Caves of Qud

Caves of Qud

Custom Soundtrack - 300 tracks!
Showing 41-50 of 84 entries
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Update: 30 Apr, 2023 @ 6:41pm

Fix typo

Update: 30 Apr, 2023 @ 5:30pm

Fix typo, small tweaks

Update: 28 Apr, 2023 @ 10:00am

Removed cooking sounds to prevent a semi rare bug where music wouldn't restart after cooking. If you're fond of cooking sounds delete the file RemoveCampfireSounds.cs

Update: 28 Apr, 2023 @ 6:39am

Update: 27 Apr, 2023 @ 3:24pm

Update: 27 Apr, 2023 @ 12:25pm

Update: 27 Apr, 2023 @ 8:29am

Slightly tweak time to elapse before next track in a zone

Update: 26 Apr, 2023 @ 6:32pm

Hum fiiiixes the previous update… Sorry about that

Update: 26 Apr, 2023 @ 6:30pm

Fixed a typo

Update: 25 Apr, 2023 @ 5:37pm

- Added a sprinkle of tracks.

- Differenciated many tracklists by location type intead of only by Tier. Starting from Tier 2, all Lairs, Historic Sites, etc, have extra or new tracks that correspond to their location. Very rare types like Ruin Lairs, Baroque Ruin Lairs, Reef Lairs, now have their own tracks instead of sharing those of surrounding Jungle or Hinnom.

As always, as Tier and story progresses, tracks become more elaborate on average (and better quality - sometimes) so you still feel the progression I tried to convey.

- Replaced Foggy Forest by its interpolated version to shield your ears from Nintendo DS hiss...

- For people that like to display track titles, I added a simple check to the line in Tracklist.cs that enables it. Now titles will only be displayed when music change and when starting a game, instead of every time you enter a zone.

If you want to display titles (filenames) too:
- In the mod folder, open Tracklist.cs
- Search (CTRL + F) for "uncomment below"
- Uncomment the noted line, save and you're good to go!
Let me know if you'd like me to include it by default.