It’s been a while since we’ve had a big news post, so we want to give you an update as we head towards our 1.0 launch at the end of the year. We don’t have a more specific release date yet, but we will let you know as soon as we do...
The team has reached some major milestones in completing the enormous amount of detail work it takes to get Qud to 1.0. We recently finished rewriting descriptions for the 2,000+ (!!!) objects in the game. Here’s the last one we did: it’s trash.
We also finished activated ability descriptions, message log messages, sound effects for everything in the game (over 1,000). And we fixed some long-standing bug chains with cooking, cloning, and creature attitudes.
So what is left to do? Aside from more detail, there are two major pieces. First is the tutorial, which we’re designing specifically to teach the very basics of Qud and help new players get their footing. We’re far along and will be making it available to Patreon backers and private testers soon.
Second is the endgame. How do you end a game like Caves of Qud? Well, we’ve had the outline for 15 years, and we’re finally making good on it. Endings are hard, we take the task very seriously, and to be frank: we are absolutely cooking! Can’t say anything else yet, but we’re so excited to share it soon.
As we head into the endgame…
A few important things to know as we approach the finish line.
No More Feature Fridays. This Feature Friday (September 20th) will be the last one until 1.0! We’re going heads down to give full focus to the endgame.
Tutorial Beta is Coming. Early next month, we’ll put the tutorial up on a beta branch and ask folks to help us test. Be on the lookout!
The Price is Going Up. After much consideration to many factors, including how far the game has come since our Early Access launch in 2015, we’ve decided to raise the price on October 29th to $29.99 USD (and the OST to $9.99). This will be the final price heading into 1.0. We wanted to give as much notice as possible so that folks can get the game at its current price and take advantage of the 10% off sale running now. Please tell your friends who’ve been on the fence to pick up the game before the price goes up!
We are nearly there, and we’re feeling it: excited, exhausted, etc. We’re committed to having these last few updates put a satisfying capstone on the game while also welcoming new players with (multiple) open arms. Thank you so much to everyone who has stuck with us for the long haul.
Soon...
Live and drink!
Feature Friday - September 13, 2024
207.99
Added the rest of the activated ability descriptions.
Added several more descriptions for creatures and items, finishing a full pass.
Added icons to the pet selection menu during character creation
You may now cook with objects from adjacent cells (eg, open bodies of water).
Inanimate objects that are on fire or being attacked will no longer be too distracted to allow you to place objects on or in them.
Clicking on zone transition arrows now walks you to the edge of the screen instead of taking a single step.
The pet Frondzie now more reliably uses it's taunt whenever you are in combat.
Fixed the "NoCombat" tag used on various pets.
The pet Ercolano should be properly animated now.
The lairs of legendary girshling should now be populated with more girsh creatures rather than random creatures.
Added a verification step when saving the game to ensure it was written to disk correctly.
Gave decarbonizers turret bodies rather than hover robot bodies.
Fixed a bug that caused the Precognition vfx to get stuck or not wait until the zone was rendered before animating.
Fixed a bug that caused companions to have the incorrect water ritual liquid.
Fixed a bug that caused creature opinions to temporarily be ignored after a save was loaded.
Fixed a bug that caused multiple redundant popups to appear if your precognitive vision was about to run out after you already chose to return.
Fixed a bug that rarely caused you to die after choosing to return to the start of your precognitive vision.
Fixed a memory leak when choosing to not return to the start of your precognitive vision.
Fixed a bug that caused cloned abilities to never come off cooldown.
Fixed a bug that caused Ultra Fire to not have a cooldown.
Fixed a typo in the Empty the Clips activation message.
Fixed some typos in worldmap messages.
[modding] Added a 'clearcooldowns' wish that can be used in some cases to resolve issues with non-ticking cooldowns.
Feature Friday - August 30, 2024
Hey all, We've been working hard on finishing the game for our 1.0 release, so we're taking a break from Feature Friday next week to get some much needed rest. FF will return the following week.
Live and drink, friends.
207.98
Clicking on an interactable object or hostile creature now advances one square before warning instead of preventing movement altogether.
The accomplishment for donating books to Sheba can now only be engraved on your [redacted] once, if other deeds are available.
Proselytizing a creature is now only an accomplishment if they have not previously been your companion.
Fixed a bug that took some loot away from the ancient bones in the asphalt mines.
Fixed an issue with metabolizing effects from cooked recipes not triggering properly.
Fixed the character sheet description of Light Manipulation to properly show the PV and reflect chance of the next level.
Fixed a bug with installing two onboard recoilers at the same time resulting in only one being usable.
Fixed a bug that caused the ceremonial vibrokhopesh to clack and buzz constantly on the world map.
Fixed a bug that caused popups referring to the chime '_' to be incorrectly capitalized.
[modding] Added float and double gamestate methods.
