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The Tomb of the Eaters is here. (changelist 2 of 2)
[ 2020-07-18 03:18:28 CET ] [ Original post ]
See Part 1 of this announcement, with the first batch of patch notes, here.
MISCELLANEOUS AND BUGFIXES
- Added a water wheel and millstone to Joppa.
- Added descriptions for the following objects: fulcrete, conveyor drive unit, conveyor belt, bones, metal door, plastic tree, hammock, and brick.
- Added new tiles for the following objects: stairs, basic toolkit, rubble, and Tam's sign.
- Gave an ASCII makeover to the following objects: gravestones, unripe banana trees, floor cushion, medium boulder, bookshelf, sign, power line, brick, woven basket, hammock, flux gauge, Asphodel, Asphodelytes, walkways, various vessels, yawning gap, and weathered wood.
- Graffitied text now appears in the color of the graffiti on the object glyph.
- Stairs are no longer moved by conveyor belts.
- Tattooing a companion no longer tattoos you instead of them.
- Renamed human child to woodsprog.
- Tables no longer change their tile when you remove and return the same object.
- Quartzfur hats now message themselves as being made of quartz rather than glass.
- Solar and radio-powered cells now receive their charge more reliably on the world map and should cause less lag.
- Temporal fugue clones no longer lose their items before they expire.
- Sturdy spectacles and mirrorshades no longer incorrectly report that they have broken in melee.
- Ice frogs no longer sit in immobile confusion until approached.
- Animating an object with Spray-a-Brain no longer causes every object of that type to be recategorized as a Creature.
- Items generated as quest items no longer cause every item of that type to be recategorized as a Quest Item.
- Answering no to using an unpowered advanced toolkit while autoexploring now interrupts the autoexplore, preventing message loops.
- The water ritual now consumes a dram of liquid only when you initiate it instead of consuming one for every action you take during it.
- Psychic hunters are no longer incorrectly interdicted on maps without reality stabilization.
- Cybernetic implants that occupy an equipment slot are no longer shown twice in the implantee's description.
- Improved the grammar in "you pass by" messages.
- Spiders no longer attack allied creatures that are stuck.
- Player-controlled spiders no longer autoattack stuck creatures.
- Save files now remember which mods are enabled and prompt you to re-enable those mods before loading.
- Made some improvements to creature pathfinding.
- The water ritual can no longer be used to obtain unlimited cybernetics credit wedges.
- Improved Domination's ability to handle problematic cases in its teardown process.
- [patreon] Sheba Hagadias can no longer spawn as Either/Or. To install this change, you'll need to re-redeem Either/Or's pet code.
- Fixed a bug that caused the onset of fungal infections to sometimes be 8-10 turns instead of 2-3 days.
- Fixed a bug that caused symbiotic fireflies to destroy themselves, and turn into "Objects", when equipped.
- Fixed an improper item ownership warning when you tried to examine or disassemble items in the inventories of certain creatures you were dominating.
- Fixed a bug that caused Flurry to not work on inanimate objects, which in turn caused NPCs with flurry to stand there inert instead of attacking inanimate objects they were angry at.
- Fixed some bugs with color rendering and formatting in books.
- Fixed a bug with liquid-fueled power consumption, such as in gyrocopter backpacks.
- Fixed some performance issues with normality gas and norm cores.
- Fixed some issues with Page Up and Page Down failing to scroll correctly on the classic inventory screen with very large inventories.
- Fixed some item duping exploits with evil twins and prism clones.
- 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 some issues with companions re-joining the player after traveling on the worldmap.
- Fixed a bug that caused an item type's repair cost to permanently depend on whether the first item of that type you repaired was rusted.
- Fixed some bugs that caused modifiers to secondary statistics like AV, DV, and movespeed to be double-applied when they came from mutations and cybernetic implants selected during character creation.
- Fixed a bug that sometimes prevented the penalties from the Engulfed status effect from being removed when the effect wore off.
- Fixed a bug that caused the 'most recently played character' to net initialize properly.
- Fixed an issue with portable walls.
- Fixed an issue with nano-neuro animators.
- Fixed a typo in village monument descriptions.
- Fixed a bug that caused Rebuke Robot to fail way more often than it should.
- Fixed a bug that caused take-all to not work in the classic UI looting menu when the cursor was on a category rather than an item.
- Fixed a bug that caused the 'Tweet this character build' button to not work.
- Fixed a bug with acid gas that caused the game to hang.
- Fixed a bug that caused the Golgotha chutes to generate disconnected.
- Fixed a a bug that caused mouse movement to not work properly on the world map.
- Fixed a bug that caused missile weapons to hit non-blocking inanimate objects in their paths.
- Fixed a bug that caused merchants to spawn with double the inventory they're meant to.
- Fixed a bug that immobilized aquatic creatures.
- Fixed a bug that caused worn items effects to not go away when you removed the item.
- Fixed a bug that sometimes caused Barathrum's study to generate with a down staircase.
- Fixed a bug that caused resource exhaustion and error spam in the output log in some long-running games.
