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Mutation Overhaul: our biggest mutation rebalance ever
We added a new feature for physical mutations: rapid advancement. When you level up to level 5, and every 10 levels afterward, your genome enters an excited state and you can rapidly advance one of your physical mutations.
We revamped Chimera.
We overhauled several physical mutations.
We overhauled several mental mutations.
We overhauled several defects and added several new ones.
Removed a bunch of mutual mutation exclusions that are no longer relevant.
Removed prerelease defects Pack Rat and Unstable Germination from the game.
The augmentation-based coloring of mutation ranks on the character screen is now more accurate.
Mutations now show more information about their rank calculation when you select them on the character screen.
Refreshed and cleaned up all mutation descriptions.
Refreshed and added several new message log messages related to mutations.
Added a new item: wrist fan.
Added a new item mod: disguise.
Added a new item mod: cleated.
The resolution of Bey Lah's Kith and Kin quest has been overhauled and enhanced.
Added a new Kith and Kin subquest: Love and Fear.
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.
We made burning damage scale with temperature.
We nerfed the carbine and the sparbine.
Due to scattering, creatures now only drop a fraction of their ammo when they die.
Trade prices are now somewhat affected by your reputation with the trader's primary faction.
Dynamic villages can now generate with resident apothecaries.
Elder Irudad now has some apothecary wares.
Creatures that try to keep their distance from you now may now decide to take other actions, such as defend themselves directly, when they fall below 50% HP.
Reduced the potency of Psychometry granted by bananas to +1-2 if you don't already have the mutation.
The teleportation effect of eating a yondercane or voider gland is now imprecise, like the mutation.
The schematics choices for acquiring Tinker I, Tinker II, and Tinker III are now of the appropriate complexity for that tinker tier.
Made seedsprout worm corpse drop at 100%.
Confused creatures now have some variety in their actions.
Evil twins now reconsider their equipped items when they spawn.
Tapping the Mass Mind now refreshes your Light Manipulation charges.
Penetrating radar now reveals hidden objects that can be discovered by searching.
Corrosive Gas Generation and Sleep Gas Generation now make you immune to acid gas and sleep gas, respectively. They do not make you immune to all forms of acid or involuntary sleep, however.
Drowsing urchin are now immune to sleep.
Stopsvalinn now has a better chance of spawning with a high-end energy cell, when it spawns with an energy cell.
Mechanical cherubim are now classified as robots.
Conveyor belts are now immune to heat and acid.
Rhinox charge now respects phase and flight.
Catching fire now interrupts autoact, as does a visible or audible companion catching fire.
We implemented several more pieces of our new RPG-style UI, which we refer to as the "prerelease" UI.
Added a new option for scaling the prerelease UI: Options > Overlay UI > Prerelease Stage Scale.
The prerelease message log now has a background transparency toggle.
Added a toggle to the prerelease message log that prevents it from automatically switching sides.
The prerelease UI now displays your drams of freshwater next to your weight.
Tweaked the order that information is hidden on the prerelease status bar.
Prerelease UI ability buttons are now clickable.
Prerelease UI layouts wider than 1080p now letterbox correctly.
More prerelease popup messages can now be dismissed with Esc.
We now display object icons in several new contexts, including the equipment and inventory screens, the trade screen, and object interaction menus. If tiles are enabled, the icon used is the object's tile. Otherwise, it's the object's ASCII glyph.
Unidentified artifacts now use different tiles to obscure what they are.
Most natural equipment and mutation-based physical features now appear in a "Physical features" postfix at the end of a creature's description rather than in the "Equipped" postfix.
You can now use Page Up, Page Down, +, and - to navigate the classic options & key mapping menus.
You can now use Page Up and Page Down to navigate the tinker menu.
Added a resolution picker to the options menu now that the Unity preloader has been removed.
There is now a classic UI option to indent body parts on the equipment screen, making their hierarchy more visible.
The Hands equipment slot is now Worn on Hands.
Yes/No and Yes/No/Cancel dialogs now allow you to click on the [Yes] [No] options in the classic UI.
