Author Topic: Caves of Qud (now at Early Access Feature Friday #131) $  (Read 35308 times)

getter77

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Re: Caves of Qud (now at Early Access Feature Friday #108) $
« Reply #165 on: October 14, 2017, 01:36:07 AM »
Feature Friday #108

Quote
Added a new sultan domain: Travel.
Updated the history generator to incorporate travel-minded sultans.
Added new effects for travel-based historic relics.
Added new sultan professions: explorer and nomad.
You can no longer wear a glowsphere on your body. How did that even work? Did you just jump inside the glowsphere? We don't know.
Photosynthetic Skin now correctly gives you bonus reputation with trees, vines, and roots, in addition to the Consortium of Phyta.
Photosynthetic Skin now correctly gives you 200 bonus reputation with the Consortium of Phyta instead of 300.
You can no longer tinker ruin recoilers.
Rewrote the base item descriptions for historic relics from the late-fourth period sultanate. They now better convey what life was like for this mid-to-late generation of Eaters.
Fixed an issue with sultan histories not being deterministic for a given world seed.
Reduced saved game size and improved compatibility between versions.
Fixed an uncommon issue when loading saved games.
[modding] The 'sticky' and 'stuck' effects are now public instead of internal.
[modding] Added support for CarryBonusPercent and CarryBonusFlat game object int properties.
Brian Emre Jeffears
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getter77

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Re: Caves of Qud (now at Early Access Feature Friday #109) $
« Reply #166 on: October 20, 2017, 11:30:29 PM »
Feature Friday #109

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We added our first batch of achievements, 30 in total. Expect many more as development continues.
The Laws of Physics Are Mere Suggestions, Vol. 1
Violate the Pauli exclusion principle.
Eat an Entire Bear
Kill a bear and eat it. Just eat an entire bear.
To Thine Own Self Be True
Wear your own severed face on your face.
Friend to Fungi
Host three different fungal infections at once.
Goat Simulator
Project your mind into a goat's body.
The Spirit of Vengeance
Recover the Ruin of House Isner.
Knight Conical
Recover Stopsvalinn.
Love at First Sign
Fall in love with a sign.
Pyramid Scheme
Kill a chrome pyramid.
Dark Tidings
Foresee your own death.
Love Thyself
Fall in love with yourself.
A Bond Knit with Trust
Become loved by a faction.
The Woe of Joppa
Become hated by the villagers of Joppa.
Peekaboo
Become loved by newly sentient beings.
Jawsnapper
Kill 100 snapjaws.
Starry Demise
Be crushed under the weight of a thousand suns.
Quiet This Metal
Speak to the alchemist.
Your Thirst Is Mine, My Water Is Yours
Perform the introductory water ritual 100 times.
Proteus
Have 10 mutations.
Welcome to Qud
???
On the Rocks
???
Your Better Half
???
You Are Becoming
???
You Became
???
Say No More
???
Metal Pedal
???
You Are What You Eat
???
Shoot.
???
Litteratus
???
So Powerful is the Charm of Words
???
If you helped us test the achievements, you can wish for "clearach!!!" to clear your achievement progress.
You can fall in love with signs again.
Moved userprefs.json from the game data directory to the save directory.
Brian Emre Jeffears
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getter77

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Re: Caves of Qud (now at Early Access Feature Friday #110) $
« Reply #167 on: October 28, 2017, 12:04:42 PM »
Feature Friday #110

Quote
Added a new fungal infection: mumble mouth.
"The mouths on your skin begin to mumble coherently, revealing the wisdom of a trillion microbes."
Added a new type of fungus puffer: brooding jadepuff.
Brooding jadepuffs now appear in fungal biomes and the Rainbow Wood.
Added a new type of book: advertisement flyers for legendary merchants.
Mayor Nuntu now starts with an advertisement flyer for a random legendary merchant.
The locations of legendary merchants are now properly included among the possibilities for secrets shared during the water ritual.
Added a new tile for starapple trees.
Historic relics that bestow Clairvoyance now work properly.
Fixed a zone build crash that occasionally occurred during the Raising Indrix quest.
Added much more behind-the-scenes support for the upcoming cooking system. Soon, soon...
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Re: Caves of Qud (now at Early Access Feature Friday #111) $
« Reply #168 on: November 03, 2017, 07:57:46 PM »
Feature Friday #111