- Fixed some bugs that caused the decarbonizer beam selection to sometimes error out or create an infinite loop.
- Fixed a bug that caused some activated abilities to remain on the ability menu after those abilities were lost.
- Fixed a bug that caused the loss of some equipment benefits when using Temporal Fugue.
- Fixed a bug that allowed holographic plants to be harvested.
- Fixed a bug that indicated incorrect directions toward a detected hostile when automove was interrupted and that hostile was in an another zone.
- Fixed a bug that caused the genome destabilization message from the Mutating effect to be displayed for you even when you weren't the one mutating.
- Fixed a bug that caused weeped liquid and primordial ooze to fail to mix in the Rainbow Wood.
- Fixed a bug that made the hidden PhasedWhileStuck effect visible.
- Fixed a bug that caused certain pronouns to morph into "They" after games had been saved and reloaded.
- Fixed a typo in items that affect move speed.
- Fixed a bug that caused some village tinkers to not be members of their village's faction.
- Fixed a bug that caused companions to take steps in the wrong order when trying to follow their leader.
- Fixed a bug that caused one-shotting a creature to fail to trigger hostility in the creature's nearby allies.
- Fixed a bug that caused camel bladders to fail to negate the weight of the liquid in them when worn.
- Fixed some bugs in water ritual option coloring.
- Fixed a bug that made snapjaw forts, starapple farms, and pig farms not generate properly in village outskirts.
- Fixed a bad interaction when the snapjaw who wields Stopsvalinn generates as a villager.
- Fixed several issues that caused gas-generating creatures to not be immune to their own gas.
- Fixed some rare situations where the player didn't get a turn immediately following a game load.
- Fixed a bug that caused illuminated books to not have their display names altered.
- Fixed a bug in the way graffiti displayed on tombstones.
- Fixed a bug that caused reloading a linear cannon to always reload the energy cell instead of its slugs.
- Fixed a rare exception in the Multihorns mutation that prevented saved games from loading.
- Fixed a typo in soul curd's description.
- 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 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.
- Fixed a bug that made reloading multiple magazine-loaded firearms behave strangely.
- Fixed a bug that set Face as goatfolk's primary attack limb.
- Fixed some cases where you would attempt to enter an occupied tile when entering a local map from the world map.
- Fixed music not playing properly after loading a game.
- Fixed an error when generating linear cannon relics.
- Fixed some (but not all) issues with world seeds.
- Fixed the background color of the trash sprite.
- 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 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 intermittent thread-safety bugs with text processing.
- Fixed a bug that made horns try to use a nonexistent "Horns" skill.
- Fixed a bug that sometimes caused the End Domination ability to appear multiple times in Dominated creatures' ability lists.
- Fixed some issues with the classic UI inventory screen and made it more closely resemble the item picker.
- Fixed many problems that caused NPCs to spawn inside walls, on top of other solid objects, and on top of each other.
- Fixed a bug that caused dashing with the Flume-Flier of the Sky-Bear to not pass a turn if you ran into a wall.
- Fixed a bug that caused trading-based recharging of stacked energy cells to cost you water for the entire stack but only recharge one cell.
- Fixed a bug that made Shank fail to prefer to use the weapon in the primary hand.
- Fixed a bug that made gases dissipate more slowly and use more system resources than they should have.
- Fixed a bug that made items and creatures hover over pits.
- Fixed a bug that caused you to fall through the Bethesda Susa elevator platform instead of onto it.
- Fixed a bug that made the autosave cycle take longer than normal when creatures fell into pits.
- Fixed some issues with Grit Gate's main entrance force barrier disappearing.
DEBUG AND MODDING
- We made several improvements to the map editor.
- The map editor now loads with an empty map rather than looking like you're editing the main menu.
- Added x-y coordinates for the mouse position and selected cell.
- Holding Ctrl while hovering over an item in the blueprints list now displays a portion of the blueprint XML.
- Added a checkbox on the blueprint filter to only show blueprints in use on the map.
- Made the sidebar opaque.
- Alt-clicking on a tile now properly set the brush even when you have no brush selected.
- Added Transform > Flip Vertical to the map editor.
- Added File > Reload Blueprints to the map editor. This lets you reload ObjectBlueprints.xml without quitting and reopening the editor.
- You can now select regions in the map editor by holding shift and dragging the select box over tiles. Ctrl-a selects the entire map.
- Redesigned the "selected cells" region of the map editor. You can now delete, bulk replace, and set ownership on objects in the selected region.
- The map editor now supports Ctrl-C to copy a selected region, which turns your brush into a rectangle the size of that region. Ctrl-click pastes the copied region, and right-click deletes the region bounded by the selected rectangle.
- The map editor now properly renders most walls, water tiles, and fences.
- The map editor now has tile previews in the blueprint selector.
- You can now undo the "fill" action in the map editor.
- Die rolls can now be specified as follows: "1d6[foo]", "2d4[bar]", etc, where 'foo' and 'bar' are arbitrary names of randomizer channels. The die roll will source its pseudorandomness from the channel specified; this produces a consistent series of results for a given channel name and world seed.
