Modding:Objects

Object Definitions
The game's object definitions live in.

These object definitions may be extended or replaced via an  file placed in your mod's root directory,.

If an object attribute  is supplied, the data will merge with any existing definition, otherwise the object definition will replace the named object entirely.

Example  that merges a new color into Ctesiphus's blueprint:

Component System
Caves of Qud's codebase uses an entity component system architectural style, which makes it relatively easy for modders to create totally new objects with only a small XML snippet, simply by combining existing components from other game objects. Components are generally referred to as "parts" in Caves of Qud's XML files. For example, you might combine a LiquidVolume part with a MeleeWeapon part to create a weapon that holds liquid.

For a more thorough introduction to the component system used to define objects in Caves of Qud, check out this introductory presentation by CoQ developer Brian Bucklew from IRDC 2015:

Supported XML Tags and Functions
Each  in the ObjectBlueprints.xml file supports the following child XML tags:

Adding the object to encounters
Once you've created your item, check out this page for information on how to introduce it to dynamic encounters: Encounter and Population Modding

Detailed Topics

 *  Giving Creatures Inventory Items
 *  Ranged Weapons