Quote
We added seven new achievements.
Mutagenic Mastery
Advance a mutation to level 15.
Biographer
Learn the complete history of a single sultan.
Cubic and Wisest Human
Activate a time cube.
Go on. Do it.
Wield the amaranthine prism.
Tongue in Cheek
???
Footloose
???
Oathbreaker
???
Fixed a bug that caused merchant advertisements to occasionally be blank.

Greetings, wayfarers.

We wanted to take a moment to communicate our patch schedule for November, which will deviate slightly from our weekly patch cadence due to behind-the-scenes work on the Cooking feature arc[www.cavesofqud.com] and some time spent traveling. Here's our plan:

Nov. 3rd (this friday): small patch
Nov. 10th and Nov. 17th: no patches
Around Thanksgiving (Nov. 22nd): big patch with cooking and the revamped hunger system

We don't have an exact date for the Cooking patch since it's a work in progress, but it'll be around Thanksgiving time.

So see you this Friday... and then until Thanksgiving:

Live and drink.
Brian Emre Jeffears
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Re: Caves of Qud (now at Early Access Feature Friday* #112) $
« Reply #169 on: November 21, 2017, 09:09:53 PM »
Feature Friday* #112

Quote
Added an Active Effects screen for viewing the details of your active status effects or the effects of other creatures or objects.
Renamed 'Status' screen to the more appropriate 'Character Sheet'.
To access your active effects, either navigate to 'active effects' on your Character Sheet, or bind the 'Open Active Effects' command in the Keybindings menu.
To access the active effects of another creature or object, hit 'e' while looking at it.
Added descriptions for all 100+ status effects.
Changed the name of the 'spectacles' effect to 'corrected vision'.
Changed the name of the poison gas effect to 'poisoned by gas'.
Changed the name of the stun gas effect to 'stunned by gas'.
We made some changes to the turn costs of managing your inventory.
Equipping an item in your thrown slot no longer costs a turn.
Automatically unequipping an item when you equip another item no longer costs an extra turn.
Splitting a stack of items into multiple stacks no longer costs a turn.
Removed snailmothers from the list of possible fungal infection cure ingredients.
Added an entry for Mumble Mouth to the Corpus Choliys.
Installed cybernetic implants that occupy an equipment slot no longer add to your encumbrance.
Molting basilisks now properly inject a stony poison when they bite.
The full message log viewer now uses the much better book UI.
Energy cells can now be recharged directly from the cell's action menu.
Baetyls no longer ask for objects you can't pick up.
When you uninstall the optical bioscanner, optical technoscanner, or huge hands implants, you no longer retain their effects.
You no longer attack yourself when you try to sleep in a bedroll that's in the same space as you are.
Fixed a bug that caused slender and willowy nylon backpacks not to have their weights reduced.
Fixed an issue that caused the player to gain reputation when an NPC equipped an item with a reputation-granting item mod.
Fixed autoexplore attempting to pick up objects embedded in walls.
Fixed an issue that caused various bonuses to be improperly applied twice during character creation when replaying your last character. These improper characters would also generate invalid character codes.
Fixed an issue that caused certain subtype attributes, like increased heat resistance, to not be applied to characters created via the build library.
Fixed an issue causing outdated true kin character codes to crash the game.
Fixed an issue that caused a clone of Otho to be created when it shouldn't have been.
Fixed an issue with achievements that prevented books from being read.
NPCs with multiple cybernetic implants installed now only have their names modified with the 'implanted' adjective once.
Fixed an issue that caused all merchants to improperly be able to recharge cells, instead of only those with the ability to.
Fixed a rare exception that occurred when objects with energy cell sockets were generated.
Fixed a rare issue that caused a 'too many heap sections' error while building jungle maps.
Fixed an issue causing zones to stay active in memory longer than intended.
Fixed an issue causing ocassional heap allocation errors during game saves.
Rusted Archway no longer incorrectly fills a full 3x3 world map title.
Lowered the amount of memory that must be in use before an out-of-memory warning is displayed.
[modding] Made the 'Dormant' class public.
[modding] Fixed an issue where .RPM files that weren't mods to existing RPM files would fail to load.
Brian Emre Jeffears
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getter77

