Caves of Qud
Steam News 2 March 20262mo ago

Beta Patch - March 1, 2026

211.36 - 'beta' branch Graffiti is now visible on walls with ornately engraved plaques. Merchants now allow you to trade with them you after you buy their entire inventory. Stairs in the Tomb of the Eaters are now more…

Update log

Full Caves of Qud update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes2 additions2 changes1 removal
  • Compatibility
  • Gameplay
  • Balance
changed211.36 - 'beta' branch
changedThe default keybind for force attack up and down (Ctrl+ < or >) have been swapped to match movement binds.
addedAutoget now ignores nuggets if the "Autoget nuggets" option is disabled, even if "Autoget trade goods" is enabled.
removedTemporary food items no longer stack with non-temporary food items and become permanent.
added[modding] EmbarkBuilderModule now has a GetRequiredMod() method you can override to pop up an error if your mod is not enabled when loading a build code that uses it.

211.36 - 'beta' branch

  • Graffiti is now visible on walls with ornately engraved plaques.

  • Merchants now allow you to trade with them you after you buy their entire inventory.

  • Stairs in the Tomb of the Eaters are now more consistently reachable.

  • The looker now indicates the number of objects in the square in the top command bar if there is more than one lookable object.

  • The default keybind for force attack up and down (Ctrl+ < or >) have been swapped to match movement binds.

  • Autoget now ignores nuggets if the "Autoget nuggets" option is disabled, even if "Autoget trade goods" is enabled.

  • Equipping multiple force bracelets now gives multiple abilities to toggle each independently.

  • Cooking with wild rice or canned Have-it-All now picks a random effect from the correct pool of effects rather using the pool of the ingredient you first cooked with this play session.

  • Temporary food items no longer stack with non-temporary food items and become permanent.

  • Build codes using mods that aren't loaded should more reliably work.

  • [modding] EmbarkBuilderModule now has a GetRequiredMod() method you can override to pop up an error if your mod is not enabled when loading a build code that uses it.

Source

Steam News / 2 March 2026

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