Player and NPC named items now indicate their original names in their descriptions.
Mouse movement now paths through non-hostiles if necessary to reach your destination.
The look dialog is now only dismissable via Space or Esc.
The following abilities are now toggleable: Sprint, Phase, Force Bubble, Fly, and Rifle through Trash (Scavenging and Trash Divining).
Fungal infections now appear in their own, prioritized category when using the spray bottle.
Sheba's Give Book option now remembers where you were in the list when it re-opens.
Messages for spotting hidden objects now include directional information.
Updated the default laptop keymappings with new binds for interact, auto-attack, and journal.
Non-creature organic items are now described as "damaged" rather than "wounded".
The trade UI "don't have enough water containers" message no longer resets the trade window.
You can now access the mod manager from the main menu in the classic UI.
Villages and chef ovens should no longer let you cook game-breaking meals.
Village immigrants' pronouns are now more consistent.
Added recipe name entries for canned Have-It-All.
Changed clump of bone meal to just bone meal.
Updated the horn type for fork-horned gnus, horned chameleon, Warden Ualraig, and hindren.
Spiral borers are now able to dig in reloaded zones.
Metal folding chairs are now moddable.
Fixed the switched cooking effect behavior on starch and lignin.
Fixed a bug that caused the wrong XP value to be displayed in the Sheba Hagadias book turn-in dialog for stacks of books.
Alchemist tables no longer contain floating glowspheres.
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.
Gas mutations now always pump gas immediately on activation.
Carbide and fullerite hand bones now use the same tile for their fist objects as the implant objects.
Above-ground structures in villages are now properly lit by daylight.
Made the description of certain "no effect" cooking effects clearer, such as when you cook with slime while already having Slime Glands.
Fixed the mutation description for Chimera and Esper not appearing on the overlay character creation screens.
Fixed a bug that caused burgeoned young ivory and lurking beth to notify the burgeoner of their deaths.
Fixed a bug that caused astral tabbies to spawn in the wrong phase.
Fixed a bug that caused primordial soup sludge display names to go wild.
Fixed a bug that caused books to be unreadable from the prerelease equipment screen.
Fixed a bug that caused books to continue to render in the background even after you exited out of the read book screen.
Fixed cookbooks showing the new recipe popup twice.
Fixed a bug that caused some wait commands to improperly remove wait-based effects, like tightened carapace.
You no longer receive a popup about discovering your starting village.
The Astral monster mutation can no longer be leveled.
Nonexistent journal entries can no longer be deleted.
Popups from zoomed-out views no longer cause the background to zoom in to gameplay level.
Dazed is now properly displayed in effect lists.
Fixed the "restore defaults" button on the prerelease control mapping screen improperly clearing all keybinds.
Several issues with the return from [redacted] should now be fixed: saves not loading, unintended player clones, and action queue inconsistencies.
Important objects are no longer improperly cleared during zone generation. These include stairs, relic containers, quest objects, quest NPCs, and more.
Empty alchemist tables now appear correctly as alchemist tables.
Chimeras now get a relevant message when [redacted] attempts to alter the structure of their minds.
Fixed a bug that caused prerelease UI elements to improperly display on top of cybernetics terminal windows.
Fixed new UI elements not displaying properly when the option to remove full-screen effects from the UI was enabled.
Fixed a bug with tooltip looker locations when the option to remove full-screen effects from the UI was enabled.
Fixed a bug that caused flickering while using the Looker with the prerelease UI was enabled.
Fixed a bug where hitting Esc from the Save Build prompt would save the build with no name rather than backing out of the menu.
Fixed a bug with villager dialog color.
Fixed a bug with Metamorphosis.
Fixed a typo with the Flaming Hands mutation when it was gained through a cooking effect.
Fixed a typo in the Kyakukya recoiler.
Fixed a typo in waveform worm's description.
Reduced the memory load for several types of zone generation.
Fixed deprecated commands sticking around when a default keymap was loaded.
Added native support for Harmony 2.0.2 patches in mods (https://github.com/pardeike/Harmony). harmony.PatchAll() is called after mod assembly compilation, applying all mod-defined harmony patches.