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Re: Caves of Qud (now at Early Access Feature Friday #113) $
« Reply #170 on: December 02, 2017, 01:30:18 AM »
Feature Friday #113

Quote
We did a bunch more work on the cooking framework and design. We plan to put a version up on the beta branch, probably next week.
Saved games are now output to a temp file until the save is complete. This means that save files are much less likely to get corrupted if there's a crash while saving.
You can no longer perform the water ritual with an NPC via telepathy or any other means that allows you to talk to them from a non-adjacent space.
Auto-explore and walk now stop for fungus puffers.
Fixed the Ego penalty on items displaying as "--X".
Fixed soup sludges not tracking their state across saves properly.
Fixed an issue causing some effects not to get properly removed.
Fixed an issue causing hidden effects to be counted on the character sheet.
Fixed an issue that caused you to spend a turn when you were pushed around by an explosion.
Fixed an issue causing molting basilisk's poison to be permanent.
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getter77

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Re: Caves of Qud (now at Early Access Feature Friday #114! Cooking & Hunger) $
« Reply #171 on: December 23, 2017, 02:23:50 AM »
Feature Friday #114 Cooking & Hunger Rework Feature Arc   8) 8)

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Roguelikes have a tradition of using survival mechanics like hunger and thirst to egg the player onward. The cultural importance of water in Qud makes thirst an interesting mechanic, but our previous hunger mechanic didn't quite meet our standards. We redesigned the hunger system and added a procedurally-driven cooking system. Our goal is to evoke the unique cultural role food plays in civilization and how that role is manifested in the strange and biodiverse world of Qud.

Hunger has completely changed.
After a day without eating, you become hungry (no penalty). After another day without eating, you become famished (-10 Quickness). Thirst is unchanged.
The primary way to sate hunger now is to cook at a campfire. You can interact with campfires with the use key.
As long as you aren't in combat, you can make camp (see your abilities screen). This starts a campfire.
As long as you aren't in combat, you can whip up a basic meal at a campfire. This costs no resources and sates your hunger, even if you're famished.
Occasionally, the meal you whip up is especially tasty and grants you a small bonus for the rest of the day.
If you have special ingredients in your inventory, you'll occasionally use them when whipping up a meal. They grant dynamically-generated effects.
You can eat up to three times before you are too full to eat, but only the first meal has the chance to be tasty. This three-meal cap is relevant for the Cooking and Gathering skill, described below.
You can still eat food out of your inventory to supplement campfire cooking.
Most foods are now snacks, which sate a few hours of hunger.
Corpses count as full meals, but you can no longer bring yourself to eat them unless you're famished (or a carnivore...).
If you eat corpses or raw meat, your hunger is sated, but you become ill for 12 hours.
We removed auto-eat.
Fresh food spoilage is coming later.
Hunger status is ignored while traveling on the world map, as we assume you're cooking meals along the way.
However, if you travel more than one world map tile, you'll be hungry when you come back down to a local map.
Traveling overland is a bit more difficult now; lost rates have increased.
Crossing the salt desert on the overland map takes much longer now in game time (and water consumption).
We adjusted food quantities throughout the world to account for the new hunger system.

