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Feature Friday - March 12, 2021
[ 2021-03-13 05:41:25 CET ] [ Original post ]
201.74/202.33
- We changed how robots and mutations interact.
- Robots now have modules rather than mutations.
- Robots no longer receive mutation points nor do they rapidly mutate.
- Robots can no longer buy mutations.
- You can now mark items in your inventory as important.
- You no longer automatically butcher, harvest, or disassemble important items.
- You're now asked for confirmation before manually butchering, harvesting, or disassembling important items.
- You're now asked for confirmation before applying important tonics.
- Important tonics and applicators now have a low priority for apply being their default interaction.
- While cooking, the "Preserve your fresh foods" option ignores important items and "Preserve your exotic foods" asks for confirmation on important items.
- While trading, you're asked for confirmation when you select important items, and important items are ignored when you select all.
- Quest items are important by default.
- If you have Disassemble, you can now choose to treat a type of item as scrap. If you do, it'll be considered scrap for the purposes of autoget and autodisassemble.
- Disassembling items things now puts a message in the message log.
- Auto-disassemble during autoexplore now directly disassembles items in the environment rather than needing autoget to pick them up first.
- You now autoget zero-weight artifacts if "Auto-pickup artifacts" is off but "Auto-pickup 0 weight items" is on.
- Electrical charge consumption now prefers to draw per-turn charge first. For example, when using a jacked phase cannon with a biodynamic power plant, firing now draws the 5000 charge from the biodynamic power plant before consuming charge from the phase cannon's energy cell.
- Stasis is now a status effect.
- Force modulators now make you immune to stasis.
- The lair of Oboroquru is now a holy place to apes.
- Compute power now reduces the ammo regeneration time for blood-gradient hand vacuums.
- Sparking baetyl demands and rewards are now less subject to manipulation via Precognition.
- Special items for village quests are now worth more than normal items of their type.
- Special items for village quests are no longer categorized as Quest Items once you have completed the quest.
- Your game score is now calculated using each item in a stack rather than treating the stack as a single item.
- Preserved cooking ingredients and empty injectors are no longer factored into your game score.
- When you're cleaved the message log now indicates what part of you was cleaved.
- Strip flies now have the Wings module.
- You no longer attack yourself while swooping.
- Defensive Swipe now respects phase and flight.
- Applying a tonic to another creature else now takes a turn.
- Dying by cooling into a block of shale when you're a magmatic sludge now results in a proper death message.
- Unctuous sludges now properly have unctuous pseudopods.
- Holograms now have their status revealed by techscanning rather than bioscanning or structural scanning.
- Holographic ivory and holographic beth are now excluded from consideration as hostiles -- like young ivory and lurking beth -- and are no longer inaccurately considered organic.
- Convalessence pools now only heals living things.
- Hypertractors, normality gas pumps, defoliant pumps, and fungicide pumps no longer put 0-damage hit messages in the message log. Hypertractors still message about their effect taking place.
- Move-into-liquid confirmations are no longer requested during autoact.
- Immobile creatures now fall through space-time vortices rather than climbing through them.
- Decarbonizers' decarbonizer module no longer appears with a blank name in the character sheet.
- The repair, add notes, remove notes, load ammo, unload ammo, and desecrate interactions now have hotkeys.
- Tweaked the blaze injector item and effect descriptions.
- Improved the grammar of generated text around items with qualifiers in their names.
- Fixed a bug that doubled the action cost of modding items when you had them equipped.
- Fixed a bug that occasionally caused exceptions when creatures with luminous fungal infections temporally fugued.
- Fixed an exception when tarry sludges spit.
- Fixed a bug that caused creatures at the Six Day Stilt to shop when they shouldn't and to not shop when they should.
- Fixed some bugs that caused gaslight weapons to lose proper names and some relic enhancements when they were activated or deactivated.
- Fixed a bug that caused gentling masks and cones to corrupt the faction alignments of dynamically generated villagers.
- Fixed a bug where failing to drag an opponent using a latching weapon did not take a turn.
- Fixed a bug that caused stasis field to fail to put things in stasis.
- Fixed a bug that caused your companions to hit your when you were in the same tile as a creature they were attacking.
- Fixed a bug when you tried to disassemble an owned item where the owners would get mad but the disassembly would fail to happen.
- Fixed a bug that caused physical clones to get permanent versions of mutations their parent organism had granted by relics or cooking.
- Fixed a bug that caused lava not to heat up containers carried in your inventory.
- Fixed a bug allowed you to preserve exotic foods dropped from temporary creatures.
- Fixed a bug with the Brightness & Contrast sliders in the classic options menu when you assigned a value below 0.
- Fixed a bug that caused some damage messages to be visible when the target wasn't visible.
- Fixed a bug that caused blaze injectors to increase cold resistance instead of decreasing it.
- Fixed a bug that caused the classic UI sidebar to handle some target names poorly, especially ones with complex color patterns.
- Fixed a bug that caused item qualifiers like '[implant]' or 'illuminated' to show up twice in the names of village quest items.
- Fixed some extra spaces and incorrect a/an cases in village quest text.
- Fixed a bug with the conjugation of 'catch'.
- Fixed a typo in the glotrot tomb inscription.
- Fixed a bug that made electrical arcs and some other visual effects sometimes display strange floating Unicode characters instead of the desired effect.
[ 2021-03-13 05:41:25 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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