Version history

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Revision as of 19:57, 12 October 2019 by Syntaxaire (talk | contribs) (Created page, included some recent patch notes)
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Update status

Caves of Qud is currently in Early Access Beta, and is updated every Friday, unless there's something special going on. Patch notes are posted on Steam, Twitter, Discord, and 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.

Version scheme

Example version: 2.0.195.1
Caves of Qud is currently on version 2.0. The third number in the version string, like '195', increases every week. The fourth number is 0 unless there is a hotfix to fix a critical bug.

Release history

This is the release history of Caves of Qud, with the most recent releases at the top.

2.0.194.0 released October 11, 2019

  • Walls, furniture, and tombstones now occasionally appear with graffiti.
  • If the creature you're dominating gets turned to stone by a lithofex gaze, you no longer erroneously die.
  • Life loops now prevent the limb they're equipped on from being severed.
  • Sheba Hagadias no longer has the chance to spawn as a pulsed field magnet.
  • Fixed some display and reputation bugs on items painted or engraved with historical events from Resheph's life.
  • [modding] Conversation node text now ignores leading whitespace. You can now insert a space manually with the special character sequence "/_".
  • [modding] Fixed a bug in PlayerMutator.
  • [modding] Added a new property to item mods: NativeTier. When generating mods for an item, if a mod's native tier is higher than the to-be-modded item's tier, its likelihood of being chosen is reduced by a factor of (NativeTier-ItemTier)*10.
  • [modding] We refactored liquids.
    • Liquids are now derived from BaseLiquid and are tagged with the [IsLiquid] attribute.
    • Removed the byte identifiers. All liquid references are now based on string IDs mapped to the value assigned in BaseLiquid::ID.
  • [modding] Added support for extending the JoppaWorldBuilder. Classes that extend IJoppaWorldBuilder and are tagged with the JoppaWorldBuilder attribute now have their before and after methods called during JoppaWorldBuilder execution. Here's an example.
   [JoppaWorldBuilderExtension]
   public class MyJoppaWorldBuilderExtension : IJoppaWorldBuilderExtension
   {
       public override void OnBeforeBuild( JoppaWorldBuilder builder )
       {
       }
       public override void OnAfterBuild( JoppaWorldBuilder builder )
       {
       }
   }
  • [modding] Added support for generically extending world builders. Classes that extend IWorldBuilder and are tagged with the WorldBuilder attribute now have their before and after methods called during all WorldBuilder executions. The world builders typically (but not necessarily) extend WorldBuilder. Here's an example.
   [WorldBuilderExtension]
   public class MyWorldBuilderExtension : IWorldBuilderExtension
   {
       public override void OnBeforeBuild( string world, object builder )
       {
       }
       public override void OnAfterBuild( string world, object builder )
       {
       }
   }

2.0.193.0

  • We tweaked the layout of Joppa.
    • Moved the sultan shrine to the map north of Joppa, near the graveyard.
    • Added a guaranteed shrine to Resheph where the sultan shrine used to be.
    • Added a dirt path leading from central Joppa to the graveyard and sultan shrine, and a sign to guide the way.
  • Added a new item: tattoo gun.
  • Added a new item: precinct navigator.
  • Added some new bracelet tiles.
  • Force bracelet now appears slightly more often in rare artifact loot tables.
  • Fixed a bug that occurred while cooking with convalessence.
  • [modding] DischargeOnHit now triggers on thrown weapons and projectiles.
  • [modding] Added a new event, ProjectileEnteringCell, which gets passed to all objects in a cell before projectile impact occurs. It has the following parameters.
    • Cell: the current cell
    • Path: the list of Points in the current missile path
    • p: the int value of the current index in the missile path
    • Attacker: the attacking creature
  • Returning false skips this cell's projectile impact. You can modify the path during this event; any changes from index p onward will take effect.