We added Cooking and Gathering, a skill that lets you do more sophisticated cooking.
You can learn Cooking and Gathering from the Kyakukyans.
If you have Cooking and Gathering, you get three new options in the campfire menu: cook with ingredients, cook from a recipe, and preserve fresh foods.
Cook with ingredients:
Cooking a meal with ingredients bestows a dynamically-generated effect for the rest of the day.
You can cook with up to two ingredients (three if you have the Spicer skill power).
Cook from a recipe:
We added handwritten recipes and procedurally-generated recipes.
We added procedurally-generated cookbooks with procedurally-generated recipes.
Cooking a meal from a recipe bestows a particular effect. You learn recipes from cookbooks or by performing the water ritual with NPCs.
You can share recipes during the water ritual.

Each village has a signature dish that its residents are willing to share in the water ritual. For example, share water with Mehmet or Elder Irudad to learn to cook Apple Matz.
Preserve fresh foods:
We added a whole bunch of cooking ingredients, with tiles and descriptions. In general, you create them by harvesting and butchering food, then preserving it at a campfire.
We converted some existing foods and liquids into cooking ingredients. Some foods can be cooked fresh. (limbs? heads? faces?)
We added kippers to the Stiltgrounds who sell preserved cooking ingredients. There's always a kipper tent in the southeast corner of the Stiltgrounds.
We changed the sign used for Stiltgrounds honey merchants (it's a bee now) and made the old one (a bottle) the sign for kippers.
The final Cooking and Gathering skill power is Carbide Chef.
With Carbide Chef, whenever you gain a level or 5% of the time you explore a new map, you become inspired to cook a meal (lasts for two days). While inspired, the next time you cook a meal by choosing ingredients, you get a choice of three dynamically-generated effects to apply. You create a recipe for the chosen effect.
Each village has an oven where you can cook food or eat its signature dish for free.
We simplified Harvestry and Butchery. They're now each a single power under the Cooking and Gathering tree.
Harvest Plants is now a toggleable passive power like Butcher Corpses.
Plants, meat, and organs you harvest and butcher can now be preserved at campfires and turned into cooking ingredients.
We adjusted all the harvestable and butcherable item frequencies to account for these changes.
You'll occasionally harvest or butcher items that previously required the Master skills at a low rate.
Ripe plants now appear as a different color than their non-ripe counterparts.
Ripe plants now appear on the alt overlay if you have the Harvestry skill.
We added some new harvestable and butcherable items.
Added a new 1-point mutation: Carnivorous.
Carnivores can eat raw meat without getting sick.
Carnivores don't need to be famished to eat meat.
Raw meat and meals cooked with meat are especially tasty to carnivores (increased chance for small bonus).
Carnivores get no satiation from non-meat foods and may get ill from eating them.
Carnivores can't cook with plant ingredients.
Here's a list of other cooking and hunger-related changes we made.
Removed the Ravenous defect.
Updated the Fasting Way and Mind over Body skill powers to work with the new hunger system.
Reduced the cost of Fasting Way, Conatus, and Mind over Body.
We tweaked the caste and subtype starting skills to account for new cooking, harvestry, and butchery.
Added a bunch of detail to the Wayfaring skill power descriptions.
Made harvestable witchwood rarer.
Added an option for auto-drink threshold.
Gave Svenlainard some preserved cooking ingredients.
Updated dreadroots' tile and harvest properties.
Updated the following UIs: turret selection, mine selection, recharge cell selection, book depositing, cell replacement, and pick-one-item quest reward selection.
Like with all our other systems, we'll be expanding this one as time goes on by adding new ingredients, recipes, and effects!
Apostles now start with Tactful.
Energy cells of the same charge level now stack in your inventory.
Fixed a bug with bleeding resist.
The textbox for most of the game's option dialog menus now properly resizes to account for long titles.
Added a Saves subfolder to the Caves of Qud's AppData folder. Saved games are now stored there.
Fixed an issue where energy cells didn't properly unstack when loading one of them into a cell slot.
Fixed an issue where slotted cells occasionally appeared duplicated in your inventory.
Mutations that protect you from sleep effects no longer prevent you from sleeping in bedrolls.
[modding] The ReloadSound tag now works with items that use energy cells. The sound plays when the cell is reloaded.

