Feature Friday - August 7th, 2020
[ 2020-08-08 06:57:06 CET ] [ Original post ]
200.82
- Examining artifacts now requires being able to move your extremities.
- Eating snacks now requires being able to move your extremities.
- The "HP warning threshold" option now defaults to on at 40%.
- Various powered items, such as VISAGEs and ninefold boots, now correctly drain the last dram of their slotted liquid-fueled energy cells rather than leaving behind one unusable dram. If you find more items that do this, please report them on the public bug tracker: https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues.
- NPCs attempting to use broken and rusted tonics no longer cause messages popups for the player. NPCs also attempt to use broken and rusted tonics less often.
- Creatures are more willing to enter gas clouds, especially if they are immune to the gas.
- Stunning Force can no longer be used on the world map.
- Slumberlings are no longer Wakeful when they emerge from their natural hibernation.
- Item naming opportunities triggered by leveling up now occur after the level up message.
- Nullbeards are now permanently astrally tethered rather than immune to astral tethering or burdening.
- Puffer fungi once again take damage from damaging gases at the rate inanimate objects do.
- Frozen energy cells slotted into equipment no longer stay frozen forever.
- Implanting a cybernetic implant now makes it permanently understood. If it was only understood due to a techscanning ability, losing that ability no longer converts it to an implanted "weird artifact".
- Strip flies now respect phase and flight.
- Psionic weapons can no longer be disassembled.
- Items are now automatically weightless when equipped in a Floating Nearby slot.
- Autogetting from adjacent squares is now controlled by an option: "Autopickup from adjacent squares". It defaults to off and only covers non-autoexplore movement.
- You're now interrupted in the middle of autogetting multiple items when a hostile creature nears you (rather than being slammed by multiple enemy actions afterward).
- Whether you immediately pick up items butchered from corpses is now determined by your autoget settings, not by whether you were autoexploring.
- Pathfinding now avoids mines laid and bombs set by non-hostile creatures, to varying degrees by munition type.
- Added a new option, "Prerelease Stage Scale", in the Overlay UI section.
- Fixed a bug that broke mod tinkering when certain items had high-powered magnets applied to them.
- Fixed a bug caused the Wakeful effect to not work sometimes.
- Fixed a bug that disabled measures to prevent inappropriate objects from spawning on top of each other.
- Fixed a bug that made Flexiweaved sometimes give positive DV.
- Fixed some bugs that caused equipping certain items to fail to trigger their state changes, such as quest completion and DV updates for defensive stance.
- Fixed a bug that caused save modifiers provided by cybernetic implants to not work.
- Fixed a bug that caused the liquid-cooled item mod to be unapplyable in some cases where it should have been applyable.
- Fixed a bug that destroyed cybernetics when another implant was implanted directly in its slot.
- Fixed a bug that caused the value of cybernetics credit wedges to not show up in the short version of their display names.
- Fixed a color pattern typo in Ereshkigal's interface.
- Fixed a typo in a journal accomplishment.
- Fixed a stray color markup tag in save modifier rules text.
- Fixed some grammar bugs in the descriptions of hostile clones.
- [modding] Specifications for DefaultBehavior attributes in Bodies.xml part elements are now correctly respected.
- [modding] Fixed a bug that made less information available in some movement-related events than should have been.
- Mechanical cherubim are now classified as robots.
- Villages and chef ovens should no longer let you cook game-breaking meals.
- The schematics choices for acquiring Tinker I, Tinker II, and Tinker III are now of the appropriate complexity for that tinker tier.
- Village immigrants' pronouns are now more consistent.
- Added a new option, "Prerelease Stage Scale", in the Overlay UI section.
- Fixed a typo in waveform worm's description.
- Fixed a bug with villager dialog color.
- [modding] We added a new in-progress overlay UI for the Mod Manager.
- [modding] Added a new "manifest.json" file to populate the extra fields shown in the Mod Manager. This file now subsumes config.json (you should convert any config.json files into manifest.json files). See https://cavesofqud.gamepedia.com/Modding:Manifest.json.
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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