Tomb of the Eaters Feature Friday - April 3rd, 2020 (beta branch)
We added some polish to the [redacted] sequence that starts in Resheph's burial chamber.
We made some changes to liquid and liquid pool behavior.
More autoexplore activities now respect the autoexplore options for ignoring easy and distant enemies.
Electromagnetic sensors and the following mutations now interrupt autoexplore and automove when you identify a hostile creature: Heightened Hearing, Heightened Smell, and Sense Psychic.
Autowalking on the worldmap now avoids the Rainbow Wood.
Autoexplore now passes through tiles that contain animated walls if those walls are in your party.
We changed the way acid damage is calculated. Exposure to either dilute acid or small acid pools now deals less damage.
Metal items now take quarter damage from acid.
Salty water now generates half as much steam when vaporized. Brackish water generates 90% as much.
Lacquered items now note in their descriptions that they repel liquids (this is behavior they always had).
Steam now only damages organic objects.
You can now retrieve items from owned containers that you put in them without triggering hostility.
The take-all command now skips the weight limit warning if you're already over your weight limit.
Lay Mine and Set Bomb now allow you to press escape from the explosive selection menu to abort the command.
Stairs, pits, and similar objects that represent open space can no longer be sucked into space-time vortices.
When you're selecting an item to equip from the equipment menu, items listed within a given category are now sorted in descending order by a rough utility evaluation. This sort method was there previously, but code was since introduced that disrupted it.
Colored text now displays more reliably across multiple lines in the text UI sidebar.
Added a black outline to the overlay XP and HP readout numbers.
Fixed a bug that sometimes prevented the penalties from the Engulfed status effect from being removed when the effect wore off.
[modding] We added a markup layer to our text coloring system. Example: {{red|this text will be red}}. This lets us treat color specification as a stack, so that text's color can be reset to the previously specified color at the end of a block. (Previously, we would try to emulate this behavior by resetting color to default grey [&y], but grey wasn't always the last specified color.) The markup layer also supports shaders that apply color patterns to text blocks. Color names and shaders are defined in a new moddable file, Colors.xml.
[modding] Added a "beguile" wish that forces the target into your party.
[modding] Med names may now be extended by applying the [MedNamesExtension] attribute and implementing the IMedNamesExtension { int Priority(); void OnInitializeMedNames( List medNames ); } interface.
[modding] Fixed a bug that caused the JoppaWorldBuilderExtension and WorldBuilderExtension attributes to be ignored.
[ 2020-04-04 03:44:45 CET ] [ Original post ]
200.21 Tomb-related notes
- Added some sound and visual effects.
- Smoothed out some issues with engraving tomb murals.
- Added ASCII versions of the tomb murals and other objects in the burial chamber.
- Refreshed Herododicus's dialog.
- Added descriptions for Herododicus, imperial sarcophagus, imperial reliquary, gilded marble from the sultanate of Resheph, mural median, and mural endcaps.
- [very redacted]
- Objects now become coated in liquid more easily, and they also lose their liquid coatings more easily.
- Liquid coating now bestows additional weight onto items.
- Some liquids now weigh more than others.
- Creatures moving through big pools of liquid now track the liquid around.
- Footwear now protects you from being affected by small pools of liquid.
- Swimming is now a status effect that penalizes movespeed and prevents creatures from taking move-related actions that require footing.
- Pools smaller than the swimming threshold (1,000 drams) now use a different tile set.
- Small puddles now evaporate over time.
- Aquatic creatures now receive a -25 penalty to movespeed instead of the full -50. (The Swimming skill's +25 bonus offsets this penalty.)
- Pathfinding now puts more weight toward pathing around large pools of liquids, even less deadly ones.
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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