We added a new in-progress prerelease UI for the Mod Manager.
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.
Most internal classes are now public.
Extended the Genotypes.xml IsMutant attribute to more contexts where the mutant / true kin distinction is relevant.
Several new attributes have been added to Bodies.xml elements. bodyparttype and bodyparttypevariant now have:
Colors, anatomies, options, conversations, and pronouns now reload properly when mod configuration changes.
The Armor part now supports modifying MA via the MA field.
Members on the WorldBuilder class are now public.
The cell Inherits property in Worlds.xml now functions properly when merging into existing worlds.
Errors and warnings generated by the mod compiler now include the associated filename and line number.
Added [XRL.HasCallAfterGameLoaded] and [XRL.CallAfterGameLoaded] attributes for registering static methods to be called after game loads.
Added a new test Debug option, "Show Error Popup", that should be useful for modders.
The "playerwho" wish now properly allows turns to tick.
Fixed a bug that caused the detail color of subtypes to be merged onto the tile.
Upgraded the C# compiler to Roslyn.
Added a new wish to remove a mutation: "mutationbgone:mutationid".
Added new wish to view data disks: "datadisk" (with a menu of all possible data disks) or "datadisk : Blueprint" or "datadisk : mod : ModName".
The clearstatshifts wish no longer returns spent mutation, skill, and attribute points.
[ 2020-09-28 20:26:21 CET ] [ Original post ]
The Mutation Overhaul patch is here! This update includes our biggest mutation rebalance ever, new elements of our RPG-style UI, and hundreds of other changes. Enjoy! version 2.0.201.44
MUTATIONS
- Rapid advancement increases the mutation's rank by 3.
- These three ranks don't count toward the rank 10 limit.
- Rapidly advanced mutations are still subject to the mutation rank cap that's based on character level.
- If you have 4 mutation points after gaining a level, you'll have a chance to buy a new mutation before you choose a mutation to rapidly advance.
- If you have no physical mutations at this point, nothing happens.
- Chimera still restricts the mutations you can acquire to physical-only.
- Whenever you buy a new mutation or mutate with Unstable Genome, one of the mutation options (chosen randomly but revealed to you) will have a rider effect: you'll grow a new body part.
- The body part is chosen randomly from among all organic body parts and their variants.
- head, blossom, cap, nuclear protrusion
- face, antennae, feelers, sensory bud, sensory bulb, sensory nodule, sensory frill, sensory ganglion
- arm, bine, branch, fibrous node, frond, leg, lobe, stalk, stem, taproot
- bifurcation, fine root, leaf, pincer, pinnule, pseudopod, side hypha, tendril, tentacle, twig
- feet, front legs, legs, rear legs
- roots, lower hyphae, mulch
- fin, dorsal fin, tail fin
- The body part grows out of one of your existing body parts, weighted toward your body but any non-abstract body part is possible.
- The body part is chosen randomly from among all organic body parts and their variants.
- If you have Irritable Genome and Chimera, when you buy a mutation, there's a 1/3rd chance you'll grow the new body part. This is in place of the augmented selection, since you Irritable Genome restricts your mutation choices. You will however get the augmented selections when Unstable Genome triggers.
- Adrenal Control
- We revamped Adrenal Control.
- Gives you Release Adrenaline, an ability that grants 9+mutationRank Quickness and temporarily increases the ranks of your other physical mutations by (mutationRank/3)+1.
- Duration: 20.
- Cooldown: 200.
- We revamped Adrenal Control.
- Beak
- Beak is now a 1-point mutation instead of a defect.
- No longer occupies face slot.
- Added a +1 Ego bonus. (sightly beak)
- Updated description to reflect the correct amount of bonus bird reputation (+200).
- Burrowing Claws
- Increased cost from 2 MP to 3.
- Claws no longer occupy hand slot.
- Your base fists are now replaced with claws that function as short blades and deal increased damage with mutation level.
