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Feature Friday - September 5th, 2020
[ 2020-09-05 07:10:38 CET ] [ Original post ]
200.91
- Dying from a lithofex gaze now gives a better death message than "You die! (good job)".
- Phasing in now triggers any appropriate gravitational effects.
- Deep liquids no longer stop autowalk if the "Confirm before going swimming" option is off, and dangerous liquids no longer stop autowalk if the "Confirm before drinking and movement into certain dangerous liquids." option is off.
- Pathfinding now considers hostile creatures to be navigation obstacles and avoids the squares next to non-ignored ones depending on their difficulty.
- Precognition reversion now interrupts autoact.
- Being lost now carries through Domination, and removes itself from NPCs should it somehow wind up on them.
- NPCs now intermittently display more interest in moving away from campfires they are standing on top of.
- Fixed some bugs in the logic of when you can put out fires.
- Fixed a bug that made grenades thrown by temporal fugue clones disappear before they could explode because they were grenades.
- Fixed a bug that made some forms of electrical damage not be acknowledged by rubbergum tonic and cooking effects.
- Fixed a bug that caused bleeding damage to fail to apply when out of phase.
- Fixed a bug that made the overlay UI autoexplore button flicker.
- Fixed a display bug in agate figurines.
- Fixed a typo in the message when trying to automove through a hostile creature.
- Fixed a bug that made Nocturnal Apex often usable during the day.
- We revamped more mutations.
- Electrical Generation
- We revamped Electrical Generation.
- EG now uses the same electrical charge units as energy cells and power systems.
- Maximum charge is 2000+mutationLevel*2000.
- Charge accrual rate is mutationLevel*100 per round, modulated by Willpower via a similar formula as cooldown modulation.
- You can discharge at a minimum of 1000 charge. Deals 1d4 damage per 1000 charge, with the possibility of arcing to adjacent targets at reduced damage (maximum 1 target per 1000 charge).
- Exposure to electromagnetic pulses always caused involuntary discharge; this is now documented and is now subject to a difficulty 18 Willpower save.
- Energy cells and capacitors now have a "drink charge" option that lets you drain their charge.
- You recharge 100 charge for each point of electrical damage taken.
- You can provide charge to equipped devices that have integrated power systems, such as Jacked equipment.
- We revamped Electrical Generation.
- Stinger
- Reduced Confusing Stinger cost from 4 to 3.
- We revamped the three Stinger mutations.
- You now get a tail with the stinger attached.
- Stinger penetration progression:
- Level 1: 3
- Level 2+: (mutationLevel-2)/3 + 4 (max 9)
- Stinger damage progression:
- Level 1: 1d6
- Level 4: 1d8
- Level 7: 1d10
- Level 10: 1d12
- Level 13: 2d6
- Level 16: 2d6+1
- Level 19+: 2d8
- You always sting when you charge or lunge.
- You can use the Sting activated ability (cooldown 25) to sting with autohit and autopen.
- Venom save: 14 + mutationLevel*2
- Paralyzation duration:
- Level 1-2: 2-4 rounds
- Level 3+: 1d3 + (mutationLevel)/3 + 1 rounds (max 1d3 + 7)
- Confusion duration:
- Level 1-2: 2d3 + 2 rounds
- Level 3+: 2d3 + (mutationLevel*2)/3 + 2 rounds (max 2d3 + 14)
- Poison duration: 8-12 rounds
- Poison increment: (mutationLevel)d2, stackable
- Sunder Mind
- We revamped Sunder Mind.
- For up to 10 rounds, you engage in psychic combat with an opponent, dealing damage each round.
- Taking any action other than passing the turn will break the connection.
- Each round, mental attack vs. MA. Damage increment:
- odd levels: 1d3+(mutationLevel/2)
- even levels: 1d4+(mutationLevel-1/2)
- On the tenth round, you deal damage equal to the total amount of damage you've done so far.
- Range: sight
- Cooldown: 80 rounds
- We revamped Sunder Mind.
- Electrical Generation
- We revamped several defects.
- Removed Brittle Bones and Hemophilia.
- Amnesia
- Revamped. It now gives 2 points.
- Whenever you learn a new secret, there's a small chance you forget one.
- Whenever you return to a map you previously visited, there's a small chance you forget the layout.
- Analgesia
- Renamed Numb.
- Blinking Tic
- Tweaked occurrence chance.
- Changed so it only triggers during combat.
- Dystechnia (new)
- 2 points.
- You're much worse at examining artifacts.
- You can't have artifacts identified for you because you don't understand their explanations.
- When you break an artifact during examination failure, it explodes.
- Electromagnetic Impulse
- Tweaked occurrence chance.
- Changed so it only triggers during combat.
- Hooks for Feet
- Removed the -10 move speed penalty.
- Irritable Genome (new)
- 4 points.
- Whenever you spend a mutation point, the next mutation point you gain will be spent randomly.
- Whenever you buy a new mutation, you get a random one instead of a choice of three.
- Myopia
- Increased point value from 2 to 3.
- Made radius 10.
- Renamed Myopic.
- Narcolepsy
- Reduced point value from 4 to 3.
- Tweaked occurrence chance.
- Changed so it only triggers during combat.
- Psionic Migraines (new)
- 4 points.
- You cannot wear hats or helmets.
- Quantum Jitters (new)
- 3 points.
- Whenever you use an activated ability, there's a small chance your focus slips and you dent spacetime in the local region, causing 1-2 spacetime vortices to appear. This chance increases the longer you go without using an activated ability.
- Socially Repugnant
- Revamped. It now gives -50 reputation with every faction.
- Spontaneous Combustion
- Tweaked occurrence chance.
- Changed so it only triggers during combat.
- Tonic Allergy (new)
- 4 points.
- The chance your mutant physiology reacts adversely to a tonic is increased to 33%.
- If you react adversely this way to a salve or ubernostrum tonic, the adverse reaction effect is chosen randomly from among other tonic effects. You will still heal.
- We fixed some issues with mutation changes from last week.
- Teleportation - we kept the uncertainty radius but changed the target back from line of sight to any explored location (this was always the intention).
- Adrenal control no longer increases its own rank.
- Adrenal control no longer increases the ranks of mental mutations.
- Attributes gained via adrenal control no longer count toward skill prerequisites.
- Removed the Stinger / Wings exclusions.
- Fixed a bug that prevented Slime Glands from letting you walk over slime.
- You can now select a limb in the equipment menu to make it your primary limb. If you do so, your Right Hand (old primary) inherits the offhand attack percentage that the new primary limb had.
- Disguising items no longer change your tile when equipped in the thrown weapon slot.
- Rifling through trash with Scavenging and Trash Divining is now toggleable.
- There is now a classic UI option to indent body parts on the equipment screen, making their hierarchy more visible.
- Sleep Gas Generation and sleep gas breathing no longer prevent you from voluntarily going to sleep.
- NPCs immune to sleep gas no longer avoid it while pathfinding.
[ 2020-09-05 07:10:38 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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