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Feature Friday - February 11, 2022
[ 2022-02-12 02:43:00 CET ] [ Original post ]
203.14 - 'beta' branch
- We made a bunch of changes to starting equipment.
- All castes and callings now start with at least 3-4 witchwood bark. Correspondingly, starting village apothecaries now stock only a token amount witchwood bark.
- Reduced the number of starting torches to a more reasonable amount.
- All starting food -- crusty loaf, food cube, Ekuemekiyyen greens, and salthopper chips -- can now be cooked with. Smoldered mushrooms still preserve into pickled mushrooms.
- Made a bunch of tweaks to true kin starting gear. As a result, they now start with more tonics than they had been in the beta, but not as many as they were capable of starting with on mainline.
- Scholars now have a chance to start with a couple books.
- Pilgrims now start with at least one book and a wineskin.
- Apostles now start with a honeyskin.
- Consuls now start with a wineskin.
- Watervine farmers now start with some random ingredients and a cookbook.
- Arconauts now start with some canned Have-It-All instead of mystery meat.
- Fuming God Child's ash-stained robes now grant +1 AV.
- Greybeards now start with furs and a short bow.
- Horticulturists and Priests of All Suns now start with a short bow.
- Priests of All Moons now start with a compound bow.
- Castes and callings that start with missile weapons now have more ammo.
- Witchwood bark now heals a slightly reduced amount.
- Witchwood bark now heals over three turns in descending amounts (12-14 on turn 1, 6-7 on turn 2, 3 on turn 3).
- Witchwood bark is now classified as a med instead of food.
- Gave witchwood bark a new description.
- The world now properly generates all historic sites that, according to gospels and quests, contain relics. This means that occasionally some extra historic sites are now generated.
- Warden Une is now officially true kin and can install cybernetic implants.
- Added iron gates.
- Replaced some doors with gates in zone generation where appropriate.
- Slightly reduced the chest chances in goatfolk haunts.
- Increased the item tier of liquid-cells and nuclear cell.
- Improved the quality of random cave encounters.
- Improved the quality of ruin generation.
- Tweaked some artifact and junk population tables.
- Historic sites no longer have erroneous "unknown"s in their descriptions.
- Fixed some cooking text errors while cooking in the deathlands.
- You can now ask Pax Klanq to puff on you again if you lose your Klanq infection prior to finishing the quest to spread it.
- Broadened the conditions for getting the Red Rock Hazing Ritual achievement.
- Argyve no longer takes wire beyond the 200' requested for "Weirdwire Conduit... Eureka!".
- Fixed a bug that caused the Puff Spores ability to persist permanently if the Klanq infected limb was dismembered.
- Fixed a bug that caused the Grit Gate communications panel to disable trading permanently.
- Fixed a bug that caused Otho not to admit you to Grit Gate if your level was too high when returning from "More Than a Willing Spirit".
- Fixed a bug that caused Neelahind to end the conversation if, during "Kith and Kin", you accused a kendren in prosperous circumstances without having finished "Love and Fear".
- Fixed a bug that caused the dialogue of Bey Lah's residents to not immediately update after "Kith and Kin".
- Fixed a bug that caused the quest "Weirdwire Conduit... Eureka!" to complete at 20' of wire, rather than 200'.
- Fixed a bug that caused Argyve not to take the wire when completing "Weirdwire Conduit... Eureka!".
- Fixed an exception when a liquid fell through a pit.
- Fixed a bug that prevented flying up through the rust wells if the above zones were inactive.
- Fixed a bug that caused a FlyingWhitelistArea object to appear in the nearby objects window.
- Fixed a bug that caused hotkeys to not work in the classic conversation UI.
- Fixed a bug that prevented you from getting the [redacted]'s journal secret after speaking with them.
- Fixed a bug that allowed you to swipe and lunge on the world map using a long sword.
- Fixed a bug that caused the text for buying additional tinkering recipes in the water ritual to not update until revisited.
- Fixed a bug that let you trade non-gossips secrets as gossip.
- Fixed a bug that caused part of the upper Tomb of Eaters not to be flagged as an interior space.
- Fixed a bug that caused the main quest to skip ahead to "The Earl of Omonporch" if Asphodel died early.
- Fixed a bug that caused objects that were immobile for any reason to become immune to the effects of time dilation.
- Fixed a bug that caused one of the four children of the Tomb to occasionally not spawn.
- Fixed a bug that caused the 'A' hotkey for the old ASCII editor to crash the game if pressed on the main menu.
- [modding] Added the IfTime, IfLedBy, and IfZoneName conversation predicates.
[ 2022-02-12 02:43:00 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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