Caves of Qud

Caves of Qud

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AlphaBeard  [developer] 2 Jul, 2015 @ 4:50pm
Patch Notes
*More tiles!
*Added faction encounters, and some other special encounters, encounterable almost anywhere in the world
*Added custom player name generators for each genotype and True Man arcology (try them out: press ENTER instead of entering a name)
*Added a few items
*Vastly improved (some) NPC name generation
*Vastly improved overland ruins generation time
*Improved initial world generation time
*Improved some laggyness on world map movement
*Added a binding for opening the factions screen
*Fixed Cragmensch tile path
*Fixed numlock, windows and menu keys not having a key code
*Fixed the first missile weapon in the sidebar overlaying creature name
*Fixed quests command opening factions screen
*Fixed tinkering command opening an improper screen
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AlphaBeard  [developer] 3 Jul, 2015 @ 6:33pm 
*Added inventory weight to several sidebar modes
*Fixed Mode 2 of the sideber improperly using less than the full height for messages
*Fixed reloading rifles accidently happening twice
*Removed some of the message spam when reloading
*Added a bindable key to toggle message terseness (default: ctrl+numpad *)
*Added ability cooldowns to all sidebar states
*Changed the member placement of NPC parties to feel more natural
*Changed the display name of the sidebar mode command
*Lowered autoeat priority of Yuckwheat
AlphaBeard  [developer] 5 Jul, 2015 @ 7:50am 
*Fixed an issue with message logs not responding
AlphaBeard  [developer] 5 Jul, 2015 @ 6:03pm 
*Wardens now take their job more seriously
*The default action for meds is now get instead of apply when they are in a container other than the player's inventory
*Party members will now correctly defend each other
*Party leaders are now annoyed when you attack their followers
*Party members will no longer cause the party leader to aggro himself when they accidentally shoot each other
*Turrets now properly award XP to their owner
*Turrets are now aligned with the player's level for purposes of xp calculations
*Fixed an issue with faction encounter type ratios
AlphaBeard  [developer] 13 Jul, 2015 @ 8:02pm 
*New tiles
*Updated descriptions
*Fixed cybernetics terminal crashes
*Added laptop defaults file
AlphaBeard  [developer] 15 Jul, 2015 @ 1:07pm 
*Added some new tiles, including a unique tile for each caste and kit!
*Updated a bunch of descriptions
*Renamed 'True Man' to 'True Kin'
*Added some additional help text
AlphaBeard  [developer] 18 Jul, 2015 @ 9:14pm 
*Added support for -savepath command line. (i.e. coq.exe -savepath "c:\my data\my qud saves") The directory will be created if it doesn't exist.
*Added support for more OSX & international keyboard keys
*Fixed an exception when reverting a Domination
*Fixed some spiky memory gobbling by flame traps in Golgotha
*Fixed some spiky memory gobbling with electric discharges
AlphaBeard  [developer] 19 Jul, 2015 @ 6:02pm 
*Decreased object creation (and thus zone build) time by around 300% by doing it slightly better than the worst way possible
*Fixed 'throttle animations' option. It wasn't working at all. Turn this on if Qud is melting your laptop into a puddle of lava.
*Improved redrock and rustwell zone creation times by 100% by not doing the slowest part twice for no reason.
*Force disabled compression, disregarding option state, since it makes Unity violently explode at the moment.
*Reduced overall memory use for game objects by about 30%.
*Fixed zone suspension system spamming commands like crazy and keeping references to cached zones.
AlphaBeard  [developer] 20 Jul, 2015 @ 9:29pm 
*More optimization of heap allocations to reduce crashes
*Fixed some internationalization issues with conversions
AlphaBeard  [developer] 21 Jul, 2015 @ 9:48pm 
*Moved every remaining event to the event pooling system. What could go wrong?
*Fixed a really stupid memory leak with the event pool, sheesh.
*Fixed a really insidious bug where silent & cancelled flags wouldn't always get properly reset in event pool events
*The ammo magazines of clone's missile weapons should properly have their contents cloned instead of referenced from the source object. This probably didn't entirely break the object copying system.
*Clones now wait for their entire body to finish materializing before trying to equip stuff. This also probably didn't entirely break the object copying system. Seriously no-one caught this bug in 11 years?
*Updated pathfinding to no-longer allocate as much garbage on the heap. This probably didn't entirely break pathfinding.
*Farmer's daughters are now slightly less captivating.
AlphaBeard  [developer] 21 Jul, 2015 @ 10:55pm 
*That last patch unexpectedly invalidated old saves, sorry!
*Added a friedly warning message when loading old saves, instead of blowing up.
AlphaBeard  [developer] 22 Jul, 2015 @ 5:26am 
*Fixed an issue with nested object display names
AlphaBeard  [developer] 23 Jul, 2015 @ 5:31pm 
*More garbage carnage for the heapgod
*Added a memory-usage check & warn that will show a warning as you approach 3gb of memory use, so you can save and relaunch the game, instead of heap crashing
*Reduced a pretty horrifying amount of heap thrash on the inventory screen
*Added some more tiles
*Fixed Sunder Mind's damage scaling past level 10
*Fixed a few player-self-hostility bugs
*Fixed pig tile
*Save management now support "D" for delete as well
AlphaBeard  [developer] 23 Jul, 2015 @ 6:14pm 
*Either fixed long item names or broke everything
AlphaBeard  [developer] 23 Jul, 2015 @ 6:32pm 
*Fixed inventory scrolling
AlphaBeard  [developer] 23 Jul, 2015 @ 9:23pm 
*Fixed an exception during segment processing after a game load
Last edited by AlphaBeard; 21 Nov, 2020 @ 11:45am
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