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14,828 bytes added ,  02:16, 3 May 2022
merged old beta updates in, since they're part of the main game now
(added all 2022 non-beta patch notes as far as i can tell; removed 2019 notes)
(merged old beta updates in, since they're part of the main game now)
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* Fixed a bug that made transparent solid objects impossible to look at using the tooltip looker.
* Fixed a bug that made transparent solid objects impossible to look at using the tooltip looker.
* [modding] In a thrown weapon attack, if the Penetrations parameter is modified during the WeaponThrowHit or TakeDamage events, the modified value now appears in messaging. This is cosmetic and does not affect damage calculations.
* [modding] In a thrown weapon attack, if the Penetrations parameter is modified during the WeaponThrowHit or TakeDamage events, the modified value now appears in messaging. This is cosmetic and does not affect damage calculations.
=== 203.14 - 'beta' branch ===
[https://freeholdgames.itch.io/cavesofqud/devlog/346163/feature-friday-february-11-2022 Released February 11, 2022.]
* We made a bunch of changes to starting equipment.
** All castes and callings now start with at least 3-4 witchwood bark. Correspondingly, starting village apothecaries now stock only a token amount witchwood bark.
** Reduced the number of starting torches to a more reasonable amount.
** All starting food -- crusty loaf, food cube, Ekuemekiyyen greens, and salthopper chips -- can now be cooked with. Smoldered mushrooms still preserve into pickled mushrooms.
** Made a bunch of tweaks to true kin starting gear. As a result, they now start with more tonics than they had been in the beta, but not as many as they were capable of starting with on mainline.
** Scholars now have a chance to start with a couple books.
** Pilgrims now start with at least one book and a wineskin.
** Apostles now start with a honeyskin.
** Consuls now start with a wineskin.
** Watervine farmers now start with some random ingredients and a cookbook.
** Arconauts now start with some canned Have-It-All instead of mystery meat.
** Fuming God Child's ash-stained robes now grant +1 AV.
** Greybeards now start with furs and a short bow.
** Horticulturists and Priests of All Suns now start with a short bow.
** Priests of All Moons now start with a compound bow.
** Castes and callings that start with missile weapons now have more ammo.
* Witchwood bark now heals a slightly reduced amount.
* Witchwood bark now heals over three turns in descending amounts (12-14 on turn 1, 6-7 on turn 2, 3 on turn 3).
* Witchwood bark is now classified as a med instead of food.
* Gave witchwood bark a new description.
* The world now properly generates all historic sites that, according to gospels and quests, contain relics. This means that occasionally some extra historic sites are now generated.
* Warden Une is now officially true kin and can install cybernetic implants.
* Added iron gates.
* Replaced some doors with gates in zone generation where appropriate.
* Slightly reduced the chest chances in goatfolk haunts.
* Increased the item tier of liquid-cells and nuclear cell.
* Improved the quality of random cave encounters.
* Improved the quality of ruin generation.
* Tweaked some artifact and junk population tables.
* Historic sites no longer have erroneous "unknown"s in their descriptions.
* Fixed some cooking text errors while cooking in the deathlands.
* You can now ask Pax Klanq to puff on you again if you lose your Klanq infection prior to finishing the quest to spread it.
* Broadened the conditions for getting the Red Rock Hazing Ritual achievement.
* Argyve no longer takes wire beyond the 200' requested for "Weirdwire Conduit... Eureka!".
* Fixed a bug that caused the Puff Spores ability to persist permanently if the Klanq infected limb was dismembered.
* Fixed a bug that caused the Grit Gate communications panel to disable trading permanently.
* Fixed a bug that caused Otho not to admit you to Grit Gate if your level was too high when returning from "More Than a Willing Spirit".
* Fixed a bug that caused Neelahind to end the conversation if, during "Kith and Kin", you accused a kendren in prosperous circumstances without having finished "Love and Fear".
* Fixed a bug that caused the dialogue of Bey Lah's residents to not immediately update after "Kith and Kin".
* Fixed a bug that caused the quest "Weirdwire Conduit... Eureka!" to complete at 20' of wire, rather than 200'.
* Fixed a bug that caused Argyve not to take the wire when completing "Weirdwire Conduit... Eureka!".
* Fixed an exception when a liquid fell through a pit.
* Fixed a bug that prevented flying up through the rust wells if the above zones were inactive.
* Fixed a bug that caused a FlyingWhitelistArea object to appear in the nearby objects window.
* Fixed a bug that caused hotkeys to not work in the classic conversation UI.
* Fixed a bug that prevented you from getting the [redacted]'s journal secret after speaking with them.
* Fixed a bug that allowed you to swipe and lunge on the world map using a long sword.
* Fixed a bug that caused the text for buying additional tinkering recipes in the water ritual to not update until revisited.
* Fixed a bug that let you trade non-gossips secrets as gossip.
