Tomb of the Eaters Feature Friday - July 10, 2020 ('beta' branch)
Added two new cooking ingredients: crushed grave moss and compacted bone meal.
The mopango now have a signature dish.
You can now water ritual with Agyra.
Added cybernetic credit wedges to Omonporch and the Tomb.
Altered the behavior on the following item mods: colossal and padded.
Changed the names of the following item mods:
Changed the ANSI coloring and descriptions for several mods.
Added a distinctive tile to squares that are safe from the Bell of Rest.
Added particle text for when you acquire the tomb-tethered effect.
You may now find mopango pilgrms in the Stiltgrounds.
Gave Tam, Sixshrew, and Ezra a new sign tile.
The messaging for what industrial fans are blowing around is now less verbose.
Removed sultan sarcophagi and reliquaries from dynamic encounters.
Fixed a hagiographic typo.
Fixed several bugs around the [redacted] from [redacted].
General notes:
Added a new interaction menu command for companions, direct ability use, that allows you to forbid or permit your companions' use of their individual activated abilities.
Made high tier item mods more likely to appear on lower tier items.
Automove now ignores the hostility of dreadroots, young ivory, and lurking beth.
Overdosing on a blaze tonic no longer cools you down, and overdosing on hoarshrooms no longer warms you up.
Companions now heal while moving on the worldmap.
Chainguns are now heavy weapons.
Relics now have extra hit points.
The Barathrumites are now more forgiving of friendly fire during A Call to Arms.
Item-collecting arconauts and graverobbers no longer collect items when player-led or dominated.
The movement penalty from equipping heavy weapons now visibly alters your move speed and the weapon's description, rather than being an invisible modifier to action costs.
Pathfinding is now more willing to cross harmless liquids of wading depth (specifically, it'll try to go only one square out of its way to avoid them).
Some liquids pools now require you to confirm movement into them.
Some liquids now require you to confirm that you wish to drink them.
There is now an option that lets you turn off confirmation for both moving into and drinking dangerous liquids.
Cultist without bodies are less likely to become cult leaders.
Your turrets now allow you to deactivate and reactivate them regardless of your security clearance.
Hitting or firing at something with your missile weapon no longer makes it your target if it isn't hostile to you or if you already have a target.
Fix-It spray foam can now be applied to nearby objects.
Fix-It spray form now restores hit points to inanimate and inorganic objects.
Charging Strike now adds 1 to the maximum AV penalty that can be inflicted by Cleave.
Campfires, corpses, boulders, and furniture now block doors from closing.
Activation and deactivation messages now mention if an item in your possession is what's giving you clearance to perform that action.
Lase now gives a failure message when you try to use it and it's exhausted.
The priority of the Read action on books now depends on whether you have already read them.
Conveyor belts can no longer move force fields.
Status summary displays appended to the rules text of some items now appear in more places, too. Examples include "EMP", "unpowered", and "warming up".
Inventory actions are now (mostly) consistently alphabetized.
Displacer bracelets now only produce visual effects on visible creatures.
Equipment that uses multiple slots now prefers to use slots that are near each other.
Fixed a bug that made hoarshrooms fail to provide cold resistance.
Fixed a bug that broke a mechanism for inventory action hotkey resolution. This fixes a number of issues with duplicate inventory action hotkeys.
Fixed a bug that made temporal fugue clones leave ammo behind.
Fixed a bug that disabled Proselytize's cooldown and sometimes caused the effect to occur multiple times when using it via a Skillsoft implant.
Fixed a bug that made the names of some relics bleed pink.
Fixed a bug that prevented breathers from breathing.
Fixed an issue that caused some double-slot equipment to use only one slot.
Fixed some minor issues in goatfolk hero generation.
Fixed a bug that made Fasting Way and Mind Over Body cause different thirst rate modifiers than what appears in their descriptions.
Fixed some issues in the messages generated by drinking mixed liquids.
Fixed some bugs with phasing.
Fixed some issues with doubled-up input on the stage screen when the prerelease input manager is enabled.
Fixed some intermittent thread-safety bugs with text processing.
[modding] Normalized the parameter name for number of penetrations to "Penetrations" across several combat messages.
[ 2020-07-11 05:00:07 CET ] [ Original post ]
200.66 Live and drink, friends. If all goes well, you can expect Tomb of the Eaters to launch on the main branch next Friday (July 17th)! Tomb-related notes:
- 'colossal' to 'gigantic'
- 'hardened' to 'with electromagnetic shielding'
- 'co-processor' to 'with co-processor'
- 'normalizing' to 'nulling'
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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