- levels 1-3: 1d2
- levels 4-6: 1d3
- levels 7-9: 1d4
- levels 10-12: 1d6
- levels 13-15: 1d8
- levels 16-18: 1d10
- levels 19+: 1d12
- Carapace
- Reduced cost from 4 MP to 3.
- DV penalty is now a flat -2 across all mutation levels.
- You no longer have trouble getting up when knocked prone.
- Reduced the DV penalty for tightening your carapace from -10 to -2.
- Carnivorous
- Changed this into a defect that gives 2 MP.
- Removed the tasty bonuses from eating meat.
- Corrosive Gas Generation
- Removed mutual exclusion with Sleep Gas Generation.
- Increased the number of rounds you release gas for from mutationRank/2 + 1 to mutationRank+2.
- Increased the cooldown from 35 to 40.
- Corrosive gas no longer deals damage to items.
- (cosmetic) Renamed the activated ability name to "Release Corrosive Gas".
- Double-muscled
- Reduced cost from 4 MP to 3.
- Removed the movespeed penalty.
- Changed the chance to daze on a successful melee attack to 13% + mutationRank*2 for 2-3 rounds.
- Electrical Generation
- We revamped Electrical Generation.
- EG now uses the same electrical charge units as energy cells and power systems.
- Maximum charge is 2000+mutationRank*2000.
- Charge accrual rate is mutationRank*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.
- Electromagnetic Pulse
- (cosmetic) Renamed the activated ability to "Emit Pulse".
- Flaming Hands and Freezing Hands
- Renamed to Flaming Ray and Freezing Ray. You now have the option to customize these mutations and choose a limb for the ghostly flames/icy vapor to appear on (Hands, Feet, or Face).
- Now neither mutation occupies the Hands or any other body slot.
- If you get the limb you chose severed, you lose access to the mutation's powers.
- The temperature increase/decrease on melee attacks now applies to attacks made with any limb. We also added this behavior to the mutation description (it was previously undocumented).
- Flaming Ray
- Reduced cost from 5 MP to 4.
- Freezing Ray
- Increased cooldown from 10 to 20.
- Heightened Quickness
- Reduced cost from 4 MP to 3.
- Removed the toughness penalty.
- Increased quickness buff to mutationRank*2 + 13.
- Horns
- You can now choose a cosmetic option for horns (horns, horn, antlers, casque).
- Increased AV progression to (mutationRank-1)/3 + 1.
- Generalized damage to 2d[(mutationRank/2)+3].
- Improved bleeding damage to the following.
- levels 1-3: 1
- level 4+: 1d2 + (mutationRank-4)/3
- Multiple Arms
- Increased the chance for extra attacks from 6% + mutationRank * 2 to 7% + mutationRank * 3.
- Multiple Legs
- Increased cost from 4 MP to 5.
- Changed move speed bonus from mutationRank * 5 + 3 to mutationRank * 20.
- Night Vision
- You can now see [redacted].
- Phasing
- You can now phase back in on demand.
- Photosynthetic Skin
- Increased the bonus regeneration rate from Basking or cooking with lignin from 20% + mutationRank * 4 to 20% + mutationRank * 10.
- Increased the bonus quickness from Basking or cooking with starch from 1 + Ceiling(mutationRank/2) to 13 + mutationRank*2.
- Generalized the servings of starch and lignen you can store to [(mutationRank-1) * 4] + 1.
- Generalized the bonus duration of Basking's effect to [(mutationRank-1) * 4] + 1.
- Regeneration
- Reduced cost from 5 to 4.
- We revamped this mutation.
- You regenerate hitpoints at your full rate in combat. (This was true previously but wasn't documented.)
- Regeneration bonus is now a percentage instead of a flat bonus: +10% + (mutationRank*10)
- mutationRank*10% chance per round to regrow a missing limb. If this chance exceeds 100%, you cannot be decapitated.
- 1% + mutationRank/3 chance per round to remove a minor physical debuff at random. At mutationRank = 5, this becomes any physical debuff (including glotrot, ironshank, sore throat, and monochrome).
- Quills
- Changed AV progression.
- Level 1-2: 2
- Level 3+: mutationRank/3 + 2
- Quill penetration now caps at 6.
