files loaded by root now print an info block of file counts to the Player.log.
* [modding] Crystallinity is now added via its mutation entry, allowing its class to be changed.
* [modding] You can now define a 'Reputation' xtag for various state used by the GivesRep part, such as 'LovedBy', 'LikedBy', 'NotDislikedBy', etc.
* [modding] Conversation parts now have a disposal step after the conversation is over and no more events will fire.
* [modding] Combo options can now define a separate display value using '|', e.g. '0|None'.
* [modding] Adding an invalid object to cybernetics population tables no longer prevents world generation, instead logging an error.
* [modding] Various methods on Tinkering_Disassemble have been made public & static.
* [modding] Added an OptionFlag attribute, which can sync an option's value to a field or property.
* [modding] Added a Options.HasOptionValue method to check if an option has a player-configured value.
* [modding] Fixed a bug that caused displayed version numbers using the upgrade operator to be parsed as a color code.
* [modding] Fixed an exception when specifying invalid attribute requirements for powers.
* [modding] Fixed a bug that caused custom clock images to fill the available space in the status bar.
* [modding] Fixed a bug that sometimes caused the wrong extrinsic attack to be removed when processing a melee action.
* [modding] Fixed a bug that caused the default values of options to be ignored when used as conditions for manifest.json directories.
* [debug] Added 'shimmering' wish that gives you the effect of eating Eater's flesh.


[https://freeholdgames.itch.io/cavesofqud/devlog/661131/feature-friday-january-5-2024 Released January 5, 2024.]
=== 210.2 (beta branch)===
[https://store.steampowered.com/news/app/333640/view/547856738465874033?l=english Released March 27, 2025]
* Added a fallback font for the modern UI with many previously missing international unicode characters.
* The message for blocking will now include what shield you blocked with.
* Fixed a bug that caused some historic regions to generate without articles.
* Fixed a bug that caused common phrases for "cooking" to not generate.
* [modding] Steam workshop mods will now check for updates and prompt downloads if you've declared a version in your manifest.json.
* [modding] You can now add HistorySpice.json files to your mod which will merge with that of the game.
* [modding] Added LoadBefore and LoadAfter to manifest.json which can influence mod load order without creating dependency cycles.
* [modding] The XRL namespace is now checked for type name conflicts which could previously cause silent incompatibilities between mods.
* [modding] Map files in subdirectories will now merge together by their ID, if no ID is defined the relative path is used.
* [modding] You can now add 'Textures' folders for your sprites anywhere in your project, respecting your manifest.json directories.
* [modding] Added an alert to the main menu if enabled mods are missing dependencies.
* [modding] Added a new GetBleedLiquidEvent which defaults to the old BleedLiquid tag or property.
* [modding] XML files loaded by root now print an info block of file counts to the Player.log.
* [modding] Fixed a bug that caused the default values of options to be ignored when used as conditions for manifest.json directories.


* Cathedras now supply the same bonus to tinkering as sitting in the nicest chairs.
=== 210.0 (beta branch)===
* Curio summoned salt krakens will no longer wander.
[https://store.steampowered.com/news/app/333640/view/496063443495814338?l=english Released March 7, 2025]
* Creatures with power switches who are promoted to have conversations will no longer default to the interaction menu when used.
* Windows builds are now 64-bit.
* Statues are now diggable.
* DLC is no longer subject to the ‘Enable mods’ option.
* Floor cushions are now decorative.
* [modding] The game is now restarted when the mod configuration is changed to fully unload old mod data.
* Improved the random baetyl rewards from building the golem.
* [modding] Mod approval has been replaced by a one-time option to opt-in when installing a script mod for the first time.
* Onboard recoilers are now excluded from the recoil menu until they are implanted.
* [modding] We added some new features to manifest.json.
* [redacted] will now spawn creshes in adjacent cells.
** Mod dependencies can now be declared, allowing your mod to require and be loaded after others.
* Random mental mutations offered via the water ritual will now be rerolled if you acquired the selected mutation elsewhere.
** Separate subdirectories can be loaded depending on what version of the game is running, allowing further mod compatibility.
* Fixed a bug that caused the pit in Golgotha to sometimes spawn directly under a chute.
** Subdirectories can also be loaded only if a certain mod is present, allowing optional interwoven features.
* Fixed a rare bug that caused an exception while saving the game.
** Defining a manual LoadOrder is deprecated, in favor of dependencies.
* Fixed a bug that caused autowalk to stop before entering a cell with a sealed container of a dangerous liquid.
** Refer here for usage: [[Modding:Mod Configuration#manifest.json]].
* Fixed a bug that caused spaser fire to not properly generate plasma if the target died.
 
