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Feature Friday - March 26, 2021
[ 2021-03-27 05:55:22 CET ] [ Original post ]
201.81/202.40
- You can now disassemble unidentified artifacts.
- Willpower now affects the recharge rate of Light Manipulation.
- The dispersion rate of gases is now somewhat higher.
- Rocket skates no longer burn oil on the world map.
- You can now clean items using liquids from sources in the same tile as you or in an adjacent tile.
- When using the "clean" interaction, you now see the locations of possible cleaning liquids in your inventory and around your person.
- You can now use liquid inside an item to clean the item.
- You can no longer perform the water ritual with duplicates of creatures created by shade oil, gelatinous prisms, and gelatinous antiprisms.
- Cloned items no longer inherit the notes of the original.
- Autoact and other hostility-checking functionality is now better at ignoring hostile aquatic creatures that cannot reach you.
- Creatures are now better at problem solving to extinguish themselves when they're on fire.
- Thick Fur now appears in creatures' descriptions as a physical feature rather than a separate descriptive sentence.
- It is now possible for players who have intrinsic AV to have that AV reduced by Cleave.
- The [redacted] masks can no longer be replicated with metamorphic polygel.
- Made some pain-related messaging inaccessible to you if you cannot feel pain.
- Added variant death messaging for dying of illusory damage.
- Made recharge interactions prefer to use capital R as their hotkey.
- Creatures that are shielded from mental attacks no longer get nosebleeds from Sunder Mind.
- Creatures that don't bleed or breathe no longer get nosebleeds, though they still hemorrhage.
- When penetrating radar illuminates objects that block it, those objects now flash red.
- Cooking now works harder to give you a sensible option for the source of a given cooking liquid. For instances, it'll prefer to use the acid in a canteen vs. the acid in a lead-acid cell.
- Improved the appearance of some ground, liquid, fence, and tent tiles when using night vision or penetrating radar. These tiles may look odd in current saved games.
- Removed color-coding as good or bad from some messages that are unsurprising or inconsequential or ambiguous as to whether they are good or bad.
- Painted and engraved village walls should look a bit nicer.
- Made the descriptions of several save bonuses more readable.
- Armor with to-hit bonuses or penalties no longer applies these when equipped as weapons or thrown weapons.
- Evil twins are now more reliably hostile.
- Fixed a bug that caused a certain phase spider to free itself from its cryotube.
- Fixed a bug that prevented any screen updates while you were asleep.
- Fixed a bug that caused night vision to not work and Clairvoyance to mostly not work.
- Fixed a bug that caused sleep, EMP, and cracked status effects to not wear off.
- Fixed a bug that caused the "disassemble" and "disassemble all" interactions to sometimes swap hotkeys.
- Fixed a bug that caused slumberlings to able to move and attack while asleep.
- Fixed a bug that caused organic creatures to be subject to techscanning rather than bioscanning when they had artifacts equipped.
- Fixed a bug that caused you you to become momentarily overburdened when you ranked up Double-Muscled.
- Fixed an exception when creatures overdosed on sphynx salt tonics.
- Fixed a bug that caused the effects of padded helmets to continue to apply after they were removed.
- Fixed a bug that caused some items in your starting inventory to fail to stack until interacted with.
- Fixed a bug that caused rubbergum tonics to give +5 to saves vs. bleeding instead of a -5.
- Fixed a bug that let you use telepathy on the Grit Gate communications panel.
- Fixed a bug where spiral borer would place a single up staircase one level before it stopped boring.
- Fixed a graphical bug with the center-south tile in large liquid pools.
- Fixed a bug that caused Evil Twins, and occasionally other hostile creatures, show up as green in the alt display.
- Fixed a bug that caused some inappropriate colors to show up while using night vision or penetrating radar.
- Fixed a bug that caused some liquids and color-changing objects to retain their natural color under night vision and penetrating radar.
- Fixed a bug that allowed Hook and Drag to sometimes continue to restrain a target from far away.
- Fixed a bug that caused unidentified injectors to be known as *med.
- Fixed a bug that caused hired guards, psychic thralls, and domesticants to not follow their leader.
- Fixed a bug that prevented precinct navigators from granting their bonus to encounter ruins outside of ruins terrain.
- Fixed a bug that allowed Schrodinger pages from temporal fugue clones to be used.
- Fixed a bug that made persistent duplication of some items possible via evil twins.
- Fixed a bug that made Phinae Hoshaiah spawn with only one overloaded laser pistol rather than two.
- Fixed a bug that would sometimes make geomagnetic disks thrown by NPCs fail to activate.
- Fixed a bug that caused Pax Klanq to request you puff in Joppa when it lay in ruins.
- Fixed a bug that prevented kills caused by the damage from freezing and flaming mods from being attributed to the attacker.
- Fixed a bug that made pouring cloning draught not work for cloning purposes.
- [debug] The testhero wish now adds the creature to the action queue if they have a brain.
- [modding] There is now a method UpdateStatShifts() on the Armor part that can be used to resynchronize armor's effects on stats after any updates made while it is worn. CarryBonus on Armor also now updates the armor's wearer immediately upon being changed.
[ 2021-03-27 05:55:22 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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