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Tomb of the Eaters Feature Friday - June 26, 2020 ('beta' branch)
[ 2020-06-27 03:55:27 CET ] [ Original post ]
200.57 Tomb notes:
- Finished the bugfixing and polish work in the crypts.
- Added a new liquid: brain brine.
- [redacted]
- Occasionally, upon gaining a level, completing a quest, performing the water ritual, or defeating a legendary foe, you may now become inspired to name one of your items.
- The swimming confirmation message is now toggleable via the option in the Prompts menu.
- Reputation change messages now include your new reputation and inform you if the faction's overall attitude toward you has changed.
- The reputation changes incurred by violating the water ritual are now displayed in a single message.
- You can now add notes to items in your inventory and equipment. The notes appear in the item's short description.
- A given attack can now only have a block attempt performed with one shield. The limit on the number of attacks per turn that can be blocked is now per-shield; if you have multiple shields equipped, you will attempt to block a given attack using the best shield that you can presently use.
- You can no longer shield block while frozen, paralyzed, burrowed, or otherwise unable to freely move your limbs.
- Baetyls no longer care about differently-colored display names in the items they request.
- The fill action on liquid containers can now be used on any container that is not full, not just empty containers.
- You now prefer to autouse liquids that aren't stored in functional containers like liquid-cooled firearms.
- Becoming famished now interrupts autoact.
- Creatures that are fleeing no longer count as visible hostiles.
- Creatures that try to keep their distance from the player now only count as visible hostiles at close range.
- Grenades are no longer destroyed before hitting the ground when thrown into a tile with acid gas.
- Flashbang grenades now affect a circular area instead of a square.
- Glowmoths can now use their gaze attack at point blank range.
- Baetyls no longer care about taking small amounts of damage, but they become... significantly irritated... by larger amounts.
- Only creatures who are able to engage in combat and can move their limbs now count for the purposes of preventing charge and causing missile weapons to fire wildly.
- Missile weapons that use spray fire ammo (shotguns, pumps, point-defense drones, and flamethrowers) now indicate in their short description that they aren't subject to firing wildly when multiple enemies are adjacent.
- Bows now display their loaded arrows' penetration and damage value.
- Made weapon class display, strength cap, and accuracy information the color of rules text.
- Creatures now go prone if they can when they fall asleep for any reason, not just when they voluntarily go to sleep on a bed.
- Equipped objects now match the temperature of the object they're equipped on.
- Made most organic items leave behind ashes when they burn up.
- Ashes no longer catch fire.
- Village outskirts now properly have above and belowground features.
- When you run out of water while traveling, you now receive a message and a chance to stop rather than only getting notified when you become life-threateningly dehydrated.
- The Bleeding effect is now described differently for creatures that do not have blood.
- The environmental item picker now refreshes when a taken action changes the list of items displayed, such as when an item is broken off a stack.
- The visual effects for being frozen, slowed due to temperature, or on fire now have higher visual priority.
- The Tinkering screen bit locker now displays the glyph for each bit type of bit next to its name.
- The Spindle negotiation menu now uses alphabetic hotkeys rather than numeric in order to prevent numpad-based selection accidents.
- Objects that are cloned while phased now properly assume their normal phase.
- Relics and extradimensional missile weapons now occasionally generate as armor-negating.
- Graftek-granted stat changes now count as permanent in all the usual ways.
- Added damage and penetration displays to thrown weapons.
- Fixed a bug that caused some non-blood-having creatures to bleed blood.
- Fixed a bug that caused simply targeting a creature to make it hostile.
- Fixed some bugs that caused several sensory effects to fail to detect walk-walking creatures.
- Fixed linear cannon penetration display.
- Fixed some issues that caused you to retain your marked target after using a special shot.
- Fixed a bug where pouring into a container you are emptying took the current contents of the container into account even though they were being emptied.
- Fixed a bug that caused missile weapons to display a damage message even when the damage was prevented.
- Fixed a bug that caused autoexplore to fail to seek out the secret-bearing mural in the village of Ezra.
- Fixed a bug with phase web animation.
- Prevented some rare corner cases where objects were destroyed multiple times.
- Fixed a bug that caused the 'show effects' menu to improperly linger beneath other windows when opened and closed.
- [modding] Effects may now whitelist themselves for most deep copy operations by overriding allowCopyOnNoEffectDeepCopy and returning true.
[ 2020-06-27 03:55:27 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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