Below is the log for the changes from last week's beta patch.

Added campfire sounds and music.
Ripe plants now appear properly in the alt overlay if you have Harvestry.
Updated the Fasting Way and Mind over Body skill powers to work with the new hunger system.
Reduced the cost of Fasting Way, Conatus, and Mind over Body.
Added procedurally generated cookbooks.
Traveling overland is a bit more difficult now; lost rates have increased.
Crossing the salt desert on the overland map takes much longer now in game time.
Mutations that protect you from sleep effects no longer prevent you from sleeping in bedrolls.
You can properly cook with all limbs, faces, and heads now.
Added descriptive information to liquid containers that contain liquid cooking ingredients.
Procedurally generated recipes now have very varied names.
Added ovens to villages where you can cook or eat the signature dish for free.
When you cook an inspired meal, the three effect choices are more varied now.
Reduced one of the effects for eating meat from +40-50% HP for an hour to +30-40% HP.
Added tiles and descriptions for all cooking ingredients.
Added signature dishes to the Six Day Stilt, Grit Gate, and Kyakukya.
Added a new 1-point mutation: Carnivorous.
Removed the Ravenous defect.
Updated the old UI to better display cooking recipes in the campfire menu.
You're told why you can't go to the worldmap when you're famished now.
Added message log entries for a bunch of cooking effect triggers.
Gave Svenlainard some preserved cooking ingredients.
Added a new cooking ingredient: fermented yuckwheat stem, preservable from yuckwheat stems.
Added honey and convalessence as proper cooking ingredients.
We changed the sign used for Stiltgrounds honey merchants (it's a bee now) and made the old one (a bottle) the sign for kippers.
Changed kippers' inventories.
Added back a bunch of harvestable and butcherable master targets as low-frequency harvest/butcher drops.
Scholar actually starts with Harvestry now.
Made witchwood rarer.
Lowered the jerky yield from most raw meats.
Mutations that protect you from sleep effects no longer prevent you from sleeping in bedrolls.
Apostles now start with Tactful.

A grand surge of progress!
« Last Edit: December 29, 2017, 11:47:45 PM by getter77 »
Brian Emre Jeffears
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getter77

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Re: Caves of Qud (now at Early Access Feature Friday #115) $
« Reply #172 on: December 29, 2017, 11:48:04 PM »
Feature Friday #115

Quote
You can now cook with lava.
Canned Have-It-All is now a preserved food that you can cook with.
Scorpiock meat not properly exists.
Removed the Bludgeon power from Equimaxes and Naphtaali runts, which means they'll no longer stun lock you. Be warned, though: albino apes and ogre apes still bludgeon.
If you have Butchery, you can once again butcher cybernetic implants from corpses.
Creature AI now takes combat actions less deterministically. That is, sometimes they'll use a mutation before throwing something at you, and sometimes they'll do those things in the opposite order.
Creature AI no longer attempts to confuse creatures who are already confused or robots.
Falling asleep now clears a creature's goals.
When you talk to the temporal fugue clones of other creatures, you no longer get the message, "You make small talk with yourself."
Temporary and non-temporary objects of the same type no longer stack together.
Fixed an issue that occasionally caused whole stacks of cooking ingredients to be consumed when cooking from a recipe.
Fixed an issue that occasionally prevented monsters from attacking up stairs.
Fixed an issue that caused monsters to attack through floors even when no stairs were present.
Fixed the Escape key not working properly on the recipe details popup menu.
Fixed a rare exception with Clairvoyance.
Fixed an issue that caused only the top solar cell in a stack to recharge.
Fixed an issue that caused hotkeys to be improperly assigned in the cell picker.
Fixed an issue that caused cells to disappear while they were being swapped.
Fixed an issue that caused the looker to bug out when passing over liquid volumes.
Fixed some small grammar issues.
Fixed an issue that caused particle effects to remain on screen after quitting a game.
Fixed some missing ingredient text in the Rust Wells.
Fixed an issue in the Tomb of the Eaters.
Fixed a memory leak.
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getter77