* Fixed a bug that caused part of the upper Tomb of Eaters not to be flagged as an interior space.
* Fixed a bug that caused the main quest to skip ahead to "The Earl of Omonporch" if Asphodel died early.
* Fixed a bug that caused objects that were immobile for any reason to become immune to the effects of time dilation.
* Fixed a bug that caused one of the four children of the Tomb to occasionally not spawn.
* Fixed a bug that caused the 'A' hotkey for the old ASCII editor to crash the game if pressed on the main menu.
* [modding] Added the IfTime, IfLedBy, and IfZoneName conversation predicates.
=== 203.12 - 'beta' branch ===
[https://freeholdgames.itch.io/cavesofqud/devlog/343391/feature-friday-february-4-2022 Released February 4, 2022.]
* We gave Red Rock a big makeover. It's now much more cavern-like, includes unique encounters, and is home to a snapjaw settlement.
* We added a rare chance for power grid, hydraulic, and mechanical infrastructure to appear in various sites.
** Possible sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle or deep jungle, Bethesda Susa, and some villages.
** Infrastructure and the equipment it powers will be found in various states of disrepair.
** Infrastructure equipment may or may not have a use.
** Added -- or made dynamically generatable -- some new furniture of varying technological sophistication.
** Removed metal and plastic hydraulic pipes.
* If you have Tinker I, you can now deploy wire.
** 1" of wire extends across one tile.
** You can deploy up to 10' at a time.
** Deployed wire can be used to connect components across a working power grid.
** Wire objects now merge into a single coil that weight 1lb per 25'.
* We revamped ruin generation and population in several sites.
** Sites include ruin worldmap tiles (extending 30 strata down), baroque ruin worldmap tiles (also extending 30 strata down), unnamed ruins found in the jungle of deep jungle, and some named ruins.
** Revamped ruined structures tend to be a little more complex than they were previously.
** Ruin creature and loot population is much improved.
** Baroque ruins now use a consistent wall type across the parasang and down the ruin column.
* Made a bunch of population adjustments to the deep jungle.
* Adjusted the tier of Bethesda Susa and Asphalt Mines subterranean levels.
* Increased the chance for 50' strands of wire to appear on the surface of the rust wells.
* Previously chosen conversation options are now more consistently recolored.
* Shale that is adjacent to large pools of water now has its tile detail color altered to indicate vine growth.
* Changed dreadroot's tile color.
* [debug] Added a new debug option, ""Draw zone semantics", that indicates the inside/outside areas of zones using the newest ruins builder.
* [modding] We revamped the conversation system to be much more dynamic and moddable.
** See the
** Conversations now merge their contents together by default.
** Conversations and elements can now inherit their properties from one or multiple elements.
** Conversations and elements can now have custom logic defined with C# parts.
** Custom predicates and actions like IfHaveQuest or GiveItem can be added for use in XML.
** Elements can now be distributed to other elements. For example, a choice can be distributed to every start node within the conversation.
** Nodes and choices can now have multiple text elements.
** Any element can now have predicates, including individual text elements.
** The logic for the water ritual and dialogue-heavy quests such as "Landing Pads" has moved into Conversations.xml.
* [modding] Added extensive semantic tagging to several objects for power grid, hydraulic, and mechanical infrastructure.
=== 203.9 - 'beta' branch ===
[https://freeholdgames.itch.io/cavesofqud/devlog/340407/feature-friday-january-28-2022 Released January 28, 2022.]
* Added a new UI for the Continue screen and removed the stand-in overlay one.
* Mouse input is now enabled by default.
* On Roleplay and Wandor modes, Gyl is now a checkpoint location.
* Creatures no longer spawn inside the [redacted] at Gyl.
* Reduced the chance for low tier creatures to have high tier items like zetachrome.
* Fixed a bug that caused the game to occasionally crash when you accessed a book.
* Fixed a bug that caused some relics to generate with place names.
* Fixed a bug that caused artifacts providing additional carry capacity to function when improperly equipped.
* Fixed a bug that caused the hooks from Hooks for Feet to be placed in your inventory when buying new mutations.
* Fixed a bug that caused popups about extradimensional psychic hunters to continue appearing after you left [redacted].
=== 203.7 - 'beta' branch ===
[https://freeholdgames.itch.io/cavesofqud/devlog/337817/feature-friday-january-21-2022 Released January 21, 2022.]
* Added a new music track to deep caves.
* Sleeping waydroids in the Grit Gate enclave are now friendly to Barathrumites.
* Added two new shields: crysteel aegis and flawless crysteel aegis.
* Added a new force attack binding to the prerelease input manager which will force attack in the currently selected direction. (defaults to alt+L1)
* Widened the range of possibilities for relic missile weapons.
* Tweaked the details and added several new descriptions for relic base items.
* Relic curios that summon friendly creatures now typically summon higher-level creatures.