- Changed the damage reflection for unarmed attacks.
- Now, when a creature uses an unarmed attack against you, roughly 1% of your quills break and you reflect 3% * numQuills damage back at your attacker.
- Quill regeneration is now affected by Willpower.
- Changed AV progression.
- Sleep Gas Generation
- Removed mutual exclusion with Corrosive Gas Generation.
- Increased the number of rounds you release gas for from mutationRank/2 + 1 to mutationRank+2.
- Increased the cooldown from 35 to 40.
- (cosmetic) Renamed the activated ability name to "Release Sleep Gas".
- Slime Glands
- You can walk now over slime without slipping.
- Spinnerets
- Activating Spin Webs no longer takes an action.
- Made web save difficulty scale at 2X mutation level instead of 1X.
- Increased arachnid reputation bonus from +200 to +300.
- 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 maxes at 1 penetration.
- Stinger penetration progression:
- Level 1: 3
- Level 2+: (mutationRank-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
- Stinger is considered a long blade.
- 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 + mutationRank*2
- Paralyzation duration:
- Level 1-2: 2-4 rounds
- Level 3+: 1d3 + (mutationRank)/3 + 1 rounds (max 1d3 + 7)
- Confusion duration:
- Level 1-2: 2d3 + 2 rounds
- Level 3+: 2d3 + (mutationRank*2)/3 + 2 rounds (max 2d3 + 14)
- Poison duration: 8-12 rounds
- Poison increment: (mutationRank)d2, stackable
- We revamped the three Stinger mutations.
- Reduced Confusing Stinger cost from 4 to 3.
- Thick Fur
- Increased heat and cold resist bonus to +5.
- +100 reputation with all of the following: apes, baboons, bears, and grazing hedonists.
- Triple-jointed
- Reduced cost from 4 MP to 3.
- Removed the strength penalty.
- Removed the bonus chance to dodge.
- Added a 7% + mutationRank * 3 chance that Agility-based skill powers don't go on cooldown after use.
- Two-headed
- Increased cost from 2 MP to 3.
- Improved mental action cost reduction from 16% + mutationRank * 4 to 15% + mutationRank * 5.
- Improved chance to shake off a mental debuff from 5% + mutationRank to 5% + mutationRank * 2.
- Two-hearted
- Reduced cost from 4 to 3.
- Removed Quickness penalty.
- Removed synchronized heartbeat effect.
- Added a % bonus to sprint duration: 10% + 20*mutationRank.
- Wings
- Increased cost from 3 to 4.
- Wings no longer take up the Worn on Back slot.
- (cosmetic) Your Worn on Back slot is renamed to Worn around Wings.
- +10% + (mutationRank*10) move speed while sprinting.
- Jump range is increased by (mutationRank/3) + 1.
- Charge range is increased by (mutationRank/3) + 2.
- Beguiling
- Increased cost from 3 to 5.
- Simplified success roll to 1d8 + characterLevel + mutation Level (or Ego mod, whichever is higher) VS target's characterLevel + MA.
- Burgeoning
- Tumbling pods spawned by burgeoned feral lah no longer (dangerously) follow you around.
- Clairvoyance
- Increased the cooldown from 75 to 100.
- Reduced the visibility duration from 16 + mutationRank * 2 to 19+mutationRank.
- Upped the level at which the whole map is revealed to 15.
- Confusion
- Increased cost from 3 to 4.
- Confusion AOE is now a cone originating from the caster.
- Cone angle: 29+mutationRank.
- Cone length: 4+mutationRank/3.
- Increased cooldown from 40 to 75.
- Changed duration to 0.8*((mutationRank/2)+10) to 1.2*((mutationRank/2)+10).
- Fixed a bug that prevented Confusion's penalty to mental stats form being applied.
- Domination
- Increased cost from 4 to 5.
- Ego Projection
- Increased cost from 2 to 4.
- If this ability comes off cooldown before the duration has expired, you can no longer boost the same stat multiple times.
- Changed duration (which was broken) to: 16+(mutationRank * 2) to 20+(mutationRank * 2).