* Fixed a bug that allowed traders to identify items for players with Dystechnia.
===1.0.2 (build 209.44)===
* Fixed a bug that caused tonic stacks dropped by creatures to be capped at 5 injectors.
[https://freeholdgames.itch.io/cavesofqud/devlog/896677/maintenance-update-102 Released February 28, 2025]
* Fixed a bug that caused non-crop objects to count as crops destroyed during A Call To Arms.
*Changed Make Camp so that only campfires you made are considered when checking for existing campfires.
* Fixed a bug that rarely caused an entire fence side to be missing from farms and forts.
*Psychic hunters now ambush you less often in [redacted].
* Fixed a bug in generated the descriptions and titles of extradimensional objects that caused the text "cultSymbol" and "dimensionSymbol" not to be replaced with their real values.
*The pool of brain brine effects no longer includes adding skills or skill points if you already have every skill.
* Fixed a bug that caused learning Tinker I, II, or III via the water ritual to not award the free schematic if you did not have the base skill.
*Distracting holograms now have a higher render layer.
* Fixed a bug that caused templar mechs to be overburdened.
*Increased the render layer of lit campfires.
* Fixed a bug that caused treating with the Girsh nephilim to not complete the quest step 'Beast Slouching'.
*Fixed the circle of light in the chord of Rermadon not displaying its resistance boosts.
* Fixed a bug that caused village tinkers and apothecaries to sometimes not have their intended stock.
*Fixed a bug that caused the golem to sometimes remain in a semi-piloted state after being destroyed, preventing player control.
* Fixed a bug that allowed you to dash vertically through multiple floors without stairs using the flume-flier.
*Fixed a bug that caused Rodanis Y to not receive power from Grit Gate's broadcast power station.
*Fixed a bug that caused social coprocessors to not be accounted for in some water ritual contexts.
*Fixed a bug that caused Spinnerets to not deactivate on the world map.
*Fixed a bug that caused your cryo clones to sometimes prevent the game from saving.
*Fixed a bug that allowed you to repeatedly gain the reward for completing "A Call to Arms" from Otho by mentioning the slynth.
*Fixed a bug that caused dreadroots to be unable to travel on the world map.
*Fixed a bug that caused salt krakens to leave trails on the world map.
*Fixed a bug that prevented companions from satisfying the objective of spreading Klanq to their original faction.
*Fixed a bug that caused the cooldown reduction from Willpower to be uncapped when applied to Ultra Fire.
*Fixed a bug that caused items cloned via cryotubes to conflict in unpredictable ways when equipped together with the original item.
*Fixed a bug that caused Blinking Tic to teleport you outside vehicle interiors, inflicting large amounts of fall damage.
*Fixed a bug that caused conflicts between complex parties to not propagate opinions between the leaders, leading some members to remain neutral.
*Fixed a bug with hotkey inputs from the ability menu not being properly consumed when activating an ability.
*Fixed a bug with hotkey inputs from the ability menu that rarely caused an ability mapped to 'a' to be immediately used when entering the screen.
*Fixed an exception during missile weapon fire when a cell was fully drained during a multi-shot action.
*Fixed an exception thrown during explosive projectile impacts.
*Fixed a typo in the tutorial.
*Added some names to the credits.
*[modding] Fixed an exception in FromWebColor when passing in a color code starting with #.
*[debug] Added party leader and inherited feeling towards the player to the attitude menu.