- Conversation choices now support fields IfHavePart and IfNotHavePart that make the choice conditional on whether the specified part is present on the player.
- The tag or string property ForceAnimatable now overrides an object animation's current walls-and-tables-only check.
- Bodies.xml now supports a BodyType attribute on anatomy elements that allows override of the body part type to use for the central body (normally "Body").
- Added an AfterGameLoaded event.
- Added default behavior for when a modded quest doesn't specify a hagiograph.
- Enabled anonymous access to workshop content.
- The starting location selector is no longer shown if a genotype or subtype has a defined starting location.
- Added a new Modding option: 'Select enabled mods on new game'.
- Space no longer accepts the 'Would you like to die?' prompt.
- 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.
- We changed the implementation for how MinEvents are dispatched. Modders who are handling a MinEvent in one of their IParts (e.g. bool HandleEvent( EnteringCellEvent ev ) need to update each HandleEvent declaration to include 'public override' (e.g. public override bool HandleEvent( EnteringCellEvent ev )) in order for that event to be dispatched properly to the part.
- 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.
- The ability of NPCs to repair, recharge, and identify artifacts in the trade screen is no longer controlled by the CanRepair, CanRecharge, and CanIdentify properties. Instead, it's determined by the relevant tinkering skills. (Repair enables the repair action, Tinker I enables recharge, and Gadget Inspector enables identify, with Tinker II, Tinker III, Intelligence modifier, and any relevant equipment contributing to identification performance.)
- Added support for the ZoneFactory property on a world node, which contains the name of a class deriving from IZoneFactory in the XRL.World.ZoneFactories namespace.
- Added support for the ZoneFactoryRegex property on a world node, which optionally contains a regex that describes all worlds for which this world's zone factory should handle fabrication. Used when one world node handles several worlds.
- Added WorldFactory::addAdditionalWorld, which allows the addition of new worlds at runtime.
- Implemented Myopia as an AdjustVisibilityRadiusEvent, allowing equipment and parts to adjust the visibility radius.
- Restructured the loading of ObjectBlueprints.xml, solving many inheritance problems, most notably with Load="Merge" from mods.
- Deprecated the GameManager.Instance.ViewData interface.
- UI Views are now defined with the [XRL.UI.UIView] attribute on a class.
- Increased the warning level output for the mod compiler, allowing modders to see previously hidden compiler warnings.
- Updated the Modding Utilities link to the modding wiki: https://cavesofqud.gamepedia.com/Modding:Overview.
- The Blueprint Browser now shows all properties on blueprints, in XML.
- You can now select and copy in the Blueprint Browser.
- Exposed a method to add a Wish handler. See https://cavesofqud.gamepedia.com/Modding:Wishes.
- Added a "beguile" wish that forces the target into your party.
- Med names may now be extended by applying the [MedNamesExtension] attribute and implementing the IMedNamesExtension { int Priority(); void OnInitializeMedNames( List
medNames ); } interface. - Added a wish, "clearstatshifts", to remove temporary stat shifts, even including shifts from items you have equipped or active status effects. To regain those stat shifts, you'll have to re-equip those items or re-up the effects.
- Added a new wish, "reveal settlements", that reveals all dynamically generated settlements on the world map.
- Added a new wish, "factionencounter:
", that generates a special faction encounter in your current zone. For example, wishing for "factionencounter:Templar" generates a Templar faction encounter. You can override the tier and level values for the zone, both of which affect the creatures generated for the faction encounter, like so: "factionencounter: : " and "factionencounter: : : ". - Added a new API, StatShifter, to Parts and Effects that helps track stat shifts. See https://cavesofqud.gamepedia.com/Modding:StatShifter.
- Added a new debug option: "Show debug text for stat shifts".
- Added a new wish, "showstatshifts", that displays a list of items and effects shifting your stats.
- Added a new wish: "bits" adds 20 of each type of bit to your bit locker. "bits:100" adds 100 of each bit.
- The ConversationScript part now supports a Color field that's used to specify a color or shader to be applied to the creature's conversation text.
- Self-closing
tags in the XML no longer skip the next mutation when they're loaded. - The new blueprints loader no longer crashes when given an
with no Value (it assumes 0 instead). - Made wish string matching more accurate.
- The "Do you really want to die?" promp no longer accepts space or enter as input.
- An object can now set the ReplacementObject member of an ObjectCreatedEvent to return a replacement object instead of itself during object creation.
- Effects may now whitelist themselves for most deep copy operations by overriding allowCopyOnNoEffectDeepCopy and returning true.
- Normalized the parameter name for number of penetrations to "Penetrations" across several combat messages.
- Negative/debuff effects for purposes of Shank and Domination are now designated by an [IsNegativeEffect] attribute on the effect class or an override of the method IsDebuff() for dynamic determination.
- Fixed a bug that caused GlobalConfig.json to be unmoddable.
- Fixed a bug that caused the JoppaWorldBuilderExtension and WorldBuilderExtension attributes to be ignored.
- Fixed a bug that caused modded versions of Options.xml to fail to be initialized.
[ 2020-07-18 03:18:28 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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