2.0.192.0

  • Added a Sixth Great Sultan to the history of Qud: Resheph. His history is depicted via shrines like the other sultans but remains the same from game to game.
  • Converted the dates that appear in sultan and village histories to the new Reshephian calendar.
  • Added a new faction: Cult of the Coiled Lamb.
  • Added a secluded shrine to Resheph in the Stiltgrounds.
  • Added a new NPC to the Stiltgrounds: Tszappur, disciple of the Coiled Lamb. Tszappur will muse with you over the significance of the events in Resheph's life.
  • Altered the entry point tile of the Six Day Stilt.
  • Revamped the post-quest dialog for 'What's Eating the Watervine?'.
  • Life drain now properly ceases if the drainer dies.
  • Fixed a bug that caused the attacker to be treated as the defender during some critical hit effects.
  • Fixed a typo in maghammer's description.
  • Fixed some other typos.
  • [modding] Mods can now include a Commands.xml file that adds mod-specific keybinds. The command IDs are fired as events on the player body.
  • [modding] Mods can now include an Options.xml file that adds mod-specific options.
  • [modding] The NameMaker and Tinkering classes are now public.
  • [modding] Added a new attribute and interface: PlayerMutator and IPlayerMutator. You can use them to modify the player object before the game begins. Any class tagged with the PlayerMutator attribute is instantiated after the player object is created and assigned, and the "mutate" method is called with the player as the parameter. For example:
   [PlayerMutator]
   public class MyPlayerMutator : IPlayerMutator
   {
       public void mutate(GameObject player)
       {
           // modify the player object before the game starts
       }
   }

2.0.191.0

2.0.190.0

  • Arconauts report the continued unearthing of a massive tomb complex surrounding the Spindle at Omonporch. A stolen ledger reveals the presence of catacombs, a crematory, crypts, and sepulchers for each of the Six Great Sultans. They insist that we monitor the site for further developments, which, they say, will continue to come.
  • The description on shields now clarifies that shields only grant their AV when you successfully block an attack.
  • Shield block messages and particle text now display the bonus AV granted.
  • Added a background to the mod configuration page.
  • Indrix now repeats his directions to Mamon Souldrinker when you talk to him again after starting Raising Indrix.
  • sparking baetyls no longer ask for unobtainable glow-wight corpses.
  • Lairs are no longer sometimes generated with a mysterious 'baboon hero' occupant.
  • Dialog nodes with consequences can no longer be avoided by performing the water ritual or entering the trade screen.
  • Removed some deprecated skills from NPCs.
  • Updated the description of Disintegration to clarify that bonus damage is done to structural objects rather than inanimate objects.
  • Fixed a bug that caused indigenous village tinkers to be unable to repair, identify, and recharge items.
  • Fixed a bug that caused various skill powers to fail to work with natural equipment (e.g., fists).
  • Fixed a bug that caused issues when amphibious player characters traveled on the world map.
  • Fixed a bug that allowed you to disassemble equipped items without actually losing the item.
  • Fixed a bug that caused Shake It Off to fail to attempt to prevent daze or stun the first turn the effect was acquired.
  • Fixed a bug that prevented medicinal liquids from attempting their disease prevention effect in the case of Ironshank.
  • Re-enabled the Modding Utilities menu background image.

2.0.189.0

  • Reclassified various mushroom-based consumables as fungi rather than plants.
  • Reduced the Ego requirement of Menacing Stare (and thus the Persuasion skill) to 17.
  • Feral lah now get XP for kills made by their pods, unless the pods have found a new party leader.
  • You no longer get a popup message when one of your burgeoned plants dies.
  • If you [redacted] while wielding the amaranthine prism, [redacted].
  • Did some more adjustment of creatures roles, fixing several cases of creatures having reduced or inflated stats.
  • Lase now tells you when your laser beam fails to penetrate your target's armor.
  • Items covered in liquid now correctly have their display names modified (e.g., "sticky Mehmet").
  • Effect text that referred to regaining hit points as "regeneration" now instead uses "natural healing rate" to avoid confusion with the Regeneration mutation and clarify that limbs aren't regenerated naturally.
  • Fixed a bug that prevented Beguile from working when used via a cooking effect.
  • Beguiling a creature via a cooking effect now uses the correct Beguile level (the one that's listed in the effect description).
  • Made the target picker more descriptive when beguiling via a cooking effect.
  • Changed the wording in the effect description of resonance grenades from "inorganic matter" to "structural objects" to clarify that they don't do bonus damage to robots.
  • Replaced number words with their easier-to-parse numerals in a few contexts.
  • Removed duplicate brain parts from arconauts and great saltbacks.
  • Standardized the spelling of the various tenses and forms of the word 'worshipping'.
  • Fixed some subject-verb agreement issues with unidentified artifacts.
  • Fixed a typo in the dawnglider tail description.