[modding] Added several methods for getting properties from HistoricEntity and HistoricEvent.
[modding] Fixed a bug that caused the Circuitry part to lose all charge on the world map.
[modding] The IXP multiplier wish (xpmul:#) behavior is now stored as a float game state "XPMul" and will persist on save load.
Feature Friday - August 23, 2024
207.97
Objects are now re-flagged for autoget after being thrown.
Flurry now properly integrates with effects that impact physical attacks (eg. sprinting, stuck, etc.)
The ancient bones now look like bones and are easier to spot.
Included daughters of Exile is dynamic encouters.
Removed the chiming rock from dynamic encounters.
Fixed a bug that caused "when you drink freshwater" trigger effects to trigger even if you declined the prompt to drink.
Fixed a bug that caused liquids to be consumed even when you declined a prompt about drinking too much.
Fixed a bug that rarely caused an elevator platform to spawn on top of stairs down in Bethesda Susa.
Fixed a bug in the display of a single standalone iron fence tile.
Fixed a bug that caused several legendary creature types to be uncloneable.
Fixed a rare exception when cloning.
Fixed a bug that caused phasing to be able to be reactivated on the turn it expired.
Fixed some odd grammar around staring at one's own reflection.
Fixed a rare exception in party leadership assignment for breeders.
Fixed a rare exception during worldgen.
Fixed a grammar bug with shimmering heat messages.
Fixed a bug that caused the music during the battle for Omonporch to loop incorrectly.
Fixed a bug that caused the stair traversal sound to play even if something blocked your way.
Fixed a bug that caused the sound for identifying an artifact not to play.
Fixed some grammar issues in the effects of one of the new special items.
[modding] Added a Notify conversation delegate, which triggers an event on the target object and game systems.
Feature Friday - August 16, 2024
207.93
Reverse Engineer now lets you reverse engineer mods.
15% chance (per mod) to learn a mod when you disassemble a modded item.
If you have Disassemble and Reverse Engineer, you can now disassemble non-tinkerable items if they have tinkerable mods.
Added Daughter of Exile.
Added a few new special items.
You can now scroll choice dialogs with the right stick on gamepad.
Reduced volume of the wait sound.
Replaced the prompt sound with the standard popup sound in most cases.
Fixed an issue with tents made from memory eater scales.
Fixed overlapping ability bar command text.
Fixed several pages in the character sheet that weren't responding properly on small screens.
Fixed overlapping ability pagination bindings.
Fixed a grammar issues when using a high-powered magnet from a stack.
Fixed a bug that caused planished godhed pariahs to appear unplanished in their display names.
Fixed a rare exception when changing keybinds.
Fixed a memory leak when using Precognition.
Fixed a bug that caused 3d cobblers to start teleporting you randomly after looking at a wall.
[modding] Added BeforeShieldBlockEvent and AfterShieldBlockEvent.
[modding] Added StaticObjectsTable tag populations, which function similarly to DynamicObjectsTable but ignore the ExcludeFromDynamicEncounters tag.
Feature Friday - August 9, 2024
207.89
Added 100+ new sound effects for quests, status effects, and various other interactions.
We made some changes to decoy holograms.
The radius of single holograms was reduced from 20 to 12.
Affected creatures now have a visible "distracted by a decoy" status effect.
Distracted creatures now make a new save to resist the decoy every 10 turns.
Creatures that resist distraction can no longer be distracted by that particular hologram for several days. This immunity persists even if the hologram is deactivated and reactivated. For items the produce multiple holograms, each individual hologram tracks its own saves.
Creatures now remain distracted after loading a save.
Added more creature and ability descriptions.
Added a failure message to Hook and Drag for situations where the target can't be hooked.
AI now properly considers phase when using Hook and Drag.
Disarmed mines originally created by the player are now autogettable.
Fixed a bug that caused dynamic quests requiring the player to enter an object to not complete correctly.
Fixed a bug with the weapon skill of the shoulder-mounted light cannon natural weapon.
Fixed a small memory leak in world generation.
Changed the step wording on the Creating World screen.
Feature Friday - August 2, 2024
207.87
Added some more item descriptions.
Added some more ability descriptions.
Gamepad highlight (left trigger+right trigger) now shows inventory tooltips.
The time of day icon now continues to work even when you're inside an interior.
Fixed a display name bug in legendary clockwork beetle names.
Fixed a bug that occasionally caused focus to be lost when navigating the cybernetics terminal with gamepad.
Fixed a bug that caused rare lockups in the cybernetics terminal.
Fixed a bug that caused gaslight chisels to be improperly weighted for AI autoequip.
Fixed a bug that caused 3d cobblers and step sowers to sometimes remove you from your cell, causing you to reappear in a random place.
Fixed a bug that prevented the missile weapon menu from displaying on gamepad.
