Tomb of the Eaters Feature Friday - January 31, 2020 (beta branch)
We made some structural changes to the layout of the Tomb.
We included some more signposts toward finding the Mark of Death and entering the Tomb through the Death Gate.
It should now be clearer that a certain post-Brightsheol body alteration is intentional.
Once you return from Brightsheol, you cannot go back via the same method. (<- worded intentionally vaguely to avoid spoilers)
Added two new cybernetic implants: fire suppression system and anchor spikes.
Added a new item: advanced toolkit.
Crypt ferrets are now better at hiding.
Made Vivira, the sentient turret, magenta in order to stand out more.
Added descriptions for the following objects: fulcrete, ebon fulcrete, wide bottle, crypt door, compacted bone, and grave moss.
Added some more tomb propaganda.
Renamed recarcassing nook to recoming nook.
We made some changes to auto-equip.
We tweaked the temperature-related behavior of liquids.
Fungal infections are now immune to heat, cold, electricity, and acid.
Projectiles coming from a distance and passing near the player now produce a message in the message log.
More combat sound effects are now properly controlled by the General > Combat Sounds option.
Any NPC with whom you can perform the water ritual can now give you directions.
The following actions performed while autoexploring now also operate on adjacent tiles: autoget, harvesting, butchering, trash rifling, opening a chest, and interacting with a bookshelf.
Puffer fungi can now be hit by normal ranged weapons.
Lava and acid now spawn less often in containers that are unsafe to house them.
Companions now attempt to generally follow you even if they can't pathfind all the way to you (for example, because you have Force Bubble active).
Mirrorshades now give a very small chance to reflect light-based attacks.
Objects embedded in walls can no longer be taken or interacted with via the interact nearby command (unless you are also in the same tile as the wall).
Items embedded in walls are now partially visible with penetrating radar.
The overlay inventory screen now better handles having two heads or two faces.
Multiple applications of Hobble now renew the duration of the effect rather than stacking the movespeed penalty.
Carbide hand bones no longer modify hands added by Helping Hands, and they only affect the set of hands where the implant was implanted (in the event a True Kin has somehow acquired multiple sets of hands).
Trader repair and recharge actions now more effectively handle plurality and stacking.
Tattooing a companion no longer tattoos you instead of them.
Smart use no longer pets Sheba Hagadias by default if Sheba is pettable.
You can no longer open and close doors while frozen solid.
Magazine-loaded ranged weapons now account for the weight and value of the ammo loaded in them.
Solar and radio-powered cells now receive their charge more reliably on the world map and should cause less lag.
Take-all no longer counts untakeable items when checking whether you're going over your weight limit.
Added a new tile for the basic toolkit.
Fixed some item duping exploits with evil twins and prism clones.
Temporal fugue clones no longer lose their items before they expire.
Fixed an issue with legendary breathers' and miners' names not showing up properly.
Fixed a bug that made Berate 10x as likely to take effect if you had an Ego modifier of exactly zero.
Fixed some bugs with explosions, other types of forced movement, and the generation of maps with ruined buildings.
Fixed a bug that made DV and MA penalties from confusion become permanent if the game was saved and loaded.
Fixed an issue with portable walls.
Fixed an issue with nano-neuro animators.
Fixed a typo in village monument descriptions.
[modding] In character generation, whether a genotype is considered a mutant is now controlled explicitly by the new attribute IsMutant="true" in the genotype entry rather than by whether its name contains the substring "True". Mods affecting genotypes may need to add this attribute.
[ 2020-02-01 03:09:05 CET ] [ Original post ]
200.17 We've posted an update to the Tomb of the Eaters beta on the beta branch.
Tomb-related notes
- We shifted the whole dungeon up several Z levels. The crematory is now one level above the surface.
- Removed the Lake of the Damned.
- Implemented a partial redesign of the Arcades to the Twin Gates that includes a path and sign pointing to Ezra.
- Immediately upon finding the Mark of Death, you now learn the Mark of Death secret, and the 'Recover the Mark of Death' quest step now completes.
- Immediately upon inscribing the Mark of Death, the 'Inscribe the Mark" quest step now completes.
General notes
- Auto-equip now gives you feedback on items that were unequipped as a result of your action.
- Eliminated most repetitive auto-equip messaging.
- Auto-equip now tries to unequip multiple items in order to equip an item that uses multiple equipment slots.
- Confirmation is now requested before automatically unequipping an item that will be destroyed by being unequipped.
- You may find differences in how pouring liquids on you affects temperature.
- Standing in a pool of lava is no longer safe once you've dealt with the initial temperature shock.
- Your equipment and inventory now experience more temperature effects than before, particularly if you expose yourself to large amounts of lava.
Caves of Qud
Freehold Games
Freehold Games
2015-07-15
Indie Strategy RPG Singleplayer EA
Game News Posts 436
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(7325 reviews)
http://www.cavesofqud.com
https://store.steampowered.com/app/333640 
The Game includes VR Support
Caves of Qud - Linux [214.01 M]
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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