- Boosting a stat now has an action cost.
- Force Bubble
- Reduced cost from 5 to 4.
- Force Wall
- Changed cool from 108-(mutationRank * 8) to a flat 100.
- Changed duration from 25 to 14+(mutationRank * 2).
- Mass Mind
- Changed cooldown to 550-(mutationRank * 50), minimum 100.
- Willpower no longer affects Mass Mind's cooldown.
- Each use attracts slightly more attention from psychic interlopers.
- Mental Mirror
- We revamped this mutation.
- We did away with the charges.
- If this mutation is off cooldown when you suffer a mental attack, you gain +3+mutationRank MA against that attack (and the mirror goes on cooldown). If the attack then fails to penetrate your mental armor, it's reflected back at your attacker.
- Cooldown: 50.
- We revamped this mutation.
- Stunning Force
- Normalized damage increment to 1d3 + (mutationRank-1) / 2.
- 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+(mutationRank/2)
- even levels: 1d4+(mutationRank-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.
- Teleportation
- We revamped this mutation.
- Teleportation is now imprecise. You teleport to a random square in the picker's area of effect (radius = 13-mutationRank, minimum 2).
- If an occupied square is chosen, you're shunted to another, unoccupied square (the new square can be outside the AoE).
- Changed cooldown to 103-(3 * mutationRank).
- We revamped this mutation.
- Amnesia
- Revamped. It now gives 2 points.
- Whenever you learn a new secret, there's a small chance you forget a secret.
- Whenever you return to a map you previously visited, there's a small chance you forget the layout.
- Analgesia
- Renamed Nerve Poppy.
- Blinking Tic
- Tweaked occurrence chance.
- Changed so it only triggers during combat.
- Dystechnia (new)
- Mental defect. 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.
- Hemophilia: we removed it.
- Hooks for Feet
- Removed the -10 move speed penalty.
- Irritable Genome (new)
- Physical defect. 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)
- Mental defect. 4 points.
- You cannot wear hats or helmets.
- Quantum Jitters (new)
- Mental defect. 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)
- Physical defect. 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.
GAMEPLAY
- 1-100 above flame point: 1 damage per round
- 101 - 300 above flame point: 1-2 damage per round
- 301 - 500 above flame point: 2-3 damage per round
- 501 - 700 above flame point: 3-4 damage per round
- 701 - 900 above flame point: 4-5 damage per round
- 901+ above flame point: 5-6 per turn
- Reduced carbine's accuracy.
- The masterwork carbine quest reward now uses the same ammo as the standard carbine (lower damage).
PRERELEASE UI
- Added a new graphical clock to the upper right of the prerelease status bar.
- Added some utility buttons to the upper right of the prerelease status bar.
- Added much nicer boxes for popup messages.
- Added a new conversation UI that includes the tile of whomever you're speaking to.
- Added a new object interaction UI that includes the tile of whatever you're interacting with.
- You can enable these features via two different options:
- To enable the new popups, new conversation UI, and new main screen with status bar: Options > Overlay UI > Prerelease: Use prerelease stage screen.
- To enable just the popups and conversation UI: Options > Overlay UI > Enable overlay user interface elements.
OTHER UI CHANGES
MISCELLANEOUS & BUGFIXES
MODDING & DEBUG
- Appendage, a boolean flag for whether the body part type is an actual appendage (in addition to all previously existing requirements, this flag must be true for a body part to be dismemberable)
- UsuallyOn, which is used with appendages to designate the typical parent body part of this body part (for example, the UsuallyOn value for Face is Head, the UsuallyOn value for Hand is Arm)
- UsuallyOnVariant, which is used for body part type variants to designate a specific variant they're typically attached to (for example, the UsuallyOnVariant value for Sensor Array is Control Unit)
- ImpliedBy, which is used by body parts like Hands to designate that some number of another body part (in this case, Hand) implies their existence
- ImpliedPer, which works with ImpliedBy to specify how many of the implying parts are "satisfied" by the existence of this part
[ 2020-09-28 20:26:21 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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