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Feature Friday - April 16, 2021
[ 2021-04-17 10:38:55 CET ] [ Original post ]
201.89/202.49
- You can now talk to nests.
- Holographic plants are no longer affected by defoliant.
- Holograms can no longer be dismembered or decapitated.
- Holograms can no longer be pushed around.
- Baetyls are no longer vague about their requests for corpses.
- Baboons are no longer frightened by blood-stained neck-rings unless you have them equipped.
- Linear cannons can now be drum-loaded.
- Clarified in Unstable Genome's description that you get one mutation per instance of Unstable Genome.
- You can no longer use Menacing Stare on yourself unless you have two or more heads.
- While digging, you no longer autoattack walls if they are considered owned by someone else.
- Drum-loaded missile weapons that use multiple ammo per shot now round the increased ammo capacity to a multiple of the ammo used per shot. For example, drum-loaded carbines now hold 30 slugs and drum-loaded chainguns now hold 48 slugs.
- You now can't use Proselytize in most of the same situations you can't talk to someone. For example, you can no longer proselytize someone who is asleep.
- You can no longer pour liquids on flying creatures if you aren't flying.
- You can no longer pour liquids on creatures that you aren't in phase with.
- You can now see what's happening around you while resting.
- Webs no longer "break", they just get destroyed.
- The result of detonating a grenade by direct interaction now has your phase characteristics, the same as the result of throwing the grenade.
- If defensive lunge results in hitting a wall, this no longer results in oddly repeated messages about it.
- Making a campfire is no longer blocked by most things you could move through.
- Yurl, Sixshrew, Asphodel, and the oddly-hued glowpad can now give directions.
- The tinkering screen no longer case-sensitively sorts recipes beginning with capital letters to the start of the recipe list.
- Pathfinding now avoids lava and acid more if you have equipment or inventory that may be affected by them, even if you are personally resistant to heat and acid, respectively.
- Pathfinding now avoids the [redacted] in [redacted].
- Elcatl no longer asks you to confirm harvesting it because of its importance.
- Updated the game's copyright date.
- Fixed a bug that caused creatures to frequently attack dreadroot.
- Fixed a bug that caused Light Maniuplation charges not to be consumed if you used Lase but the beam was refracted or reflected.
- Fixed a bug that caused the bonuses from Weathered to be retained indefinitely and to stack on top of each other when you gained the skill via a skillsoft implant.
- Fixed a bug that caused liquids to pour through creatures and onto the ground without wetting them.
- Fixed a bug that caused abilities and natural equipment from temporarily-granted mutations to remain after the mutation was gone.
- Fixed a bug that caused buggy gray band visuals and spammed error messages when the visual effect of Time Dilation hit unexplored map tiles.
- Fixed a bug that caused glowpad corpses to be colored red.
- Fixed a bug that caused unidentified liquid containers to appear as cooking ingredients.
- Fixed a bug when equipping or auto-equipping from outside your inventory where item stacks would be pulled into your inventory.
- Fixed a bug that caused some prospective evaluations of saving throw chances to be processed as if the save were actually taking place.
- Fixed a bug that made waveform worms' attacks visible offscreen.
- Fixed a bug causing multiple elevator platforms to stack up in a single square in Bethesda Susa.
- Fixed most zone generation issues where solid things would spawn on stairs.
- [modding] Fixed the position of the mod visibility selector in the Workshop Uploader.
- [modding] Fixed binary serialized mod types not using their own type code.
- [modding] Fixed a bug that caused AddMutation(Mutation, Level) to not set levels above 1 correctly for some mutations.
- [modding] ModifyAttackingSave and ModifyDefendingSave events now have a Source field that tracks an "originating" GameObject for the save, such as a weapon or cloud of gas. These objects aren't considered to have the role of "attacker" if one is relevant. A new event, ModifyOriginatingSave, is now called on such objects as part of saving throw resolution.
- [modding] There is now a CanTrade event that is dispatched to both parties in a conversation and can be used to revise whether trading is possible in the conversation.
- [modding] ConsoleChar now has a SetDetail(Color color) method.
- [modding] We tuned mod compilation and loading.
- Compilation now continues even if a mod fails.
- Mods that failed to compile now display a failed status in the Mod Manager.
- Clicking on a failed mod now displays a truncated list of its errors and copys them to the clipboard.
- Failed mods are now temporarily disabled and do not load their data, such as XML data, sounds, and textures.
- All mods now get their own assembly and Harmony instance.
- The keys (ID, Title) in configuration files, such as manifest.json, workshop.json, etc, are no longer case-sensitive.
- Mods with duplicate IDs are no longer loaded. If there are duplicates, the mod in the local mod directory has preferred loading status.
- Mod-enabled state and approval hashes are now persisted to ModSettings.json instead of separate modcheck-{ID}.json files, which could fail to write.
[ 2021-04-17 10:38:55 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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