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Re: Caves of Qud (now at Early Access Feature Friday #116) $
« Reply #173 on: January 06, 2018, 02:13:10 AM »
Feature Friday #116

Quote
We refreshed the Photosynthetic Skin mutation to account for the recent hunger changes.
You can bask in the sunlight instead of eating a meal to gain a special metabolizing effect: +(20 + mutationLevel*4)% regeneration and +(mutationLevel + 3) / 2 Quickness.
This effect doesn't stack with other metabolizing effects and lasts for a limited time. If you're underground, you'll have to return to the surface to bask in the sunlight again.
Level 1-4 duration: 1 day
Level 5-8 duration: 2 days
Level 9+ duration: 3 days
You accure starch and lignin that you can use as special ingredients in meals you cook. You accrue 1 serving of each for every six hours in the sunlight, up to a maximum based on your mutation level.
Level 1-4 max servings: 1 serving of each
Level 5-8 max servings: 2 servings of each
Level 9+ max servings: 3 servings of each
The potency of your starch and lignin increases with mutation level.
Instead of becoming famished when you haven't eaten or basked in the sunlight for a while, you wilt (-10% regeneration, -5 Quickness).
+200 reputation with roots, trees, vines, and the Consortium of Phyta
Added a new music track to the village of Kyakukya.
Added new keybindings to zoom in and out (Options > Key Mappings > Display).
Renamed Heightened Speed to the more accurate Heightened Quickness.
Fixed several rare issues causing soft-locks during map generation.
Made some small improvements to the memory footprint.
Brian Emre Jeffears
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Re: Caves of Qud (now at Early Access Feature Friday #117) $
« Reply #174 on: January 13, 2018, 02:51:12 AM »
Feature Friday #117

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You can now cook with slime.
You can now cook with neutron flux. Do so at your own risk.
Named NPCs can now be hated by a faction for insulting various aspects of their culture, not just their women.
Named NPCs can now be admired by a faction for praising various aspects of their culture.
Rivers that course through the salt desert are now rivers of salt.
We made a bunch of performance improvements for late games (games with high-level player characters that have explored a lot of the world).
Reduced save file size by 30-90% across the board, but late games benefit more.
Greatly improved memory use in late games.
Fixed several issues causing objects to memory leak in late games.
Fixed several issues that caused more zones than necessary to be loaded into memory.
Objects cloned by temporary metamorphic polygel are now themselves temporary.
Fixed an issue that soft-locked the game when you cooked in the Rainbow Wood (and more rarely in a few other places too).
Fixed an issue that let you cook with more ingredients than the maximum by selecting too many ingredients, unselecting some, then cooking.
Fixed the formatting on some campfire popups.
Fixed the position of the target picker help text.
Fixed an issue causing some walls to be painted incorrectly after loading a saved game.
Improved memory use for some objects.
Fixed a rare issue causing objects generated during world generation to not properly spawn in game.
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Re: Caves of Qud (now at Early Access Feature Friday #118!) $
« Reply #175 on: January 19, 2018, 11:56:24 PM »
Feature Friday #118

