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Feature Friday - Cybernetics
We replaced the old cybernetics system with a newer, much more elaborate one.
Made the night-vision visual effect more playable.
Fixed an issue with Sense Psychic and Heightened Hearing not properly showing identified object tiles.
[ 2017-09-02 03:56:57 CET ] [ Original post ]
- Cybernetics are still only available to true kin.
- We added dozens of new cybernetic implants.
- Implants are installed onto body parts at cybernetic terminals called 'becoming nooks'. Potential body parts include: head, face, body, back, arm, hands and feet. Unlike old implants, these new implants do not occupy equipment slots.
- A few implants actually do occupy equipment slots.
- You can view your installed implants on the new Cybernetics tab of the Equipment screen. The tab doesn't appear if you have no implants installed.
- Implants must be identified before you can install them.
- Only one implant can be installed per body part.
- Some implants can be installed on one of several body parts.
- Each implant has a license point cost associated with it. The total number of license points across all your installed implants can't exceed your license tier.
- True kin start with a license tier of 2. You can upgrade your license tier at a becoming nook by spending cybernetic credits.
- You can install and uninstall implants freely at a nook, as long as you remain at or below your license tier.
- Uninstalled implants go into your inventory. Some implants are destroyed when uninstalled, however. Other implants can't be uninstalled. All this info is in the implant's description.
- When installing implants at a becoming nook, the implants must either be in your inventory or the nook's rack.
- There are some preset becoming nooks in the game. They also have the chance to appear in certain types of procedurally-generated ruins. Becoming nooks usually have implants in their nook racks.
- Implants themselves can also appear as rare loot.
- Per the Eaters' architecturally tastes, becoming nooks are usually found along side statues of implanted Eaters.
- Most cybernetic credit wedges are now placed in preset locations throughout the world, but they also can appear as very rare loot.
- True kin can pick one implant from a subset of the implants to start with at character creation.
- The list of starting implants includes generic ones and a unique implant for each arcology only available to characters from that arcology.
- Added a new journal category: Ruins with Becoming Nooks.
- Some factions, but especially the Putus Templar, now share the locations of ruins with becoming nooks as secrets.
- Balanced the Templar's water ritual credit wedge gift for the new system.
- Reduced true kin's starting attributes by 2.
- Added a whole bunch of minor stuff in support of this patch.
[ 2017-09-02 03:56:57 CET ] [ Original post ]
Caves of Qud
Freehold Games
Developer
Freehold Games
Publisher
2015-07-15
Release
Game News Posts:
439
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(7325 reviews)
The Game includes VR Support
Public Linux Depots:
- Caves of Qud - Linux [214.01 M]
Available DLCs:
- Caves of Qud - Pet Pack 1
Caves of Qud is a science fantasy roguelike epic steeped in retrofuturism, deep simulation, and swathes of sentient plants. Come inhabit an exotic world and chisel through layers of thousand-year-old civilizations. Decide: is it a dying earth, or is it on the verge of rebirth?
You arrive at the oasis-hamlet of Joppa, along the far rim of Moghra'yi, the Great Salt Desert. All around you, moisture farmers tend to groves of viridian watervine. There are huts wrought from rock salt and brinestalk. On the horizon, Qud's jungles strangle chrome steeples and rusted archways to the earth. Further and beyond, the fabled Spindle rises above the fray and pierces the cloud-ribboned sky.
You clutch your rifle, or your vibroblade, or your tattered scroll, or your poisonous stinger, or your hypnotized goat. You approach a watervine farmer—he lifts the brim of his straw hat and says, "Live and drink, friend."
Who are you?
Play the role of a mutant indigenous to the salt-spangled dunes and jungles of Qud, or play a pure-strain descendant from one of the few remaining eco-domes—the toxic arboreta of Ekuemekiyye, the Holy City; the ice-sheathed arcology of Ibul; or the crustal mortars of Yawningmoon.You arrive at the oasis-hamlet of Joppa, along the far rim of Moghra'yi, the Great Salt Desert. All around you, moisture farmers tend to groves of viridian watervine. There are huts wrought from rock salt and brinestalk. On the horizon, Qud's jungles strangle chrome steeples and rusted archways to the earth. Further and beyond, the fabled Spindle rises above the fray and pierces the cloud-ribboned sky.
You clutch your rifle, or your vibroblade, or your tattered scroll, or your poisonous stinger, or your hypnotized goat. You approach a watervine farmer—he lifts the brim of his straw hat and says, "Live and drink, friend."
What can you do?
Anything and everything. Caves of Qud is a deeply simulated, biologically diverse, richly cultured world.- Assemble your character from over 70 mutations and defects and 24 castes and kits—outfit yourself with wings, two heads, quills, four arms, flaming hands, or the power to clone yourself—it's all the character diversity you could want.
- Explore procedurally-generated regions with some familiar locations—each world is nearly 1 million maps large.
- Dig through everything—don't like the wall blocking your way? Dig through it with a pickaxe, or eat through it with your corrosive gas mutation, or melt it to lava. Yes, every wall has a melting point.
- Hack the limbs off monsters—every monster and NPC is as fully simulated as the player. That means they have levels, skills, equipment, faction allegiances, and body parts. So if you have a mutation that lets you, say, psionically dominate a spider, you can traipse through the world as a spider, laying webs and eating things.
- Pursue allegiances with over 60 factions—apes, crabs, robots, and highly entropic beings—just to name a few.
- Follow the plot to Barathrum the Old, a sentient cave bear who leads a sect of tinkers intent on restoring technological splendor to Qud.
- Learn the lore—there's a story in every nook, from legendary items with storied pasts to in-game history books written by plant historians.
- Die—Caves of Qud is brutally difficult and deaths are permanent. Don't worry, though—you can always roll a new character.
MINIMAL SETUP
- OS: Ubuntu 20.04. Ubuntu 18.04. and CentOS 7
- Processor: 1GHz or faster. SSE2 instruction set support.Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Graphics card: OpenGL 3.2+. Vulkan capable
- Storage: 2 GB available space
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