In this update2
Full notes
Full Caves of Qud update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- UI and audio
- Store
- Fixes
- Performance
- Events
Caves of Qud changes
We've merged all the changes from the last few months of our beta branch into mainline. Full patch notes below.
Soon we'll be updating the beta branch with some architecture changes to prepare for localization. If you'd like to help us bang on it, keep an eye out!
210.10
GAMEPLAY & UI
Added a new advanced option in the Prompts section: 'Show popups when you dismember or decapitate someone'.
Added a new advanced option in the Debug section: 'Strip color formatting from UI text'.
Added new directional keybinds to autowalk to specific edges of the map.
Added a fallback font for the modern UI with many previously missing international unicode characters.
Search text is now cleared when reopening the options or control bind menus.
Search on the Skills screen now searches all skills, including unexpanded categories.
Options that require a game restart to take effect now prompt you to do so upon exiting the menu.
Creatures with photosynthetic skin now bask in the sunlight.
The endgame score screen now displays the correct number of lairs you found.
Switched the icons of Steady Hand and Steady Hands.
Clarified that some abilities let you jump over creatures in Jump's skill description.
The legendary mecha in Reclamation is now loved by the Putus Templar.
Walls created via 3D cobblers or step sowers no longer inherit your phase.
Love tonic effects should more reliably expire when old zones are loaded.
Restocking merchants should more reliably dispose of unimportant items sold to them.
Particle effects now respect visibility and won't render on top of objects that stand over them.
The message for blocking now includes what shield you blocked with.
Minorly improved performance across the board.
Improved performance when many particle effects were active onscreen.
Improved performance when you hold a light source at night.
Improved performance when you move.
Increased the render layer of the still chime.
Windows builds are now 64-bit.
DLC is no longer subject to the 'Enable mods' option.
BUGFIXES
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.
Source
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