Feature Friday - December 18, 2020
[ 2020-12-19 09:04:34 CET ] [ Original post ]
201.57
- Sparking baetyls now sometimes request items modded in some way; for example, "SIX JEWEL-ENCRUSTED ITEMS" or "THREE ITEMS FITTED WITH SUSPENSORS".
- Vaporizing pools of water and acid now produce steam and acid gas, respectively, once more.
- Lase has unlimited range again, and this is now reflected in the UI and by AI behavior.
- You can no longer trade with creatures who are out of phase with you.
- Resting and waiting no longer honor the "ignore enemies easier than" option.
- Resting and multi-turn waiting now check for hostiles before starting, rather than using a turn then checking for hostiles.
- Autoexplore now only attempts to open doors you are in phase with.
- Interruption messages are now only displayed for autoget (messages about "gathering") if you have autogotten at least one item.
- Being shot at with missile weapons now interrupts autoact under more circumstances.
- Haggabah is now invisible when lit by penetrating radar and visible to psychic observation.
- Temporal Fugue clones can no longer use Temporal Fugue.
- There is now a pair of protectors of the Stilt inside it.
- Improved the visibility of explosions, particularly near walls.
- Campfires and ovens now heat themselves up.
- Campfires are now extinguished if they freeze.
- North-facing and south-facing industrial fans no longer need to be identified separately.
- Yla Haj no longer generates as hated by the Fellowship of Wardens or the Farmers' Guild.
- Anomaly extinguishers no longer have a message about compute power in their description.
- The description of Staunch Wounds no longer mentions the decommissioned defect Hemophilia.
- When a creature you have performed the water ritual with is cloned, the clone's description no longer incorrectly reports that you have performed the water ritual with it.
- Wood floor and bridges made of brinestalk no longer render as if they were on top of non-flooring objects.
- Walltraps no longer trigger on the world map, should they find themselves there in some way, such as by being animated using a nano-neuro animator or Spray-a-Brain, then being dominated by the player.
- Reputation change messages now correctly report reputation levels influenced by Socially Repugnant and faction attitudes toward mutations.
- Activating flight while swimming no longer temporarily leaves you in a state of both flying and swimming.
- Procedural grammar composition now uses the article "an" with the word "heir" rather than "a".
- Encounter tables for generating random items of armor no longer sometimes redirect to tables for generating non-armor-specific artifacts, meaning among other things that sparking baetyls promising A SPLENDID VESTMENT will no longer occasionally give people a cybernetics credit wedge.
- Buying skills no longer bypasses the requirements for their basic powers (the 0 SP ones included with the skill).
- While auto-exploring you will no longer notice hostiles outside your actual vision range, i.e. when myopic.
- Fungal infections no longer print unequip messages when cured and instead specify what body part they were cured from.
- Removed legacy torch sconces hidden in the walls of the Stilt ground floor.
- Creatures and companions should now have a higher preference for using vibro weapons.
- Puffing Klanq on items and creatures now works on items and creatures that are in the same square as you.
- Summoning curios will now normally summon a creature of a faction that existed during the Sultanate of Qud.
- Two-handed weapons no longer fail to be equipped to the thrown weapon slot, and multi-slot armor equipped to the thrown weapon slot or in a hand as a melee weapon no longer additionally occupies body parts related to its armor functionality unless the thrown weapon or hand slot is normally part of the armor's slot usage pattern.
- Fixed a bug causing Swimming and Wading statuses to sometimes hang around longer than appropriate, especially with high move speed and/or quickness.
- Fixed a bug causing displacer bracelets to be more common than intended.
- Fixed a bug that made some forms of being stuck show you, when preventing actions, a failure message of "You are!" or "You are !" rather than "You are stuck!"
- Fixed a bug causing NPCs to use Slam on themselves in some circumstances.
- Fixed a bug that generated an inconsequential exception when unmatched piston presses Slammed things.
- Fixed a typo and exception in the Spread Klanq mural text.
- Fixed exception when waiting a number of turns.
- Fixed the hollow tree playing music of the last visited zone.
- Fixed some bugs causing errors when soup sludges attempted to spit liquid.
- Fixed a bug causing chromelings affected by the chrome beacon to sometimes have two Overclocked effects active.
- Fixed a bug that made disassembling an energy cell slotted in an item fail to immediately update carried weight.
- [modding] Physics.ExplosionDamage() now passes its WhatExploded parameter to GameObject.TakeDamage() as its Source parameter, making it available in the TakeDamage event.
- [modding] The Source parameter from the TakeDamage event is now available in the AttackerDealtDamage, BeforeTookDamage, TookDamage, and TookEnvironmentalDamage events.
- [modding] XRL.UI.ConversationUI.HaveConversation() now has a default of null on its Speaker parameter, and an effort has been made to make sure it and its downstream dependencies can handle a conversation without a Speaker.
- Added prerelease keybind for toggling the message log visibility
- Fixed an issue causing the keybinding screen to be unescapeable if prerelase input was turned on but modern ui was disabled
- Fixed an issue causing a few non-alternate adventure keybinds to fire even when the alternate key was pressed
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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