Quote
We added legendary chefs.
You'll find their kitchens as new overland encounters.
Each kitchen contains an oven where you can sample the chef's dishes.
Chefs may share one of their recipes during the water ritual.
Each chef sells a personalized cookbook.
Canned Have-It-All no longer contains neutron flux. This means that cooking with canned Have-It-All no longer has the chance to cause critical gravitational collapse. The makers of canned Have-It-All realize this change to their formula renders their product in violation of advertising law, but "canned Have-Most-of-It" didn't do as well in market research, so they're willing to take their chances in court.
You can no longer cook on the world map.
You can now make camp any time there's no campfire nearby.
When you make camp, you're no longer asked to choose a direction until it's confirmed that you can camp here.
Campfire sounds now respect global sound settings.
You can now go up or down stairs via the Use command.
The glowpad merchant is now a member of the Consortium of Phyta, as intended.
Changed the colors of the witchwood tree and its bark.
Restored the option to automatically dissasemble scrap.
Added a new prerelease UI element for ability cooldowns. You need to enable the prerelease input manager to change ability selection bindings (Options > Controls > Prerelease: Use new input manager).
Added item costs to the prerelease trade UI.
Fixed the molting basilisk poison message being displayed when non-player characters were infected.
Fixed an issue with the popup message generated when you travel to a known lair or workshop for the first time.
Fixed an issue in the prerelease input manager that allowed you to use abilities even when they were on cooldown.
Fixed an issue that caused projectiles to apply their on-hit effects to the attacker if they didn't penetrate the defender's armor.
Fixed an issue that occasionally caused injectors to apply their effect even if they didn't penetrate the defender's armor.
Fixed an issue with sacrificing items at the Sacred Well where whole stacks of items were improperly consumed.
Fixed an issue that caused some liquid containers with cookable liquids to not appear in the ingredient selection menu.
Fixed an issue that allowed you to select zero-volume liquid containers as cooking ingredients.
Fixed an issue with food preservation that resulted in the wrong number of servings being preserved.
Fixed some issues that caused the wrong number of servings to be consumed while cooking.
Fixed an issue that caused stacks of energy cells to disappear from the trade UI when you tried to recharge them.
Fixed some additional issues with item stacks.
Removed some archaic statues to non-existent sultans.
Fixed the game thread not properly suspending when the game window went out of focus.
Fixed a memory leak that occasionally occurred if the game window was out of focus for long periods of time.
Fixed some spelling errors.
[modding] AmmoGeneric now supports a new field, SpecializedProjectileObject, that combines with the existing ProjectileObject field to allow AmmoGeneric-based magazine weapons to load several types of ammo. You use the new field to specify an ammo object whose behavior you want to mimic. For example, let's say you create two new ammo objects, each with the AmmoGeneric part. If you set the ProjectileObject field in both parts to "Projectile12Gauge", a gun that can load Projectile12Gauge ammo will be able to load both your new ammo objects. You can then set the SpecializedProjectileObject fields on both parts differently, say one to "IncendiaryBullet" and one to "ElectrifiedBullet". Now these new ammo objects will mimic the behavior of the IncendiaryBullet and ElectrifiedBullet objects respectively, and they'll both be loadable by guns that can load Projectile12Gauge ammo.
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Re: Caves of Qud (now at Early Access Feature Friday #119) $
« Reply #176 on: January 27, 2018, 12:51:43 AM »
Feature Friday #119

Quote
We added some more detail to Qud's chefs.
Legendary chefs are now interested in learning your recipes during the water ritual.
Added mini restaurant tents to the Stiltgrounds, each with a chef. You can buy cooking ingredients, buy a cookbook, or sample one of the meals from the cookbook at the chef's oven. All Stiltground restaurant ovens also serve Hot and Spiny.
The restaurant signs currently use the same pepper icon as apothecaries. They'll get an updated sign soon.
There's now a tiny chance that any given creature is a mechanical version of itself.
The location of the oddly-hued glowpad is now a journal secret.
The looker popup box is now smarter about how much screen real estate it uses. It no longer overlaps the object you're looking at.
The description pane on the Tinker screen is now scrollable.
Cooking effects no longer grant mutations that are excluded by your current mutations.
The prerelease trade UI now displays item values properly adjusted by your Ego score and no longer displays way too many significant digits.
You can now scroll the looker popup box with '+' and '-' on the number row.
Fixed an issue that caused some bad behavior when you closed a conversation with escape instead of selecting the end option.
Fixed cybernetic fist equipment showing up with inappropriate mods and spawning as loot.
Fixed an issue that let you incorrectly beguile multiple creatures.
Inspiring presence no longer stacks multiple times.
Fixed some issues with temporary and non-temporary items stacking.
Fixed a memory leak in some items that create force fields.
Fixed an issue that caused an exception when you walked near a liquid volume with the 'show nearby objects' option enabled.
Fixed an issue that caused zones to be thawed too often when you transitioned between zones.
Added an unequip:<body part name> wish to force an object to unequip.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: Caves of Qud (now at Early Access Feature Friday #120) $
« Reply #177 on: February 03, 2018, 01:03:36 AM »
Feature Friday #120