[modding] Zones and interiors can now override whether they are considered to be "inside" for natural daylight with SetInside.
[modding] The IllnessChance method of Food is now virtual.
[modding] Added JournalAPI.AddVillageNote to add journal notes to a village's history.
[modding] Fixed a bug that caused the InventoryItemConvertor part to not process inventory items.
Feature Friday - July 26, 2024
207.85
Added some more ability descriptions.
Leather braces can now be wooly.
Cast nets and throwing axes now have sell values.
Charging with adjacent hostiles now respects phase & flight.
Reduced memory pressure from creatures that fabricate their own ammunition.
Clarified in the descriptions of serene and terrifying visage that they require both head and face slots.
Time cherubim will now properly use temporal fugue.
Fixed a rare exception when creating clones.
Fixed a bug that caused 'when you gain a new follower' cooking triggers to not properly trigger.
Fixed an issue with dragging the message log divider when the log was docked to the left.
Fixed an issue that caused warm static to instantly kill you.
Fixed an issue that caused you to die at the end of precognition.
Fixed a bug that caused slotted energy cells to disappear when reloading a save if a hired guard was separated from its extradimensional leader.
Fixed a bug that caused love injectors to create permanent followers if you had either Beguiling, Proselytize, or Rebuke Robot.
Fixed a bug that caused various creature and furniture abilities that required someone standing in the same cell to not activate, e.g. aloe volta.
Fixed a bug that caused bonded companions such as psychic thralls to repeatedly thaw the zone their leader was in when separated.
Fixed a bug that caused inventory hotkeys to function incorrectly the first time the screen was opened.
Fixed a bug that caused temporal fugue to not summon copies when surrounded by a lot of deep water.
[debug] The debug internals option now adds the ability to toggle logging of AI "Think" to the message log.
[modding] Fixed a bug in pregen default icons.
[modding] Upgraded Unity version to 2022.3.39f1.
Feature Friday - July 19, 2024
207.81
Added an option for zoom sensitivity (Options > Modern UI > Zoom Sensitivity).
Sultan curios can no longer produce temple mecha.
Added a few more ability descriptions.
Added a few more item descriptions.
Made a clarification to the nulling item mod's tinker description.
Fixed a bug that caused a specific jungle tile on the world map to lock you in place.
Fixed an issue that caused the Bell of Rest to recall you from far distant zones.
Fixed a bug in the transmutation of liquid volumes.
Fixed a rare cloning exception.
Fixed an exception when naming unnamed places.
Fixed a bug with generated text in murals.
[modding] Variant entries in Bodies.xml can now specify an empty string to remove an inherited property.
[modding] Fixed a bug that caused the tile, foreground, and detail of skill entries to be overridden with defaults when multiple mod values were merged.
[modding] Added VillageBase.CreateVillageFaction to add new village factions from history.
[debug] Fixed a bug that caused the 'idall' wish to only identify a handful of objects in the current zone.
Feature Friday - July 12, 2024
207.78
We updated some default gamepad binds.
Walk to edge is now Y.
Move to Point of Interest is now left-stick press.
Ability page up and down is now left trigger + dpad up and down.
Melee attack nearest enemy is now left bumper.
Zoom in and out is now left trigger + dpad left and right.
Added several item descriptions.
Added some activated ability descriptions.
Gave Dyvvrach an inventory so they can sell their credit wedges.
Jellies and oozes now have default Ego and Willpower scores of 1 instead of 0.
Rhinoxen now have a trio of single horns instead of a trio of double horns.
Changed the indefinite article for leather armor and studded leather armor.
Removed some tomb walls from dynamic encounters.
Popups aligned to mouse position are now properly clamped to the screen.
The Spindle channel now extends up to the z-level of Resheph's tomb.
Added rolling session backups when you load a save game from the main menu. These can be manually restored from the <...>/CavesOfQud/Local/Session folder.
Fixed a bug that caused Warden Indrix to sometimes corrupt your save game.
Fixed a bug that prevented save games from being loaded if the info file was corrupt.
Fixed incorrect damage in Shield Slam's description.
Fixed a bug that caused zone stratum info to occasionally appear in the names of items you've named.
Fixed a bug that caused tile clicks to incorrectly register on button down and when dragging.
Fixed a bug that caused clicking on non-active buttons to activate the selected button instead.
Fixed a bug in the display of keybinds in the menu bar of the keybinds screen.
Fixed a bug in the stat shifts of clones affecting the original object when the clones vanish.
[modding] Added GetLandingLocation to the ZoneManager for getting the arrival zone of a parasang.
[modding] The GetTransitiveLocationEvent now supports prioritization of the selected portal and destination.
[modding] More interface members of the Rack collection are now virtual.
[modding] Fixed a bug that caused the AfterTravelEvent to sometimes be handled twice if the parent object moved.