* Relic tonics now provide two attribute/mutation points instead of one (or boost an attribute by two instead of one).
* Added new descriptions for the following items: nanoweave vest and rainboweave cloak.
* Added signs for gutsmongers' shops.
* Added new tiles for the following objects: canned Have-It-All, canned mystery meat, bandage, desalination pellet, knollworm skull, blood-stained neck ring, miner's helmet, fire ant gaster, steel buckler, steel shield, carbide shield, bronze ingot, qudzu stem, rubber tree seed, fullerite aegis, hunk of cheese, Yd Freehold workshop sign, jeweler sign, some books, tokens, timecube, relic curios, gentling cone, eyeless crab legs, crimson hood, mirrorshades, telemetric visor, chrome mantle, mercurial cloak, rainboweave cloak, worn burnoose, Praetorian's cloak, leather scraps, panther's cloak, furs, point-defense lasor, precinct navigator, wrist calc, force bracelet, structural scanning bracelet, life loop, snakeskin armlet, chain gauntlets, elastyne gloves, plasifer gloves, carbide boots, fullerite boots, anti-gravity boots, bounding boots, brinestalk gate, small sphere of negative weight, data disk, waterskin, camel bladder, robot limbs, organic limbs, trash, security cards, spiral borer, Klanq infection, ganglionic teleprojector, forge, anvil, fused security door, geomagnetic disc, luminous mote, quantum mote, palladium electrodeposits, crumpled piece of paper, torn sheet of graph paper, Templar phylactery, chrome platform, pocketed vest, plasifer chem vest, puma chitin vest, fullerite flake armor, rubber suit, flexivest, nanoweave vest, all grenades, and all energy cells.
* Changed the ASCII and tile colors of various objects.
* We did some more population refactoring. You may see some more changes in creature and equipment distributions.
* Rocks falling from the ceiling now respect phase.
* Fixed a bug that caused svardym storms to roll over to protected zones like the Yd Freehold if the storm started outside of it.
* Fixed a bug that caused lithofexes to refract their own lithifying gaze if equipped with refractive gear.
* Fixed a bug that caused high explosives (including sowers seeds) to ocassionally explode forever.
* Fixed some cooking effects not serializing properly (this will unfortunately break some small % of saved games)
=== 203.6 - 'beta' branch ===
[https://freeholdgames.itch.io/cavesofqud/devlog/335424/feature-friday-january-14-2022 Released January 14, 2022.]
* Added a new music track to [redacted].
* You now fall in love with statues and figurines depicting creatures you would normally fall in love with.
* Renamed "desert rifle"" to "Isaachar rifle"".
* Renamed "borderlands revolver" to "chrome revolver".
* Added new descriptions for the following guns and ammo: Issachar rifle, carbine, sniper rifle, musket, chain laser, linear cannon, freeze ray, blood-gradient hand vacuum, chaingun, chrome revolver, semi-automatic pistol, chain pistol, pump shotgun, combat shotgun, lead slug, electrobow, grenade launcher, missile launcher, HE missile, phase cannon, nullray pistol, short bow, compound bow, and flamethrower.
* Adjusted the tiers of some missile weapons.
* Fixed a typo in Goek's dialog.
* The life drain effect of bloody soup sludges no longer triggers on all weapon hits, instead restricted to a hit from their bloody pseudopod.
* Fixed a bug that caused the "Hole Like a Head" achievement to not unlock if you had multiple heads.
* Fixed a bug that caused the game to freeze if you were dominating an object requiring fungal vision as the shimmering effect expired.
* Fixed a bug that caused the shimmering screen effect from consuming Eater's flesh to persist when dominating another creature.
=== 203.4 - 'beta' branch ===
[https://freeholdgames.itch.io/cavesofqud/devlog/333004/feature-friday-january-7-2022 Released January 7, 2022.]
* Added new items: ogre fur hat, ogre fur gloves, and ogre fur cloak.
* You can now butcher ape fur hats and ape fur gloves from albino ape corpses. The descriptions of these items were changed to make this more sensible.
* Relic melee weapons are now sometimes two-handed.
* Historic sites are now built from a more sensible set of wall types, which includes gilded marble from the appropriate sultanate period.
* Removed short swords from the game because their stats were extraneous and identical to daggers. If they do come back, they'll likely be revamped.
* Added new descriptions for low and mid tier daggers, cudgels, axes, and swords.
* Cloneling clones now count toward the achievements "Me, Myself, and I" and "Clonal Colony".
* Fixed a bug that caused the achievement for traveling to the Six Day Stilt not to unlock if you had accepted the quest O Glorious Shekhinah!
* Fixed a bug that caused the razed goatfolk village to fail to build.
* Fixed a bug that caused read books to count multiple times for achievements.
* [debug] Added an option to disable achievement progress (Debug > disable achievements).

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