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Added chronology entries for the following important events in your character's life.
Becoming loved by a faction
Inventing a new recipe
Successfully cooking with neutron flux
Getting one of your limbs dismembered
Eating a creature's face (raw)
Imbuing an inanimate object with life
Chronology entries logged while you're on fire now read a bit differently.
Lurking beths appear much less frequently in early-game historic dungeons.
Moving very, very quickly no longer causes you to move backwards in time.
Creature AI now more intelligently reloads cell-based weapons.
Fixed an issue causing turrets to improperly use ammo.
Fixed an issue that caused energy cells to double-occupy sockets when creature AI reloaded cell-based weapons.
Level up choices are no longer trivially scummable.
Fixed an issue causing games to become unloadable, especially after using Precognition.
Fixed an error that caused games to fail to save when certain cooking effects were applied to your character.
Fixed an issue that caused cooking effects to still grant you mutually exclusive mutations.
Fixed some cases where cookbooks failed to generate correctly.
Fixed an issue causing effects to be improperly applied to item stacks.
Fixed an issue causing some ObjectCreated events to not properly trigger.
[modding] Mods.xml now supports modding.
[modding] Objects now support the customMissileOrder and customMeleeOrder tags and properties, used to define custom melee and missile sequences for the Kill goal handler.
Brian Emre Jeffears
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In Training

getter77

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Re: Caves of Qud (now at Early Access Feature Friday #121) $
« Reply #178 on: February 10, 2018, 12:24:42 AM »
Feature Friday #121

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We added 15 new achievements.
In Contemplation of Eons
Perform the water ritual with Oboroqoru, Ape God.
Three-Sludge Monte
Kill a trisludge.
Five-Sludge Monte
Kill a pentasludge.
Ten-Sludge Monte
Kill a decasludge.
What With the Disembowelment and All
Find one of Argyve's old apprentices.
Gemini
Wield Caslainard and Polluxus.
Donation Level: Kasaphescence
Make an offering at the Sacred Well of an artifact worth at least 200 reputation.
Leap, Frog.
Convince a frog to teach you how to jump.
Six Arms None the Richer
Have six arms.
Synolymb
???
Free Falling
???
Hole Like a Head
???
Cosmo-Chrononaut
???
Psst.
???
That Was Nice
???
Fixed an issue causing Electric Resist to not work properly.
Fixed an issue causing excessive zone thawing, leading to heap crashes for long-running games.
Modified the 'item' wish so that you can optionally specify a number of items. For example, 'item:Staff:3'.
Brian Emre Jeffears
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In Training

getter77

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Re: Caves of Qud (now at Early Access Feature Friday #122) $
« Reply #179 on: February 17, 2018, 02:11:01 AM »
Feature Friday #122

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We did a bunch of behind-the-scenes work on upcoming feature arcs. Across Qud creatures are dreaming of alternate starts, varied villages, and deerfolk...
We added metal and gemstone figurines.
Figurines depict creatures from across Qud.
Possible figurine materials include copper, silver, gold, agate, topaz, jasper, amethyst, sapphire, emerald, and peridot.
Wielding figurines bestows bonus reputation for each of the depicted creature's factions.
Figurine value and bonus reputation depends on the rarity of its material.
We added legendary gemcutters. You'll find their workshops as new overland encounters.
Slightly increased the weight of ironweave cloak.
Reduced the weight of rainboweave cloak.
Apostles now start with the Customs and Folklore skill in addition to the Tactful power. This means apostles no longer have to purchase Customs and Folklore (which was a useful purchase since they already had Tactful) to get Trash Divining.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training