We're putting the cooking patch up on the beta branch. If you'd like to help us test it, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. Please leave your feedback here!
If you'd rather wait for the full patch release, we understand. It's coming with more recipes, more ingredients, more polish, and more of the kinks ironed out, in a couple weeks.
- 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.
- 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 soon.
- 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.
- We adjusted food quantities throughout the world to account for the new hunger system.
- 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. We'll list the details in the patch notes when we launch the full patch. Until then, if you're interested, go try them out!
- You can learn cooking from the Kyakukyans.
- Cooking a meal with ingredients bestows a dynamically-generated effect for the rest of the day.
- Cooking a meal from a recipe bestows a particular effect.
- We added a whole bunch of cooking ingredients. In general, you create them by harvesting and butchering food, then preserving it at a campfire.
- We added a kipper tent to the southeast corner of the Stiltgrounds. He sells some preserved cooking ingredients. We'll likely change his inventory before the full patch is released.
- You can share recipes during the water ritual.
- Share water with Mehmet or Elder Irudad to learn Joppa's favorite dish, apple matz.
- 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.
- Ripe plants now appear as a different color than their non-ripe counterparts.
- We added some new harvestable and butcherable items.
- We tweaked the caste and subtype starting skills to account for new cooking, harvestry, and butchery.
