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Feature Friday - September 10, 2021

2.0.202.79

  • Added a new wayfaring skill, Wilderness Lore: Rivers and Lakes.
  • Renamed Wilderness Lore: Mountains to Wilderness Lore: Hills and Mountains.
  • Made moving across rivers, lakes, and the Rainbow Wood a little slower.
  • The Rainbow Wood and Palladium Reef are no longer considered jungles for the purposes of wilderness lore.
  • Various becoming nooks across Qud now have implants in their cybernetics racks again.
  • Gravity grenades now down flyers in their area of effect.
  • Creatures beguiled via the cooking effect triggered action now lose interest in their beguilers after the metabolizing effect expires.
  • Algal water pools in Lake Hinnom and the Palladium Reef are now deeper and squarely past the swim threshold.
  • Serrated and nanon weapons now have a very small chance to decapitate independent of whether you have the Decapitate skill power. Having Decapitate does not augment this chance.
  • Nanon now requires Tinker III.
  • Moved the river referenced in Raising Indrix to south of the Kyakukya instead of north. Also fixed a bug with its starting location.
  • Added descriptions for all new cybernetic implants.
  • Changed the name of some high-tier implants.
  • Added descriptions for prism perch, white esh, quatravolt glider, and sultan croc.
  • Updated what secrets svardym and the denizens of the Yd Freehold are interested in.
  • The Hydropon is no longer subject to svardym storms.
  • Urns in the Yd Freehold now have appropriate names.
  • Changed the names and added descriptions for finger coral and tunnel sponge.
  • Increased the number of times you can drink [redacted] for a positive effect.
  • Meditation no longer occasionally cures gamma moth mutation.
  • Damage reflected by equipment is now attributed to the equipment's wearer.
  • Fixed a bug that caused new characters to be created without the proper faction reputations for their genotype and subtype.
  • Fixed a bug that caused natural claw weapons from Skulk Tonic to remain after the effect expired.
  • Fixed a bug that caused you to start with the skill that your random starting village teaches via the water ritual.
  • Fixed a reputation bug that caused several hostility issues with creatures' attitudes toward you.
  • Fixed a bug that caused map notes to not load until you opened your journal.
  • Fixed a bug that caused recipes intended to give corrosive gas generation to have no effect.
  • Fixed a bug that made it impossible to complete an important Tomb of the Eaters quest step.
  • Fixed a bug that prevented relics that bestow extra carry capacity from working.
  • Fixed a bug that caused kills via your spaser-generated plasma to not be attributed to you.
  • Fixed a bug that caused robots to be unaffected by ganglionic teleproject and Rebuke Robot.
  • Fixed a bug that made it possible to fly underground with a certain flight-granting cybernetic boosts.
  • Fixed a bug that caused you to be referred to in the third person wehn dealing damage with Sunder Mind.
  • Fixed a bug that caused up-stairs to generate on the surface level of the Palladium Reef.
  • Fixed a bug that cauased identified artifacts to keep their unidentified color.
  • Fixed a bug that caused [redacted] to fail to render correctcly if entered with penetrating radar enabled.
  • Fixed a bug that caused an exception when a [redacted] is targeting during a serialization cycle
  • More [redacted].
  • [modding] Fixed the player's body object not being sourced from Genotype/Subtype.
Additionally, here are the notes for some additional changes that were included in the last few alpha and beta patches.
  • Our official, community-mananged wiki has a new home: https://wiki.cavesofqud.com. We updated the link in the Modding Utilities.
  • You can now jump through squares that contain creatures who are out of phase or flight with you.
  • You can no longer manipulate the results of cooking with nectar by using Precognition.
  • The carrying capacity bonus from Multiple Legs now reflects its description.
  • You can no longer talk to your original body while dominating another creature. (This led to bad things.)
  • Ctrl+Space once again looks at items on the equipment screen.
  • Most things that interrupt autoact now provide a visual indicator of what caused the interruption, if it's something external.
  • Psionic weapons no longer affect inanimate objects.
  • Night-vision goggles are now overloadable.
  • Creatures are now a little better at escaping environmental damage.
  • Creatures no longer use Force Bubble if an ally is adjacent. This prevents rare Force Bubble + Temporal Fugue crashes.
  • Nulling weapons now apply astral burdening for a short time after they hit, rather than only instantaneously as they hit.
  • Looking at objects in force fields and stasis fields now gives info on the object instead of the field.
  • Rephrased messages about additional body parts needed to equip items in more abstract, inclusive terms.
  • Slightly decreased the traversal speed of most projectiles.
  • A visible rhinox getting ready to charge now interrupts autoact.
  • Temporal fugue clones are now placed a little more intelligently with respect to natural movement modes (e.g., aquatic creature clones will prefer spawning in swim-depth water).
  • Fixed a bug that caused autoexplore to dig around boulders and rubble instead of through them.
  • Fixed a bug that caused Temporal Fugue clones to always spawn northwest of you.
  • Fixed a bug that caused jewelers to occasionally have double-jewel-encrusted items.
  • Fixed a bug that caused you to occasionally get stuck inside walls when using Space-Time Vortex.
  • Fixed a bug that caused creatures to sometimes generate inside walls.
  • Fixed a rare crash in Grit Gate.
  • The "you" pronoun is no longer incorrectly used when creatures collect liquids.
  • [modding] Added some new predicates to conversations: IfTrueKin, IfNotTrueKin, IfGenotype, IfNotGenotype, IfSubtype, and IfNotSubtype.
  • [modding] Unity impostors now support X and Y offsets.


[ 2021-09-11 06:07:44 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?

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
GAMEBILLET

[ 6087 ]

11.89$ (66%)
4.42$ (56%)
2.07$ (79%)
24.87$ (17%)
15.29$ (39%)
1.00$ (90%)
13.79$ (8%)
25.99$ (35%)
3.35$ (16%)
14.99$ (25%)
14.00$ (64%)
21.19$ (15%)
8.39$ (16%)
8.24$ (18%)
8.75$ (78%)
7.79$ (69%)
5.57$ (15%)
3.51$ (79%)
23.95$ (20%)
5.00$ (75%)
2.07$ (79%)
13.79$ (8%)
4.14$ (17%)
6.55$ (18%)
12.27$ (18%)
10.50$ (58%)
3.56$ (82%)
25.19$ (16%)
1.00$ (90%)
19.00$ (46%)
GAMERSGATE

[ 3241 ]

8.0$ (60%)
2.75$ (45%)
7.49$ (63%)
6.0$ (60%)
0.64$ (87%)
14.87$ (40%)
2.5$ (50%)
2.0$ (75%)
4.0$ (60%)
1.5$ (70%)
1.5$ (75%)
0.88$ (91%)
29.99$ (25%)
1.76$ (91%)
19.8$ (67%)
0.87$ (91%)
17.59$ (20%)
5.0$ (80%)
0.66$ (92%)
5.63$ (62%)
12.5$ (75%)
1.28$ (91%)
0.45$ (85%)
3.0$ (80%)
9.89$ (34%)
0.86$ (57%)
6.0$ (90%)
1.16$ (90%)
34.99$ (30%)
6.0$ (90%)

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